tag:blogger.com,1999:blog-2208890564265615027.post2943648896638279257..comments2024-03-08T19:47:41.485+11:00Comments on Ascii Dreams: Designing a Magic System Redux - Part Two (Status Effects continued)Andrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-2208890564265615027.post-35294532064991143312010-08-30T13:14:04.779+10:002010-08-30T13:14:04.779+10:00VRBones: You can hurt yourself to stay awake. This...VRBones: You can hurt yourself to stay awake. This increases the time delay before falling asleep. IIRC it is 5 turns, so you can keep awake permanently by hurting yourself every 4 turns...Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-17709213396845642252010-08-17T13:53:03.131+10:002010-08-17T13:53:03.131+10:00Superman 2 villians placed in stasis on Kal-el?
(l...Superman 2 villians placed in stasis on Kal-el?<br />(looks like the stun lock wasn't infinite though ..)VRBoneshttps://www.blogger.com/profile/10654192372497663948noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-79950460942893222802010-08-16T06:40:19.970+10:002010-08-16T06:40:19.970+10:00Kris: I forgot to add the 'linked to TV tropes...Kris: I forgot to add the 'linked to TV tropes' status effect.<br /><br />That's a total lock right there.<br /><br />The LoTR mythology certainly supports putting Morgoth to sleep.Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-1248644003384994492010-08-16T01:41:46.415+10:002010-08-16T01:41:46.415+10:00I never claimed the implementation of any of this ...I never claimed the implementation of any of this would be easy 8-) It just seemed to most true-to-myth combat mode for the class...<br /><br />Oh, another open question: Should you, given a character based on locking opponents, be able to lock the final boss? On the one hand, it seems rather anticlimactic, but the alternative is to make a character type, in the end, a user of <a href="tvtropes.org/pmwiki/pmwiki.php/Main/UselessUsefulSpell" rel="nofollow">'Useless useful spells'</a><br /><br />Are there any story examples where the 'end boss' has been taken out via breaking their mind? (As opposed to the zillion and one cases where the villain has tried it on the hero). I can think of one or two 'almost' examples, but it still seems to come down to a physical brawl in the end...kaypyhttps://www.blogger.com/profile/07973752455143516584noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-48426218800593077742010-08-15T21:26:49.713+10:002010-08-15T21:26:49.713+10:00There's an interesting line between trying to ...There's an interesting line between trying to avoid a lock for the player while simultaneously allowing easy access to locks against monsters within the same system. My guess that balancing enemy sorcerors would be the next logical step in this tit-for-tat battle. <br /><br />Did I miss something or was the resolution to the binary nature of sleep to just allow a time delay for the effect to occur? It would seem that adding bonuses to attacking slept opponents for the sorceror would exacerbate this all-or-nothing aspect.<br /><br />I'm also not sure on what you mean by continually hurting yourself to stay awake (Can't remember if this was implemented last time I played, sorry). Wouldn't only 1 turn of hurting yourself remove the sleep effect? <br /><br />Even if you have to continually hurt yourself, is that not a 'soft' lock anyway? The casting of a sleep forces a specific response or fall into a 'hard' lock. If your opponent kept casting sleep, you would effectively be in a locked state. I guess you could choose to teleport or something and suffer the sleep lock in a potentially safer position. <br /><br />As to the hallucination, it might be an interesting rewrite of the hallucination screen code to have the initial state diverge into multiple possible states displayed at once (seeing double,etc), with other phantasms coming in and out as well. <br /><br />For moster conflict, I've usually been pretty happy with "damage received" being a trigger for enemy status. There may be an exception if their teammates have the ability to cure hallucination (you would assume this would also come with the ability to recognise someone under hallucination). Leaving the states fairly simple helps the player have some tactical certainty about the use of a spell/effect. <br /><br />Kinda just thinking out loud, take it with a grain of salt ...VRBoneshttps://www.blogger.com/profile/10654192372497663948noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-49024797068242791842010-08-15T10:39:39.731+10:002010-08-15T10:39:39.731+10:00Kris: That's an excellent suggestion.
The big...Kris: That's an excellent suggestion.<br /><br />The big problem with hallucination creating conflict is an AI issue to do with asymmetry of intent. If monster A is hallucinating, and attacking monster B, which would normally be friendly to it, what should monster B do?<br /><br />Should it fight back at full strength? Should it try to take down monster a in a non-lethal fashion, or try to heal it? Should it pre-emptively attack monster A, if it sees monster a getting affected by a hallucination attack, but has not yet attacked any allies?<br /><br />These decisions are nontrivial, and particularly for player allies, it is not necessarily clear what the right thing to do is.Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-65042025697457778892010-08-15T02:40:53.555+10:002010-08-15T02:40:53.555+10:00I found this to be a really good article and somet...I found this to be a really good article and something that I will look to during my design phase for status effects.RedFoxOnehttps://www.blogger.com/profile/12701350395311823779noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-76653502591409859782010-08-14T16:48:27.846+10:002010-08-14T16:48:27.846+10:00An effective hallucination based effect would be s...An effective hallucination based effect would be something like NetHack's conflict: critters could either start explicitly fighting each other or at least have a tendency to start fighting if they bump into each other/shoot 'past' each other etc.<br /><br />This would of course only really apply to the player if they have summons or allies and could only really remove any friendly fire protections (hence suggesting not making the enemies outright start fighting either)<br /><br />To some degree what you need is a way to keep track of where a given creature thinks an enemy *might* be, so they can lose track of that information over time or due to events (like being attacked by that *other* unidentified hallucination)kaypyhttps://www.blogger.com/profile/07973752455143516584noreply@blogger.com