Ideas: turn based MAngband
Posted: Wed 14.01.2009, 16:09
The big problem I have with MAngband is the real-time. The problem with it is that I do not have enough time to plan out my moves. As a result, although some of the deaths are my fault, many of them feel like cheap ones that I could avoid with more time.
My plan is this: turn based mangband. The town level remains the same (including player owned shops). However, when you take the downstairs or use WoR from that level, it will ask you, "Continue in real-time?[y/n]" If you say no (default), MAngband will play like Angband with its turn-based structure, with an individually created level that is stored on the server. If you die, it is a permanent death, start the game over. Also, you cannot enter the turn-based levels as a ghost.
Another solution would be to slow down dramatically the amount of time that each turn takes, when in combat in the dungeon.
I also had another idea to improve this system, which would involve tweaking the macro system. Basically, a macro, configurable by the player, that would preform an action if there were certain conditions (ex: HP is below 50).
In addition, I have several ideas unrelated to this. First of all, there could be NPCs that would help the player out. Second of all, there could be a casino, where players can buy random items, but these can't be sold and vanish instantly when dropped.
My plan is this: turn based mangband. The town level remains the same (including player owned shops). However, when you take the downstairs or use WoR from that level, it will ask you, "Continue in real-time?[y/n]" If you say no (default), MAngband will play like Angband with its turn-based structure, with an individually created level that is stored on the server. If you die, it is a permanent death, start the game over. Also, you cannot enter the turn-based levels as a ghost.
Another solution would be to slow down dramatically the amount of time that each turn takes, when in combat in the dungeon.
I also had another idea to improve this system, which would involve tweaking the macro system. Basically, a macro, configurable by the player, that would preform an action if there were certain conditions (ex: HP is below 50).
In addition, I have several ideas unrelated to this. First of all, there could be NPCs that would help the player out. Second of all, there could be a casino, where players can buy random items, but these can't be sold and vanish instantly when dropped.