New Class: Monk

New ideas, features you wish were in the game.
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Emulord
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New Class: Monk

Post by Emulord » Mon 16.08.2010, 03:26

The way I see classes in Angband is this:

Code: Select all

Class       Spell/melee strength                Gimmick
-------    -----------------------------------  ------
Mage        strong spells, weak melee           none
Ranger      medium spells, medium melee         Bows
Rogue       weak spells, strong melee           Stealth
Warrior     no spells, great melee              none
Paladin     weak prayers, strong melee          There is no gimmick
-Monk-      medium prayers, medium melee        weaponless combat
Priest      strong prayers, weak melee          none
The pure caster/prayer/meleer have no gimmicks, but the half classes have gimmicks to make them more interesting.
The paladin is just kind of average, so he fills in the need of a half caster without gimmicks.

If we model this off of variants that have monks, they gain different types of attacks with higher damage as they gain levels. Some of the later attacks hit to confuse or stun. We could give them some innate speed or resistances as they gain levels to make up for the lack of a weapon slot. Without weapons they should get up to 6-8 bpr. with weapons only 4.

resistances we could give them: fear, confusion, free action
Poor bows, good stealth.

Like kobalds, monks feel vanilla enough to add.

Thorbear
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Re: New Class: Monk

Post by Thorbear » Mon 16.08.2010, 10:33

I kinda like this suggestion.
The class you describe sort of reminds me of mystics ;-)
Not quite sure if it feels all that vanilla tho...
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Ace
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Re: New Class: Monk

Post by Ace » Sun 22.08.2010, 00:33

Maybe you also want someone with great spellcasting and no mellee ? :) Like a wizard or something :)

Emulord
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Re: New Class: Monk

Post by Emulord » Sun 22.08.2010, 16:57

Yeah, both mage and priest books but max 3bpr or something?

PowerWyrm
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Re: New Class: Monk

Post by PowerWyrm » Mon 23.08.2010, 12:41

Why don't play my variant... you already have Monks and Sorcerors, and much more ;)

Emulord
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Re: New Class: Monk

Post by Emulord » Mon 23.08.2010, 15:49

Im mainly not playing it because it has bullettime. :/

PowerWyrm
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Re: New Class: Monk

Post by PowerWyrm » Tue 24.08.2010, 12:43

Sup with bullet time? It's awesome concerning resting and if you set hp warning to zero, you don't get the other effects!

Emulord
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Re: New Class: Monk

Post by Emulord » Tue 24.08.2010, 17:01

I like time to be a constant thing.
Since bullettime was added, running means time passes 2x faster, so you're more likely to run into a pack of hounds and get owned.

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Re: New Class: Monk

Post by Billsey » Tue 31.08.2010, 17:17

Don't you have it set to stop running when you hit a panel change? Hounds will only bother you then when they're right next to the edge of a panel and in that case you'd be owned even without bullet time. I always (once I'm high enough level to do it, level 10-15 with regen; 15-20 without :) detect doors, traps and monsters when the panel changes.
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Emulord
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Re: New Class: Monk

Post by Emulord » Tue 31.08.2010, 20:03

Of course I detect, but it seems that hounds gank me more often when time is passing 2x than normal. Moving without bullettime is painfully slow. I feel that the 2x running speed is a good thing even if it makes Amulet of Infravision (-4) uncursed a good thing. That kind of thing is only cheezy early game before you have something better.

The whole issue is that in realtime you cant stop immediately when you see something dangerous, and the corridors are too long to not have some kind of running mechanism. The problem with speeding up time is that you get owned quickly if something happens.

Thats why I like the 2x resting rate as well, with no time speedup.

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Re: New Class: Monk

Post by Billsey » Sun 05.09.2010, 01:44

Ah, so it's the fact that with bullet time the monster speed vs. player speed has been fixed so a +0 player moves at the same speed as a +0 monster, even when running. Previously the player was hacked to actually run at +10 speed and walk at +0.
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Emulord
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Re: New Class: Monk

Post by Emulord » Mon 06.09.2010, 19:04

Yes, thats the thing. You need to have twice as good reflexes basically.

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Re: New Class: Monk

Post by Billsey » Tue 07.09.2010, 17:30

It's worth noting that this is exactly the behavior found in Angband, +0 players move at +0 speed even when running...
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Emulord
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Re: New Class: Monk

Post by Emulord » Tue 07.09.2010, 21:09

I know!!!!! The issue is the realtime aspect. Its the same kind of fix as making time pass slower deeper in the dungeon. We need to make some compromises because its a realtime game.

Angband has long distances between enemies and this design choice was made because its a turnbased system. At realtime you either get bored, or need to hack it someway. I feel that the +10 speed hack/ faster rest regen is better than the alternative of halving the reflex time needed.

PowerWyrm
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Re: New Class: Monk

Post by PowerWyrm » Wed 08.09.2010, 12:45

The current +10 running boost is a cheat. Only the players and not the monsters are allowed to run. The current bullet time effect is to allow monsters to run when players run (to catch them). Another idea would be to implement the "rushing" technique from ToME4 for some monsters, which would allow monsters to run independently of players.
Note that with the current bullet time effect, playing with disturb_near = false allows you to run even with monsters in sight. This is *really* helpful for clearing pits with a character faster than the monsters in the pit...

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