[CF-Devel] Revival of old paralysis proposal
Peter Mardahl
peterm at tonks.EECS.Berkeley.EDU
Thu Nov 22 15:24:52 CST 2001
Repeated paralysis (even of short duration, like 2 ticks)
is still a problem if you're bathing in paralysis spells.
Long ago I proposed a scheme like this:
1) If person gets paralyzed, when he recovers, he is
safe from paralysis spells/attacks of equal or lower level
for a certain amount of time
2) If he saves from paralyze, he is safe from paralysis
spells/attacks of equal or lower level for a certain amount
of time
3) Protection should *also* reduce paralyzation duration.
This won't be hard to implement. Whenever you hit
someone with paralysis, you put a force into him
(if not already present). If a paralysis spell detects
this force at equal or higher strength, it won't paralyze.
Then, after you check/place the force, you check to see if the
player makes his saving throw or not.
If not, THEN you paralyze him for a few ticks.
This can work similarly for monsters, except they'd (to make
the game fun) be paralyzed for more ticks.
A similar approach is also sorely needed for deathstrike spells
such as banishment and face of death. These spells hit many times,
and each time they have a chance of causing instadeath. Each
spell should get ONE chance to instadeath a monster, not dozens.
I really think this approach can save the paralysis attack from its present
irrelevance, and bring a far better balance to the various deathstrikes.
PM
>
Tim Rightnour wrote:
>
>
>
> On 22-Nov-01 Peter Mardahl wrote:
>
> > I think the game is too fast to allow anything more than
>
> > split-second paralysis, because otherwise, you may
>
> > as well make paralyze an instant deathstrike.
>
>
>
> I don't have a problem with split-second paralysis, thats not so bad. As l
>
ong
>
> as you can't get yourself into a box where you are getting paralized repeat
>
edly
>
> and can't do anything about it. Long drawn out paralysis is harsh though.
>
>
Thats the difficult part.
>
>
IF paralysis just lasted say 5 ticks (a bit more than half a second), it is
>
a
>
pretty big disadvantage. If you happen to get paralyzed and then some damage
>
spell is cast, that will hurt.
>
>
Note that protection from paralysis could effect that (eg, if you are 60%
>
protected, it is now 2 ticks).
>
>
The difficulty is preventing the case where you just continually get
>
paralyzed. If you are just fighting one monster with the spell, chances are
>
you
>
are OK (because the monster will probably choose some other spell to cast or
>
you
>
may make your saving throw or whatever). The problem is lots of maps have li
>
ke
>
20 beholders, of which a non trivial portion will cast paralyze, making it so
>
you may constantly get hit by it.
>
>
Making it so it prevents movement could be interesting (eg, paralyzes your l
>
eg
>
muscles only). This means you could still drink those potions or cast those
>
spells (including remove paralysis) to survive it. This would make it simila
>
r
>
to confusion right now in some sense. However, if this option is chosen, the
>
n
>
it should still have a longer duration. For monsters, it could still complet
>
ely
>
paralyze them. Putting in code to do this would not be that difficult - just
>
need to check to see if the player is paralyzed in the movement routines.
>
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