DRL > Requests For Features

Light Sources and Running

<< < (3/3)

Shinji_Ikari_9th:

--- Quote from: Simon-v on December 27, 2011, 14:17 ---Not strictly necessary, since the change in vision radius is immediately and painfully obvious (Berserk! shows this quite clearly). For the particularly inattentive, a simple message such as "You step into a brightly lit space.", "The light flickers around you." or "You can't see a thing at an arm's distance." would suffice.

--- End quote ---

Agreed.  I hope that the God Hand is reading this one.

Game Hunter:
Rather than use light sources as an LOS-booster, it would be a lot more interesting to give them their own radius, at which point you will be able to make use of it if your (unimpeded) LOS coincides with any of the lighted squares. This is a more realistic approach, and provides a much more dynamic strategy when it comes to using light sources.

Let's use a simple example with cityblock metric (that is, every orthogonal step is 1 unit of distance). Say you're blind past four squares:

--- Code: ---::::.::::
:::...:::
::.....::
:.......:
....@....
:.......:
::.....::
:::...:::
::::.::::

@ - player
. - visible squares
: - blind squares

--- End code ---
The player typically has a LOS of nine squares. If we position a light source that has a radius of five at eleven squares away, we get something that looks like this:

--- Code: ---::::.:::::::::"""::::
:::...:::::::""""":::
::.....:::::"""""""::
:.......:::..""""""":
....@....:...."$"""""
:.......:::..""""""":
::.....:::::"""""""::
:::...:::::::""""":::
::::.:::::::::"""::::

$ - light source
" - visible-sharing squares

--- End code ---
By walking toward the light source, we get to use more of the visible-sharing squares:

--- Code: ---::::::.:::::::"""::::
:::::...:::::""""":::
::::.....:::.."""""::
:::.......:....""""":
::....@........$"""""
:::.......:....""""":
::::.....:::.."""""::
:::::...:::::""""":::
::::::.:::::::"""::::

::::::::.:::::"""::::
:::::::...:::..""":::
::::::.....:...."""::
:::::............""":
::::....@......$.."""
:::::............""":
::::::.....:...."""::
:::::::...:::..""":::
::::::::.:::::"""::::

--- End code ---
If the light source is bigger (seven and nine in the following examples), then we get more out of it as well:

--- Code: ---::::.:::::::"""""""::
:::...:::::""""""""":
::.....:::.."""""""""
:.......:....""""""""
....@........."$"""""
:.......:....""""""""
::.....:::.."""""""""
:::...:::::""""""""":
::::.:::::::"""""""::

::::.:::::"""""""""""
:::...:::..""""""""""
::.....:...."""""""""
:............""""""""
....@........."$"""""
:............""""""""
::.....:...."""""""""
:::...:::..""""""""""
::::.:::::"""""""""""

--- End code ---

This should be more significant with Angband metric, so I think it would work out rather well. We could also have enemies that are attracted to light sources and those that specifically stay away from them.

As mentioned before, it's probably quite possible in 0994's modding system. I might try to make a little test mod and see how well it plays.

Zalminen:
Oo, that would be pretty cool.

spacedust:
A little OT, but I really like the idea of a run-time counter. It would make things more transparent, especially for builds that rely on running, ie some AoSg builds.

Ander Hammer:
Totally on-topic.

In addition to a 'run meter', can we remove the fire-and-forget aspect of running completely? It strikes me as a little weird that you can run for a few seconds, then not ever until your body, regardless of whether or not it's in perfect health, has somehow been repaired... or you run down a staircase.

Take or leave medkits, depending on how fast the marine catches his breath. This wouldn't necessarily make every fight trivial; breaking into a run could require a certain amount of stamina, it could be slower depending on what actions you've been doing recently... etc.

tl;dr take away the marine's caps lock key and let him use shift.

Navigation

[0] Message Index

[*] Previous page

Go to full version