From: David P. <pl...@mi...> - 2009-06-30 18:36:05
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On Tue, 30 Jun 2009, Matthew Cline wrote: > On Tuesday 30 June 2009 10:05:33 am David Ploog wrote: >> a) spell differentiation > > I don't remember anything about that. Could you give some examples? "school differentiation" would be more to the point. Earth and Air are loud schools (at least their conjuration spells), Poison is a silent one, Fire and Ice in the middle. This would mean, for example, that spell selection for a pure caster also depends on emphasis on stealth. >> b) fix the ally abuse (them fighting does not wake monsters) > > I assume that allies waking up hostiles should give the hostiles a > chance of shouting. Should *any* sound waking up a monster give it a > chance to shout? That might be a good idea. But all fighting producing noises would already help a lot. > Also, an ally walking up to a hostile won't wake up the hostile, since > stealth checks are only done for the player. Would it be too > computationally expensive to do a stealth check for each ally as > well? No idea. Perhaps we can have a crude approcimation? Sending allies to monsters in order to not wake them is bad. >> e) fix the abuse where you snipe sleeping monsters with spells one >> by one > > Unless I'm missing something, this has already been fixed by giving > monsters a chance to shout if woken up by anything but stabbing. Yes, that is true. >> h) get rid of the binary waking mechanism > > This could be handled by having noise level decay linearly with > distance irrespective of walls, which would be simpler and less > computationally expensive than having walls decay noise level more > than empty space. But it has several disadvantages. I think it's natural to expect that noises are restricted to rooms. (Would also make for additional distinction between open and room&corridor levels.) > We could first implement it the wall-ignoring way first and play test it > to see if that's enough, and then upgrade to to taking walls into > consideration if it isn't enough. Yes. David |