njvack wrote:In Crawl, there can only be one creature on a square at a time, so things like corners will tend to make groups have "odd" behavior -- they can't *all* take the shortest path to the player so they spend turns pathing around each other. So as you lure groups around terrain, they tend to elongate and get separated. If you make the group leaders hang back with the rest of the group, it means they'll fall behind relatively fast, so walking away from the whole group is easier than it is now. And since ranged combat exists, it's even easier to kite the leader of the group, because they'll spend a bunch of time waiting for the pack's stragglers instead of walking towards the player.
It's not really an issue if monsters break off from their group because they're too fast, but it is an issue if the group hangs back instead of following the leader as closely as possible.
The order in which monsters take action after you do something is arbitrary.
Proposal: this order is instead based on the distance between monster and player. So, monsters closest to you get to act first. This would be an improvement and solve most of the group AI self-weakening.
We know this wouldn't be a computational or programming issue. Noise propagation goes tile-by-tile, and often happens several times per turn. We can similarly have a propagation of "taking an action" emenate from the player, after every player action. We could make it very simple and ignore everything other than distance; or, we could make this propagation stop at walls (probably better); water/lava/doors should have no effect.
Problems I can think of regarding this: I can see allies messing the system a little. Also this can buff the player very occasionally, e.g. trampling monsters pushing you out of sight from a smiter, denying the smiter a free smite. Monsters with Dig would act later than is optimal for monsters, if the propagation stops at walls. Nothing serious.
Note, with this system, two monsters won't repeatedly swap with each other in the same turn, wasting time. The monster closest to you will swing at you, then the farther monster will swap closer to you. Now let's talk about a related mechanic: monsters making room for other monsters. It takes them time to do so, and often lets you get in a free hit if there's a pillar to dance around:
- Code:
your .Y. next Y.. NEXT YY.
turn @#Y turn @#Y turn @#.
There are multiple mechanics here, and they partially nerf the group. Let's change it to a single mechanic (simpler is better, generally) which buffs the group. Proposal: monsters don't initiate movement to open space for other monsters. In this example, the yak closest to you goes first, and hits you. Then the second yak goes, and
displaces the first yak, and the first yak has the immediate choice of where to be displaced. The first yak tries to get displaced as close to the player as possible, which
may mean swapping with the second yak, depending on terrain etc. If swapping is refused by the first yak (e.g. the second yak is flying over lava, or the first yak is petrified) then the second yak does something other than swap with the first yak. Picture:
- Code:
your .Y. next ?Y? SAME YY.
turn @#Y turn @#? turn @#.
In both systems, the two-yak group hits the player once, but takes 2 turns to do so in the first system, and only 1 turn to do so in the second system.
P.S. apologies, I feel like I'm lagging behind in the conversation and derailing the thread with my focus on simple, universal mechanics, instead of what I feel will be the next Energy Randomization or Legitimate Deck Use (
link). The thread blew up very quickly.
P.P.S.
Siegurt wrote:A better option would be to have at least one *meaningful* choice to compete, which means luring needs a cost. Lured creatures shouting all the time nullifies the conduct completely, which just moves the problem elsewhere without solving it.
what conduct? what problem? I can't parse this paragraph at all. For what it's worth, degenerate luring is "luring part of a pack away from the rest of the pack" and it's the degenerate tactic that would be nullified by lured creatures shouting.
Hurkyl wrote:Plenty of games do just fine requiring you to fight entire groups in the terrain you encountered them (unless you successfully use an escape ability to get away from the fight entirely). Crawl can be tweaked to be one of those games if desired.
Crawl looks like that game to newbies. It’s only by spoiling yourself or being a genius that you learn otherwise. (I count walking away as a “successful use of an escape ability”)
all before wrote:Luring needs a drawback.
The drawback should be: should be the risk of running into other monsters and putting yourself in a worse situation.
The way to implement that drawback is: to make levels smaller and spawn more monsters awake and/or by stairs.
I disagree with the first two and how does #3 do what you say it is supposed to do? I don't think it does that.