On Mar 16, 2:52 pm, Eddie Grove <eddiegr...@[EMAIL PROTECTED]
> wrote:
> Kenneth 'Bessarion' Boyd <zaim...@[EMAIL PROTECTED]
> writes:
>
>
>
> > On 2008-03-10 09:38:22, Eddie Grove <eddiegr...@[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
I don't think HP regeneration has anything to do with player speed.
It is associated with once-every-10-ticks dungeon turns.


|