danvallejo / andors-trail

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Suggestion: improve potions #64

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
I am using version 0.6.6 on android 2.2/samsung galaxy s

Healing seams to be only possible through two means: resting in bed or 
consuming a potion or some food.

Suggestion 1: the hero should heal a little bit over the time.

Let's compare potions vs. food: the most effective way to heal is consuming 
meat. Meat can be harvested in large quantities in the "snake cave", it gives 
12 HP, can be consumed many times in row and only take 5 AP per use. Medium 
potions only give 10 HP.

Suggestion 2: the use of potions should be encouraged by reducing the APs 
needed for consuming. 2 AP would mean that i could heal AND attack 2 times with 
a sword (4 AP per attack). This would also emphasize the "magical nature" of 
potions and provide a substantial advantage to normal food.

On the other hand you could "weaken" the food. But quite frankly I find the 
game hard enough in the beginning (Level < 10). Gold is very sparse and some 
monsters quite hard (high block chance). Buying tons of potions is no issue 
there.

Original issue reported on code.google.com by erwr...@gmail.com on 6 Dec 2010 at 8:31

GoogleCodeExporter commented 8 years ago
Healing over time is a great idea. Say every 20 steps your HP heals a point. 

Original comment by Captain8...@gmail.com on 18 Jan 2011 at 8:46

GoogleCodeExporter commented 8 years ago
Mh, then you would walk a step forth and back until the healing progress is 
completed. After that you would attack.

IMO its hard to bring time to the game as it is currently. No monster 
aggressiveness, no time critical tasks, no disadvantages if you spend time 
doing nothing, etc.

Original comment by SamuelPl...@gmail.com on 18 Jan 2011 at 9:15

GoogleCodeExporter commented 8 years ago
Have both players and npc's heal over time, not by steps or anything, simply 
real world time passes and both the player and npc are healed by one or two hp 
per minute, or something along those lines.

Original comment by sdeva...@gmail.com on 19 Jan 2011 at 12:08

GoogleCodeExporter commented 8 years ago
That would be nice, one hp per minute of real time. But should it continue to 
do o when your not playing? Example. You stop playing for a day while in 
flagstone with 15 hp out of 50 and when you come back your hp is full? I think 
a camping system might work better in this game. Guess I don't really have an 
opion but I am in favor of a new way to heal.

Original comment by Atru...@gmail.com on 19 Jan 2011 at 12:19

GoogleCodeExporter commented 8 years ago
the monsters are moving, regardless if i am moving (and therefor using ap) or 
not. so there must be some kind of internal timer which synchronizes the 
movements of the monsters and which detects "timeouts" from the player. i 
presume that this timer uses special time units.

auto-healing should be synchronized with this time units. therefore not playing 
would heal nothing - one has to play and stand still (and allowing monsters to 
randomly attack) for auto-healing. in order to heal a considerable amount one 
would have to find some kind of safe place (aka "hide").

it would be logical that i have to stand still to heal faster. for example: 
waiting one minute (real time) heals 1 hp. when i am moving it takes 3 minutes.

internally there is some kind of counter for time units. to heal one hp and 
reset the counter i have to collect those time units. standing still collects 3 
units. moving collects only 1 unit.

Original comment by erwr...@gmail.com on 19 Jan 2011 at 5:50

GoogleCodeExporter commented 8 years ago
oh - i forgot. fighting should decrease the counter by one unit but not less 
then zero. therefore constantly fighting prevents from autoheal.

Original comment by erwr...@gmail.com on 19 Jan 2011 at 7:11

GoogleCodeExporter commented 8 years ago

Original comment by sdeva...@gmail.com on 10 Feb 2011 at 12:41

GoogleCodeExporter commented 8 years ago

Original comment by oskar.wi...@gmail.com on 28 Oct 2012 at 7:37

GoogleCodeExporter commented 8 years ago
This is implemented through the Sustenance actor condition.

Original comment by kpoc...@gmail.com on 24 Jun 2014 at 10:13