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Randomise enemy starting energy

Posted: Wed May 18, 2011 9:09 pm
by lukep
Currently, what seems to happen is that all of the enemies on the level are generated at 0 energy (for actions/speed). This can lead to some problems, specifically with casting/shooting projectiles at 1 range, and at high character speeds, such as when using Movement infusion.

I have died/been hit in melee when I don't think I should have several times where the following sequence occurred: cast a spell/shoot an arrow, the target monster attacks, then the projectile crosses the one square, killing it. This can happen occasionally, but it should be a 1/20 chance for flame (for example) and it seems much higher than that.

The second issue is that all of the monsters are synchronized. This usually isn't a problem, but it can become an issue when you are trying to use a movement infusion to run past a group of ranged enemies with beam/cone attacks, and the entire group attacks at once.

One fix for this would be to generate all of the enemies at random energies, perhaps between 0% and 50% to keep the character's first turn advantage.

Re: Randomise enemy starting energy

Posted: Wed May 18, 2011 9:36 pm
by Canderel
2nd!

Though... Negative energy. You don't want them to have a turn before you do. Especially on the arena it could help a lot if you could know which one will create a gap...

Or I guess characters can just start with much more than they do to ensure we move first.

Re: Randomise enemy starting energy

Posted: Wed May 18, 2011 9:43 pm
by yufra
Sounds interesting to me. It should be enough to randomize their energies between 0 and game.energy_to_act/2.

Re: Randomise enemy starting energy

Posted: Wed May 18, 2011 9:46 pm
by lukep
I thought that you entered a level at 100% energy. My Yeek Doomed with +15% global speed always acted twice before the enemies had their first turn. Maybe make the enemy's energy be random between -100% and 0 instead.