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#1 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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LoS searching
The subject seems to have arisen in another thread, so here my 'scheme' for LoS searching (without co-opting another thread (which I have a tendency to do)).
The player would have a % chance (searching ability) to detect traps in every grid that is within 50' (5 grids), with a minimal amount of searching possible at 50' distant, and then a steadily increased chance as the the player nears the trap. The player would only gain full searching ability at 10'. Traps would have to be within LoS and also on a lit grid for any detection to be possible. Regardless of LoS or lighting, no detection is possible more than 50' away without magical aid (*detect traps*). So, with 100% perfect searching ability (or 50% very good) [or 20% average]... Code:
at 50' you'd would have a 60% (10%) chance to detect a trap, at 40' it would rise to 70% (20%) at 30' it would rise to 80% (30%) [ 0%] at 20' it would rise to 90% (40%) [10%] at 10' it would rise to 100% (50%) [20%] Thus, given 25% searching ability, an average light source (20') in a straight darkened corridor, you would have a decent chance (25% + 15% + 5%) to detect a trap. You would also be less likely to detect a trap immediately upon turning a corner or otherwise having previously prohibited LoS (which is cool, IMO). In conjunction with this I'd provide 3 potential ways to enhance searching.
I'd go so far as to suspend passive LoS searching on actions other than movement, or resting, or searching. My intent would be to avoid spotting traps while otherwise distracted as in the heat of battle or while casting a spell. As usual, subject to tweaking and criticism.
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. Last edited by buzzkill; November 18, 2011 at 15:16. |
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#2 |
Angband Devteam member
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[fx: thumbs up] I like this. Unfortunately I'm pathologically unable to avoid tweaking: I'd allow the max range to be a function of the searching skill, i.e. skill / 20, or skill / 15 would be a little easier.
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"Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles |
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#3 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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ewert implemented LoS searching a long time ago. I don't know if his code is salvageable.
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#5 |
Rookie
Join Date: Aug 2011
Posts: 9
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I agree with extending the detection to include LoS and lite squares, but I would be more inclined to use exponential decay instead of a linear model.
Maybe something like Detection = SKILL_SEARCH * exp(-CONST*distanceDifference) |
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#6 |
Adept
Join Date: Jun 2011
Location: In his house at R'lyeh
Posts: 113
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My suggestion is that there only needs to be one skill, Perception. If someone wants to search a specific place carefully they can just stay there longer and hope to perceive something. If toggled searching is implemented, it can be a bonus to Perception.
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Thread | Thread Starter | Forum | Replies | Last Post |
feature request - notes on drops not in LOS | PowerDiver | Vanilla | 0 | May 14, 2010 22:22 |
dangerous change to searching | PowerDiver | Vanilla | 18 | January 15, 2010 22:29 |
bugblatter LOS | PowerDiver | Vanilla | 13 | January 15, 2010 22:21 |
targetting and LOS | PowerDiver | Vanilla | 187 | July 5, 2009 23:02 |
feature request - disturb on reverse LOS | PowerDiver | Vanilla | 2 | May 18, 2009 06:46 |