Barkeep
Posts: 3890
Joined: Wednesday, 14th August 2013, 23:25
Location: USA
Make /digging temporary
My proposal is to make /digging temporary: Starting at the furthest tile that has been dug out of the wall, the tunnel "caves in" if the tile is unoccupied. Only the furthest tile is susceptible to caving in (so you and enemies cannot get trapped).
I don't think this is a significant nerf to reasonable uses of /digging, but it prevents strong (but not very fun) abuses and makes the number of charges on the wand actually matter more so than now, so (at least theoretically) one has to be more judicious in using it. I believe this is superior to current design.
(In cases where one has dug out multiple tunnels, there would need to be some additional coding to ensure that a passage back to the dungeon remains open. Not sure how hard that would be to implement, but if there is a relatively easy way to do so, I think digging should be made temporary.)