[Crawl] (YANI) Digging tools

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Archived from groups: rec.games.roguelike.misc (More info?)

Like a pick-axe or a shovel so strong charaters like dwarves wouldn't
have to use wands or spells. I feel like breaking some kind of dwarven
code when and I flick a wand to dig.
 
Archived from groups: rec.games.roguelike.misc (More info?)

"Cyberdave" <det14us@yahoo.com> wrote in message
news:117c8c27.0409091410.5c4d112e@posting.google.com...
> Like a pick-axe or a shovel so strong charaters like dwarves wouldn't
> have to use wands or spells. I feel like breaking some kind of dwarven
> code when and I flick a wand to dig.

Eh, I feel like breaking game balance when people add picks and shovels to
Crawl.

--
Glen
L😛yt E+++ T-- R+ P+++ D+ G+ F:*band !RL RLA-
W:AF Q+++ AI++ GFX++ SFX-- RN++++ PO--- !Hp Re-- S+
 
Archived from groups: rec.games.roguelike.misc (More info?)

> Eh, I feel like breaking game balance when people add picks and shovels to
> Crawl.


Weird post but I think you meant

> Eh, I feel that when people add picks and shovels to Crawl it breaks game
> balance

Perhaps but I was thinking that the picks had a chance to break
capping the limit of uses much like a wand of digging has a certain
amount of charges. I'm not saying it has charges but rather a chance
to break that will increase the more it is used. Better made picks or
enchanted ones would last longer.
 
Archived from groups: rec.games.roguelike.misc (More info?)

det14us@yahoo.com (Cyberdave) wrote:
>Perhaps but I was thinking that the picks had a chance to break
>capping the limit of uses much like a wand of digging has a certain
>amount of charges. I'm not saying it has charges but rather a chance
>to break that will increase the more it is used. Better made picks or
>enchanted ones would last longer.

It still breaks the current game balance. What if a randart pick gets
generated? (There's established precedent in roguelikes for the
existence of artifact digging tools.)

Of course, whether "game balance" exists in Crawl in the first place is
left as an exercise for the reader :)
--
Martin Read - my opinions are my own. share them if you wish.
 
Archived from groups: rec.games.roguelike.misc (More info?)

Martin Read <mpread@chiark.greenend.org.uk> buzzed:

[adding pick axe breaks game balance?]
> Of course, whether "game balance" exists in Crawl in the first
> place is left as an exercise for the reader :)

:) I think the word that fits better is 'character' (of Crawl).

Crawl is straightforward, 'simple' (the handling, not to play; like
no light source and you don't even get a bag), no nonsense toys,
things have their purpose and that's it. Even the skill system is
'simple'■, straightforward.

At the same time, you're also free to do as you please. It's like
someone hands you the game on a silver plate, says 'do what you
will' and then walks away not caring what you do with it.

I like that, it's sort of a vague frame where you can bounce around,
with the occasional X-Mas-decorated fir popping out of the ground to
surprize you, instead of a colourful, blinking lights pinball where
in the end every game is the same because there is only one road to
take.

If you add nifty convoluted toys, you might also add convoluted
rules and end up adding restrictions, and so destroy Crawl's main
charm.

I would not mind nifty toys, I would mind restrictions, a lot.

■ Not in the sense of stupid but 'plain', un-convoluted.

--
Tina the Merry Crawler - the Favourite Plaything of the Rasping Neanderthal
Gardener
 
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In article <41410f17$1@dnews.tpgi.com.au>,
Glen Wheeler <gew75@uow.edu.au> wrote:
//
// "Cyberdave" <det14us@yahoo.com> wrote in message
// news:117c8c27.0409091410.5c4d112e@posting.google.com...
// > Like a pick-axe or a shovel so strong charaters like dwarves wouldn't
// > have to use wands or spells. I feel like breaking some kind of dwarven
// > code when and I flick a wand to dig.
//
// Eh, I feel like breaking game balance when people add picks and shovels to
// Crawl.

I'd feel obligated to implement them faithfully. Do you realize how long
it takes to clear out a 1000 cubic foot of solid rock by yourself with
just a shovel with buttresses and supports so that it doesn't collapse?

So just use one of the many magical methods, they're far more convenient
then mundane methods will ever be (probably safer too, the Crawl dungeon
doesn't exactly have solid timber to make those supports out of, or a
convenient way to remove the displaced muck and boulders).

Brent Ross
 
Archived from groups: rec.games.roguelike.misc (More info?)

Brent Ross .-- .-. --- - . ---...

>// Eh, I feel like breaking game balance when people add picks and shovels to
>// Crawl.
>
> I'd feel obligated to implement them faithfully. Do you realize how long
> it takes to clear out a 1000 cubic foot of solid rock by yourself with
> just a shovel with buttresses and supports so that it doesn't collapse?
>
> So just use one of the many magical methods, they're far more convenient
> then mundane methods will ever be (probably safer too, the Crawl dungeon
> doesn't exactly have solid timber to make those supports out of, or a
> convenient way to remove the displaced muck and boulders).

.... what pose no problems for boring beetles, so they are kinda holy cows
in digging business I guess. 😉 I like them - they are useful when
domesticated a little (with violent methods unfortunately).

--
Loonie
---------------------------------------
Respondit Pilatus quod scripsi scripsi.
http://www.crawl.iconrate.net
 
Archived from groups: rec.games.roguelike.misc (More info?)

"Glen Wheeler" <gew75@uow.edu.au> wrote in message news:<41410f17$1@dnews.tpgi.com.au>...
> "Cyberdave" <det14us@yahoo.com> wrote in message
> news:117c8c27.0409091410.5c4d112e@posting.google.com...
> > Like a pick-axe or a shovel so strong charaters like dwarves wouldn't
> > have to use wands or spells. I feel like breaking some kind of dwarven
> > code when and I flick a wand to dig.
>
> Eh, I feel like breaking game balance when people add picks and shovels to
> Crawl.

Nah, just add a probability of a small local cave-in to any digging
behavior, per space dug, proportional to the number of open spaces
around it, and to a lesser degree, to the number of caved-in spaces
around it. then, previously caved in spaces cannot be dug again
without further cave-in.
digging wands or spells remove the digging from your space, reducing
the chance of getting caught in a cave-in. not sure what happens if
you do get caught, but I think fatality could be a significant chance.
a mining/geology skill gives the chance of detecting unstable rock
and choosing another path for your tunnel, and would be complementary
to the earth-magic skill, and mining should take many turns (at least
twice as many as sitting down for a meal) and plenty of food. I think
Lee's rapid deconstruction should also dig the space it fragments,
with increased chance of cave-in due to the shock.
 
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In article <27e1b836.0409221239.36d326a8@posting.google.com>,
Jason Northrup <jasonnorthrup@yahoo.com> wrote:
// I think Lee's rapid deconstruction should also dig the space
// it fragments, with increased chance of cave-in due to the shock.

Actually it already does... but it takes a bit of power and luck.

Brent Ross