YANI: Arrows of Slaying

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

These wouldn't be too hard to implement, and not likely to be
unbalancing. A possible way to make bows and arrows more valuable is
to implement "Arrows of Slaying X", where X is a random creature in the
game. An "Arrow of Slaying Master Mind Flayers" would have a chance to
perform a death attack like a wand of death against a master mind
flayer, but act as a regular arrow against anything else. An Arrow of
Slaying Orcs would be basically useless to a high level character,
unless you found a magic marker and added -us to the end...
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Electronic Samurai wrote:
> These wouldn't be too hard to implement, and not likely to be
> unbalancing. A possible way to make bows and arrows more valuable is
> to implement "Arrows of Slaying X", where X is a random creature in the
> game. An "Arrow of Slaying Master Mind Flayers" would have a chance to
> perform a death attack like a wand of death against a master mind
> flayer, but act as a regular arrow against anything else. An Arrow of
> Slaying Orcs would be basically useless to a high level character,
> unless you found a magic marker and added -us to the end...

I think this is one of the cooler YANIs I've seen here.

They wouldn't necessarily add a huge number of items to the game,
they'd just carry a monster type as a special field, as do tins. There
wouldn't be a huge number of them being generated, but players could
wish for them (in larger numbers than scrolls of genocide). It would
provide a way to prepare for the elementals on the Planes, and other
genocide-proof monsters, without actually letting them be genocided.
I'd say that, unless wished for, these kinds of arrows should be fairly
rare.

I'd suggest that the arrows affect a *class* of monster however, as
identified by letter as with blessed genocide, rather than a specific
species. This, Arrows vs. Reptiles, vs. Dragons, vs. Cockatrices, vs.
Elementals, vs. Quadrupeds, etc.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

"Electronic Samurai" <Crash_jet@hotmail.com> wrote in
news:1123116220.467767.207990@o13g2000cwo.googlegroups.com:

> These wouldn't be too hard to implement, and not likely to be
> unbalancing. A possible way to make bows and arrows more valuable is
> to implement "Arrows of Slaying X", where X is a random creature in the
> game. An "Arrow of Slaying Master Mind Flayers" would have a chance to
> perform a death attack like a wand of death against a master mind
> flayer, but act as a regular arrow against anything else. An Arrow of
> Slaying Orcs would be basically useless to a high level character,
> unless you found a magic marker and added -us to the end...

So you're basically talking about adding 200+ items to the game that don't
stack. You know how hard it is already to find a random tin of, say, mind
flayer? And then you'd want to save up all of these special arrows until
you actually ran into the thing they were used against ... so you'd be
using up waaaaay too many inventory slots.


--
~ Cyde Weys ~

Mana du vortes, mana du vortes
Aeria gloris, aeria gloris
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Cyde Weys <cyde@umd.edu> wrote:
>So you're basically talking about adding 200+ items to the game that don't
>stack.
It shouldn't be that tough actually; I don't think you'd need to hard
code each individual type.

>You know how hard it is already to find a random tin of, say, mind
>flayer?
Maybe there could be an alternate way of making them. I don't really
have an idea of how though.

>And then you'd want to save up all of these special arrows until
>you actually ran into the thing they were used against ... so you'd be
>using up waaaaay too many inventory slots.
Use a bag of some kind? Preferably holding; arrows wouldn't weigh much
at all.

To the original poster:
I don't think it's that unbalancing. Maybe "have a chance to perform a
death attack" needs to be more defined and I don't think you should be
able to use a marker to change them. You'd also need to worry about
elves with arrows of -insert-role-here- slaying. Interesting idea.

--
-steve
 
Archived from groups: rec.games.roguelike.nethack (More info?)

add a quiver item as well. The basic, non-magic, quiver should reduce
the arrows' weight by, say, 10%. Just to point out that they're packed
together in a much more elegant way, rather than scattered about. Then
you can also come up with the typical DnD quiver of elohna (or whatever
way it's spelled).

In terms of code, it's as simple as having the monsters divided into a
set of difficulty/environment/whatever buckets, and picking randomly
from whichever bucket is appropriate. Add to the arrow code "if
(monster_hit.type == arrow.slaying_type) then roll_against_death() else
regular_attack" (in gloryfied pseudocode). Of course, it's worth noting
that there might not even BE an arrow type internally (that code would
then be pasted into the general bow code. Yuck)
 
Archived from groups: rec.games.roguelike.nethack (More info?)

In article <1123167572.863011.8960@f14g2000cwb.googlegroups.com>,
pdpinheiro@gmail.com says...
> add a quiver item as well. The basic, non-magic, quiver should reduce
> the arrows' weight by, say, 10%. Just to point out that they're packed
> together in a much more elegant way, rather than scattered about. Then
> you can also come up with the typical DnD quiver of elohna (or whatever
> way it's spelled).
>
> In terms of code, it's as simple as having the monsters divided into a
> set of difficulty/environment/whatever buckets, and picking randomly
> from whichever bucket is appropriate. Add to the arrow code "if
> (monster_hit.type == arrow.slaying_type) then roll_against_death() else
> regular_attack" (in gloryfied pseudocode). Of course, it's worth noting
> that there might not even BE an arrow type internally (that code would
> then be pasted into the general bow code. Yuck)
>
>

Perhaps make it possible to #quiver stacks of arrows *inside* the quiver
item, and have no time penalty for then firing them, as if they were in
the main inventory?
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Steve Losh wrote:
> Cyde Weys <cyde@umd.edu> wrote:
>>You know how hard it is already to find a random tin of, say, mind
>>flayer?
>
> Maybe there could be an alternate way of making them. I don't really
> have an idea of how though.
>
I would suggest you make them by dipping say, poisoned arrows into a tin
of the creature's meat. Or maybe a tin of creature's meat or a figurine
into a potion of polymorph. Or rubbing a scroll of genocide on some
arrows and then you get to specify the creature type.

There are ways of making objects interact, and it's easy enough to come
up with a way to combine some sort of creature-specific object (tins,
figurines, statues) with some sort of arrows or bane.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On Sun, 07 Aug 2005 22:03:55 -0700
Andy Johnson <swervy.aTAKE@this-out.gmail.com> wrote:

>Or maybe a tin of creature's meat or a figurine
>into a potion of polymorph

Or a !GL.