On Wed, 22 Dec 2010, Johanna Ploog wrote:
> On 22 December 2010 02:55, David Ploog <dpl...@mi.fu-berlin.de> wrote:

>> b) Trampling without actual pushing leads to extra damage.
>> This is one attempt to make choice of battle location more meaningful.
>> There are often reasons to avoid being pushed around, for example the
>> presence of other monsters nearby. If you choose to do so, there should be
>> a drawback.
>
> I agree. Actually, I thought this was already the case. :)

On ##crawl-dev, there seems to be agreement as well. In order to make it 
matter, I suggest +50%, or d(full damage) or so. With message.

>> c) You can be trampled into water or lava.
>> This looks like an instadeath, but is not quite one: The danger is plain
>> to see, and you can (should!) react in time. It would help to make
>> trampling occasionally more relevant. (Needless to say, there would be
>> vaults which exploit this option.) There are also a number of ways to
>> indicate/prevent the potential instadeath, ranging from messages: "The
>> elephant tramples you. Oh my, there is lava nearby!", to special effects
>> when near lava.
>
> Is it currently possible to be pushed twice in the same turn, if there
> are two elephants/dragons around?

Yes, but not twice in the same direction.

> I think there should be a saving chance from being pushed into
> water/lava, but in this case the bonus damage should apply.

There are a number of ways what to do here. Also the topic of a heated 
discussion on ##crawl-dev. First, a drown-by-trample death would be very 
rare. Second, if trampling monsters are rare enough, then there won't be a 
problem (even if there is no saving throw): You pause to stop when meeting 
a hydra as an axe fighter; similarly, you'd pause to stop when meeting 
elephants on an island.

>> d) Yak AI.
>> Eino wanted to make (death) yaks more interesting. So if we find that
>> trample is not the best choice, we could fall back on something else.
>> There were a number of ideas:
>> * do nothing, since slime creatures and ugly things have been dealth with
>> * yaks in a band sees as one, and try to preserve the herd
>> * e.g. if one yak sees the player, it shouts and the other yaks know, too
>>   (this mechanic could be expanded for predators hunting in bands, like
>>   wolves, who spread out to find you, then zoom in on you)
>> * stampede (attacking one band member makes the others angry)
>
> I'm fine with doing nothing, but giving them herd AI sounds
> intriguing. For sheep, this could be extended to negative effects
> (confusion, fear) spreading through the band as a whole. (With the
> opposite applying too: If one of them calms down, all of them do.)

Nice idea.

> Not sure what you mean by stampede. Berserking? That sounds overly
> dangerous for a pack of monsters.

More speed would be good, so they can catch up. But as you say, it's not 
urgent and the AI bit sounds better.

David

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