RavenRed: The new Tactics / Exploration settings will be interesting. As I undestand it, they will more or less be bought as abilities. Here are a few abilities additional to those already in CVS that might be considered.
Each has a tradeoff to make sure the player isn't running around with one of them constantly on, but can be "pulled out" if the situation warrants.
New Movement Modes
Mode |
Description |
Cost |
Prereq |
Effect |
Duellist |
Better Offence, better defence, but you move like a crab. |
8 points |
Weaponmastery 15, DEX 16 |
+Weaponmastery@15 to hit, +Weaponmastery@15 to dam, +Weaponmastery@3 attacks (or, if you prefer, +Weaponmastery@30 attack speed), -(20 - Weaponmastery @10) move speed, +Weaponmastery@20 to AC |
Sniper |
For increased accuracy, you have to keep still. |
6 points |
Archery 20 |
+Archery to hit, +Archery@2 shots(or, if you prefer, +Archery@30 attack speed), +Archery@2 to Might, -20 speed |
Ritualist |
You make yourself a big target with that bright fireflash you're conjuring... |
10 points |
Magic 20, INT 20 |
+Magic@15 to Spell Speed, -Magic@15 to Spell Failure, +5 Skill to Magic-Device, -15 to AC, -5 to Move speed. |
Turtle |
Use if cornered. Hard to hit, but hardly hard hitting. |
5 Points |
Combat 6 |
-10 Attack Speed, +Combat to AC, --10 to hit, -5 to Move Speed |
The wonders of '@'
Borrowed from Zizzo's Killerbunnies, the @ convention means a scaled value. For skills, this involves the second number being related to the skill. The second number represents the value that would eventuate if the skill was at the maximum (for the purposes of this argument, 50).
If we have a value that will be equivalent to X scaled up to Y, the notation will be X@Y. The second value is calulated by the formula (X x Y) / 50.
For Combat@10, therefore:
- at Combat 10, the value given will be 2,
- at Combat 45, it will come up as 9.
In other words, take the second value as the 'full' value at skill level 50, and work your way proportionately down from there.
Chatter
ElvishPillager: Seeing the way the movement modes currently work, this would be both annoying and unreasonably powerful. Take Duellist, for instance. You'd always want to be in Duellist mode when attacking, since there are no disadvantages except move speed; you'd simply switch to Duellist before attacking, and switch out before moving. Same goes for Sniper and shooting. Turtle is just plain useless.
RavenRed: Don't hold back, tell us what you really think! This is not being implemented exactly the same as the current movement modes. As I'm fairly sure I've said elsewhere, one disadvantage is that you need a turn to change movement modes. If you decide to run, then you had better think about it in advance. Firstly, +15 (max) to hit and damage isn't a massive bonus, especially considering that you'll have to max out your skills to get it. Secondly, the speed disadvantage is decent, and is still @ -10 at Weaponmastery 50, and more at below that. That's not Combat 50, that's Weaponmastery, which is not available to all classes anyway. Perhaps the blows bonus could be bunnied down to Weaponmastery@2, which more or less doubles the natural weaponmastery bonus. Ritualist and Sniper both have significant penalties, which mean that they're not a lay-down misere to walk around the dungeon doing. On one matter I do sort of agree, however. Turtle is a tad useless.
ElvishPillager: I could see myself running around the dungeon in Ritualist mode, or even Duellist at higher levels. (many of my high-level characters use Slug-like in ToME 2, when base speed stops being such an issue.) Frankly, though, I don't see the point. All these just seem like another way to get a few bonuses.
NeilStevens: What exactly are those at-signs supposed to be? Could you rewrite all that to make it clear what it's supposed to mean?
NerdanelVampire: The Killerbunnies style usage of @ is known to me, but it beats me how you could possibly have a function of stat/skill intentionally as a prerequisite. It's a bit like setting the prerequisite to x + 2 where the x is a variable. On this page, functions like Archery = Archery@20 need to be solved for Archery, and surprise, it turns out the equation is true only when Archery = 0!
Archery = Archery * 20/50
50*Archery = 20*Archery
Archery = 0
Remuz: I take it that for prerequisites, @ should be taken litteraly, that is, "Weaponmatery@20" can be read out loud as "Weaponmastery at 20". I agree that it is not very clear, even though I like the killerbunnies syntax.
RavenRed: Yes, that was my bad.
NerdanelVampire: But the author of this idea put up that Killerbunnies @ explanation section in answer to questions about what the @s mean here...
Remuz: Really? It could be a misunderstanding from me, but I felt that the explanation answered the questions for the 'Effect' part of the table (and it is consistent with the killerbunnies website, too). For the 'Prereq' part, see my own explanation.
NerdanelVampire: It just bothers me when there isn't consistency.
RavenRed: As I said, my bad. My VERY bad.
Orvin: Regarding Sniper, see the related idea at IdeaArchive/Player/Archery tactics.
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