On 2008-03-16 22:52:54, Eddie Grove <eddiegrove@[EMAIL PROTECTED]
> wrote:
> Kenneth 'Bessarion' Boyd writes:
>
> > On 2008-03-10 09:38:22, Eddie Grove 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
This is currently implemented in V as an emulated fixed-point floating
point.
You'd have to rescale it to one time tick rather than ten time ticks, but
it
should be possible to get a close approximation when conventing for both
hp and
mana recovery.
However, this misses the point of Prepare an Ambush -- in exchange for
making it
*very* inconvenient to "lie in wait", I want a reasonable chance of
getting a
double-move on the ambushee when the ambusher has the same practical
speed.


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