RavenRed: Just a quick idea on what the effects of low sanity might be like if we moved on from the admittedly annoying, but hardly crippling "You stab the Robocop in the throad" type messages.

These effects might occur with a frequency of ((41-WIS)/2:1 ) in (Current Sanity/Max Sanity) * 100) if your sanity is below 100%. This makes them annoying, but not absolutely inevitable.

Just a few silly ideas...

2cworth and counting...

NeilStevens: You're cruel, you know that? And I don't say this in a bad way. I think if you had a free hand in ToME the game would be unwinnable. Maybe you should make a module, Excessively Evil ToME, or Challenge ToME, or something like that.

RavenRed: I'll take that as a... compliment... I, uh... think. And don't worry, there's quite a bit of stuff that is player-power-uppering in my vision for ToME as well. ;)

TheFalcon: I like these ideas even if they are a bit ... evil. However, I think maybe there should be something else, which could be positive. I would have thought insanity would make you less prone to running away: a GWOP comes round the corner, you don't teleport out of LOS, you cackle madly and charge at it. This could give you a chance to improve melee damage or chance to stun (though at the risk of getting killed obviously). Or maybe you could give resistance to wounds (think Monty Python: "it's only a flesh wound!!"). Hmm, anyway that's just a few more (slightly random) ideas.

BsVeteran: RavenRed, the idea is very in-theme with insanity. For balance, though, there needs to be a range of readily available methods for curing insanity (as with healing), without requiring a stockpile of !CxI occupying an inventory slot.

RavenRed: See the discussion in this thread for some of the issues in regards to this. But a re-jigging of ! of curing (+ Healing + CCW) rarities would probably help this significantly...

LordEstraven: This is great, insanity for real instead of those stupid hallucinations.

Of course, hallucinations should stay, they should just be "realistic"... Perhaps you're feeling paranoid, and that small fluffy dog that's following you around looks like a Zephyr hound? Perhaps it even breaths on you for bogus damage... Or maybe you think you're invincible, and that Great Hell Wyrm breathing down your neck looks like a fire lizard - perhaps you don't even notice when it blasts you with fire, to your great peril.

Which brings us to another thing - when you're insane, your health is going to be hard to keep track of! People who aren't in their right minds don't always notice when they're injured, and sometimes see wounds that aren't there.

And at high levels of insanity, the Sanity and SP meters should not me reliable ("Don't worry, man, I feel fine. Shut up, I'm perfectly sane!").

(Dang, this stuff would be *deadly* in a Cth module... >:D )

IdeaArchive/Additional Effects of Sanity Loss (last edited 2006-03-13 01:04:33 by TheremHarth)