> Brendan Hickey:
>> Some time ago I looked into modifying wrath to vary effects based on
>> tension. Under low tension, for example, Trog might send a troll pack
>> to liven up the party. Under high tension, he might berserk your
>> enemies. Expanding on the Xom tension mechanic proved to be difficult.
Yes. Using tension for wrath is probably a natural idea. At least, I spent
some time trying to design refine it. And Brendan spent time coding.
However, I think it's too complicated and the wrong way.
The new system I proposed is much simpler. I didn't talk about its
advantages much in last mail, so here goes:
* duration from xp (for two more XL) is self-scaling: shorter wraths
early on, longer wraths later
* likewise, severity from piety gained under worship is self-scaling
* players can prepare for wrath by trying to get lots of xp very quickly -
that might be considered "scumming" but it's a completely different
from the wrath scumming we have now: getting lots of xp quickly involves
skill and thought. We have to make sure to explain the mechanic (the
manual will suffice)
* the new system is modular: we can start by changing the duration formula
and keep the current wrath effects and triggers, even if they're far
from perfect. Then, we can address the gods one by one, starting with
the worst offenders (where lots of conversions happen or wrath effects
are too bad/mild).
On Fri, 14 Sep 2012, James Meickle wrote:
> I've played around with tension a lot for lava orcs:
> -There should be a unified scaling system for tension. Raw tension
> values are essentially meaningless because they can go as high as you
> -Low HP should have a much more dramatic effect on tension. For LO, I
> went with sqrt(% HP Lost +1), i.e., 1x tension at full HP and 10x
> tension at 1% HP.
> -Tension should be sticky. Dodging around a corner shouldn't
> immediately reduce tension to 0 - it should reduce it, but it should
> take a few turns before it bottoms out.
> -Unexplored/unseen areas should contribute to tension in some way
> (perhaps as a 'percent complete' per-level multiplier representing how
> likely you are to be surrounded by enemies in areas you don't know
> about). e.g., walking down an unexplored corridor should generate some
That's quite some work (especially testing and finetuning). It's surely
worth it, but I am confident that wraths should go without tension (of
course, we may want some god to trigger wrath effects on tension later).
Currently, tension is used in two places, as far as I now: Xom, and a
Demonspawn mutation (demonic guardian). Neither of these is really
abusable. I am afraid that using tension more openly (e.g. for wraths,
where players would prepare) makes it prone to bad behaviour.
Thanks for replies to everyone,