zex20913 wrote:
One: All information should be visible to the player. Some of this has been eschewed a bit with scripting, but all necessary data is still intact. I don't want to right click on the potion to read a really long and potentially inaccurate description about what the double should do when it's placed.
Ever played one of Neil's holds? Or heck, even that section of TCB he wrote? I would say you can give a description of your scripted characters via a scroll or whatever, but hey, usually the good uses I've seen of them don't even do that. You take a relatively intuitive behavior, and let the players work out just what it is. (Plenty of examples from other people's holds of course, geomatrx, Jacob, etc. But Neil likes using scripted mimics relatively often.)
The point of this isn't to make an incredibly arcane and obscure system it will take players ages to work out (which you can do with scripting anyway. This adds no new potential to do so.) The point is to take some of those fun odd little widgets people have made, and make them player placable. I don't think this will suddenly make an architect change their scripting from nice and neat to a obscure and ugly.
Two: Undo options. Without the knowledge of what it does, a restart is almost mandatory, before you can use what it does. More restarts would be necessary before you find an effective placement. I can imagine a room where one would need to place a double, but then 100 moves later, that double placement is what stops you from solving/leaving the room.
Place a scroll near it describing behavior. Put a checkpoint under it. Use open doors to limit placement options. Just like actual doubles, a bad choice of placement isn't always obvious until far later in the room. And plenty of non-double puzzles can become impossible in sneaky ways you don't know until later as well. Manipulation puzzles especially.
Three: The HA system. It is not in place to eliminate bad holds. It is only in place to check if the holds are possible, backtrackable, and to filter things like profanity and copyright. Sure, if the HA want to beta-test when the hold is in our lineup, that's fine. But that's not our job. We still have to play the hold, and I'm seeing a lot of "needle in haystack" or at least "needle in 38*32 grid" in this idea.
short of dropping NPC clones and then activating them, there's not that much potential for this to create new backtracking risks. And well, frankly, there's already a way to drop clones using a potion.
Four: It's just an invite to bad scripting.
It's an invite to use more scripting, and in more ways. Its another incentive for the 'scripting library' idea people have been kicking around.
I don't see any reason why it would encourage BAD scripting. In fact, if you don't know WHERE a player is going to drop your NPC, I'd think you're more likely to write an NPC that follows sensible rules. Bad scripting problems usually relate to NPCs that do something like 'wait until the player is in this random rectangle, and then move to this other random place.' And there'd be little reason to make an NPC like that placable in the first place.
Five: There's no way to make it everything you want it to be. I'd seriously doubt if you could make a custom decoy whose smell range extended 6 spaces.
Honestly, I don't even want anything like this. I'm just suggesting potions as a neat way to place NPCs that can already be created. You're taking my mentions of doubles too literally I think.
I keep bringing them up to suggest we have alot of what would be needed to implement this already in place. We have placement code. We have potion code. We have scripting. The groundwork is already very much in place for this. Thats why I mention doubles, to show the code and gameplay are already somewhat in place.
Six: Basically, this is stemming from the fact of "placing" the double. That is a decision I don't want to make while delving.
If you're placing something comprehensibly scripted, its no worse than having to decide for yourself how to place a mimic or clone. And if the scripting is obnoxious and unreasonable, treat it however you would treat other obnoxious, unreasonable scripting. Whatever scripting the NPC has would have been just as bad if it were placed by the architect in advance.
So if you don't like the idea, thats fine, but I'm not sure how any of these objections apply more to this idea than to either scripting in general, or to doubles in general. They all seem to be an objection to one or the other.
And personally, I really do think for those who decide to use this feature, it would encourage better scripting, not worse, though this isn't actually provable.
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Now I will repeatedly apply the happy-face rule"