Jim the Dinosaur
Arcane
- Joined
- Nov 19, 2009
- Messages
- 3,144
I've finished the tile categorization thing, but I still don't have a clear idea of what I'm going to with it. In terms of setting traps I was thinking this, but it's pretty arbitrary:
easiest: shrubs
easy: dirt/grass
medium: wood/carpet/matresses
hard: stone
hardest: metal
As for sneaking, I want to have sound play a role in which way a critter is facing. If it can hear you (influenced by distance/tile material/sneaking skill/critter perception, not sure if actively sneaking will be something that plays a role, or whether you're running/walking/standing) then it immediately turns in your direction, meaning they can spot you. This also works with non-humanoids of course (so avoiding the geckos when filling the still might become trickier). Of course, this also makes stealing trickier because if you're too loud they'll never have their backs turned to you. To avoid sneaking becoming an absolute must for a stealing character, I was thinking about also making room for a charismatic thief: if your charisma is higher than a (human) critter's intelligence (with some distance modifiers), then you're inconspicuous enough for them to ignore you, meaning they won't turn towards you. The material effects I was thinking about (even more arbitrary; no idea what I'm doing):
softest: stone/grass
soft: dirt/carpet
medium: metal
loud: shrubs/matresses
loudest: wood
edit: someone at NMA pointed out that armor should also factor into the sound you're making, so that's a good point. He also called the sound element overkill though, anybody else think so?
Anybody willing to help me out? DraQ (sorry for tagging you all the time, let me know if I should stop)?
easiest: shrubs
easy: dirt/grass
medium: wood/carpet/matresses
hard: stone
hardest: metal
As for sneaking, I want to have sound play a role in which way a critter is facing. If it can hear you (influenced by distance/tile material/sneaking skill/critter perception, not sure if actively sneaking will be something that plays a role, or whether you're running/walking/standing) then it immediately turns in your direction, meaning they can spot you. This also works with non-humanoids of course (so avoiding the geckos when filling the still might become trickier). Of course, this also makes stealing trickier because if you're too loud they'll never have their backs turned to you. To avoid sneaking becoming an absolute must for a stealing character, I was thinking about also making room for a charismatic thief: if your charisma is higher than a (human) critter's intelligence (with some distance modifiers), then you're inconspicuous enough for them to ignore you, meaning they won't turn towards you. The material effects I was thinking about (even more arbitrary; no idea what I'm doing):
softest: stone/grass
soft: dirt/carpet
medium: metal
loud: shrubs/matresses
loudest: wood
edit: someone at NMA pointed out that armor should also factor into the sound you're making, so that's a good point. He also called the sound element overkill though, anybody else think so?
Anybody willing to help me out? DraQ (sorry for tagging you all the time, let me know if I should stop)?
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