There's still a lot of things to address. First is obviously testing and
bugfixing.

The rate of exercises might need to be adjusted too, so that automatic mode
still gives decent results. It might be necessary to reduce the frequency of
weapon skill exercises. We can also adjust so that weapon with low base
damage have a lower exercise frequency. For example, EX_WILL_HIT actually
exercise only with a chance of base_damage in 20.

Manuals: giving an instant skill bonus is no good. It would be a no-brainer
to use any you find unless you really don't need the skill and are aware of
the details of the skill system, acquirement and other spoilery stuff like
that.
Instead, they could provide a passive bonus which doubles the amount of
skill points gained. It's charged from the beginning with an amount of skill
points. So no matter if you train fast or slow, now or later, in the end
you'll get the same bonus anyway. Just activate it, and as long as you're
carrying it with you, each time your skills is trained, you get double the
skill points.

Sage: same as manual, but all the XP goes into the skill. Commands are
disabled in the skill menu and the sage skill is at 100%.

Draining: Eronarn's idea: drain your skills but temporarily. Allows us to
have a stronger tactical effect without permanently screwing the player. I
think it shouldn't drain all your skills. Something like 1d3 skills maybe.
They are regenerated only when trained not by waiting. They train twice as
fast to catch up.
Implementation should be easy. We just have to put it in you.skill(), so
stuff like HP from fighting, spell slots, acquirement are not affected. Just
have to decide on the numbers. How many skill points to drain? We probably
want to start by converting the XP drained into skill points, but then maybe
we need to multiply it by some factor. Also, we need a cap. We don't want to
leave the player crippled without any skill, or he wouldn't be able to
regenerate them. Don't drain more than 1/3 skill level?
Now, with an increase tactical effect, we can also reduce or remove the
permanent one to compensate. I suggest the XP drained can be regenerated
just like the skill points, so we have a consistent system with skills, XP
and monsters (see below). Or only half can be regenerated, the other half is
still permanent loss.
While we're at it, we can do the same for monsters. Save the base HD and HP
of the monster, use it for XP calculation (I think we need to implement that
for zombies anyway). The draining brand decrease HD and HP, but only
temporarily. If you flee, the monsters will have fully regenerated when you
come back.

Raphaƫl
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