Kenneth 'Bessarion' Boyd <zaimoni@[EMAIL PROTECTED]
> writes:
> On 2008-03-10 09:38:22, Eddie Grove <eddiegrove@[EMAIL PROTECTED]
> wrote:
>
> > I was thinking about the munchkin aspects of rangers, and I thought of
the
> > following scenario. A ranger with a bow of extra shots can face
Morgoth at
> > normal speed and not fear a double-move!
> >
> > The way energy is currently implemented, each time a char with 4 shots
fires
> > ammo, 25 energy [1/4 normal turn] is used up. Thus, a monster 4 times
as fast
> > does not get a double-move while you are shooting. However, if you
are
> > resting, you use 100 energy at a time and are susceptible to a
double-move
> > even though you are waiting prepared to attack as M comes through a
bend in
> > the corridor.
> >
> > I think it is bad that you are better off firing arrows into a wall
while
> > waiting for a monster to round a corner [or walk through it with
killwall].
> > Surely it is better for resting to use 10 energy at a time to avoid
this.
>
> Or even better, one time tick at a time. [This gets rid of the Preprare
An
> Ambush command I was thinking of. Then again, I'm not sure that should
get
> resting benefits as well.]
This can be easily implemented in two ways.
First let's define hitpoints per energy.
hpe = (regained hitpoints per gameturn) / 100.0
Then simply change the current_hitpoint type to a float, and then rest can
use
precisely 1 energy and increase hipoints by hpe. The biggest pain would
be
reading in old savefiles.
If you refuse to change the data type, then again make rest use 1 energy,
but
increase hitpoints by 1 with probability hpe. I doubt the player would
notice
much difference.
Eddie


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