2010/12/21 David Ploog <dpl...@mi.fu-berlin.de>:
>> commit 44e93c5fb84afd4bbf14cc0eb7df4499e47fac2b
>> Author: Eino Keskitalo <evkt...@users.sourceforge.net>
>> Date:   Sat Dec 18 23:51:46 2010 +0200
>>
>>    Trampling for yaks and death yaks.
>>
>> Increase the size of yaks (to BIG) and death yaks (to GIANT). Make
>> their attack trampling.
>>
>> I think the trampling is a great feature for yaks. They are the last of
>> the great archetypal boring monsters of Crawl (the others being slime
>> creatures and ugly things). Being pushed around by herds of yaks should
>> be good.
>
> I am not convinced. With this change, why did we introduce elephants? Now,
> yak bands and elephant bands look awfully the same.

I think elephants are good flavour for the jungle book vault (that is
how they were introduced), and hellephants are excellent monsters on
their own. Like I said, we shouldn't generate elephant bands. I see
this as rearranging the building blocks (gameplay elements), and yaks
being old monsters should be priority instead of new monsters. I
proposed this on wiki but got no comments, so I pushed in part to
generate them. :) If the feeling is this is not a good idea, I'm fine
with reverting. Kilobyte was positive about the change, but on IRC
elliptic remarked that yaks are actually fine as plain monsters, which
I don't actually disagree with..

I like the idea of herd AI (keeping together etc, possibly some other
leader-related things, like morale), but not the stampede speed-up.
Yaks should be something that you can run away from. Herd AI (keeping
the pack together) feels like it should be used for elephants too,
though, and probably most animal bands. But not sheep. :)

> We now have a three elephant castes. Elephants could also grab (constrict)
> opponents with their trunks.

Well, constricting-styled effects are already proposed for a long list
of monsters.

I had a (silly) idea of elephants being able to block attacks with
their tusks, having a SH score (I'm not sure how the code handles
monster shields though).

> By the way, I sometime proposed extra damage when trampling does not work
> because you're standing at a wall. Something like +50%. If you're not
> about to be pushed around, feel the pain.

I like this, it'd make you consider your positioning - would you
rather be pushed around, or take extra damage? You'd need to be
careful to not let yourself be pushed into a corner too.

Pushing into water and lava is a difficult case. We don't want
instadeaths, but having it be the best position for the player (no
pushing and no damage) would be funny. Maybe just reflavouring the
damage into burns/getting water in lungs (in a single turn....) could
work.

--Eino

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