Problems with Speed

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Problems with Speed

#31 Post by jenx »

lukep wrote:Everything that says it lasts a certain amount of turns (let's say 5, as an example) actually lasts one turn longer, because otherwise it would count down while you are waiting for your next turn.
oops - you're right. my bad
MADNESS rocks

wyzzarrdd
Cornac
Posts: 34
Joined: Thu Jan 24, 2013 2:04 pm

Re: Problems with Speed

#32 Post by wyzzarrdd »

Two things would help but they would make for a cluttered interface

1. put a number on each visible mob according to their place in the queue. These numbers would have to be recalculated with each action anyone took.

2. put a "pie chart" on each mob based on exactly how close their turn is. A monster with a full pie just acted so you are safe using movement infusion to walk past him. A monster with a tiny sliver of pie left probably will get an action if you take 2 steps next to him at 800% move speed.

Fayd
Halfling
Posts: 85
Joined: Wed Feb 06, 2013 6:04 pm

Re: Problems with Speed

#33 Post by Fayd »

You could just have their EP (Energy Points) show up on their character description when you highlight them. It'd save space on the interface and accomplish what you want, I think.

nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Re: Problems with Speed

#34 Post by nate »

wyzzarrdd wrote:Two things would help but they would make for a cluttered interface
Well, I would like to think that my recent graphical clock widget add-on displays everything you need to know visually, without cluttering the interface, but would appreciate comments on things that it could do better.
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

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