Nick wrote:
> I am in the process of coming up with a general ID and pseudo-ID scheme
for
> FAangband, and would like some holes shot in it (particularly from
people whose
> initials are consecutive letters of the alphabet...).
I don't fit that criterion, but here goes...
>
> ID
> --
> This is the simple bit. *ID* is gone. ID remains as common as before,
and
> fully identifies every item.
>
> Pseudo-ID
> ---------
>
> This will be split into two parts - workman****p and magic. To see why,
consider
> the
>
> Changes to +/- modifiers
> ------------------------
>
> + to skill, + to damage and + to AC are going to come in two varieties -
> workman****p and magic. These will be coded separately, but appear added
> together to the player. The workman****p values will be of the order of
-3 to +7
> (or bigger for artifacts), and will be
I've been thinking about this bit in particular for a little while now
(as I'm sure you can tell), and it seems to me that the
workman****p/magic difference is best expressed in terms of [base AC vs.
magical AC] and [damage dice vs. bonuses]. The only problem with that
is acid damage reducing magical bonuses.
I would suggest that acid damage actually hurt the weapon dice, reducing
them by one point of average damage (EyAngband should have code to do
that); and also having it reduce armour's base AC. Keep backups of
those original values, though, so a scroll of repairing/store service
can return it back to its former glory.
Just a thought. I do think having three different elements to AC/damage
(base, magic, workman****p) is over-the-top, though (even if the player
only sees two elements, the law of leaky abstractions [1] means that
they'll still have to be aware that there are three).
[1] http://www.joelonsoftware.com/articles/LeakyAbstractions.html
--
Andrew Sidwell
http://rephial.org/


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