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Archived from groups: rec.games.roguelike.nethack (More info?)
Browsing through the wikipedia today I came across this:
http://en.wikipedia.org/wiki/Exploding_sheep
I believe Nethack should take part in this illustrious tradition.
Slashem already has sheep, but as far as I know they do not explode. I
think they should. Either all sheep should be 'sploders, or some of
them should be "normal" while others are clearly labelled as a
distinct "exploding sheep" monster type.
Personally I'd prefer the former, so that the explosion comes as a
surprise. This might seem a little unfair to the unspoiled, but the
unspoiled should be accustomed to dying suddenly and unexpectedly. We
could always throw in a few fortunes or something for them, I suppose.
-(Exploding) sheep are always generated peaceful, so they wander about
randomly rather than homing in on the player.
-They aren't particularly dangerous when angered, neither are they
difficult to kill (5-10 HP).
-They are also generated in flocks of 3-10 animals, leading to some
lovely chain reactions. It would be great if some kind of "flocking"
code could be used to keep them all together as they ramble about the
dungeon.
-Applying a stethoscope to a sheep gives the message "You hear a
rhythmic ticking noise."
-Every turn, each sheep rolls for a 1/5000 chance of a gas-spore like
explosion, whether the player is nearby or not. This also applies to
players polymorphed into sheep.
-Sheep are scared easily, and non-tame sheep will become scared if they
are attacked (conflict should be interesting), or if they happen to see
any monster larger than themselves, or any canine monster, or any other
sheep that happens to be scared.
-The chance of detonation is increased to 1/100 for sheep that are
scared or confused. This also applies to players polymorphed into
sheep.
-Hallucinating sheep implode rather than explode. There isn't much
difference apart from the message really, although it is slightly less
messy.
-A sheep killed by an explosion or by force bolt/ striking/ lightning
will always explode. Sheep killed by other means will only explode 50%
of the time.
-Pets (particularly canines) will attack them with glee, more concerned
with donner kebabs than detonation.
-A non-exploded dead sheep leaves a tasty and nutritious corpse.
-an exploded sheep results not in a corpse, but in a handful of
meatballs and/or "meaty sheep-bits" scattered about the room.
-There's be a 1/50 chance of a "woollen cloak" being generated upon any
sheep death. Woollen cloaks give no AC protection unless enchanted, but
if it's not too unbalancing they could offer cold resistance.
What do we think then? Sound like fun? Damn I wish i could code...
Browsing through the wikipedia today I came across this:
http://en.wikipedia.org/wiki/Exploding_sheep
I believe Nethack should take part in this illustrious tradition.
Slashem already has sheep, but as far as I know they do not explode. I
think they should. Either all sheep should be 'sploders, or some of
them should be "normal" while others are clearly labelled as a
distinct "exploding sheep" monster type.
Personally I'd prefer the former, so that the explosion comes as a
surprise. This might seem a little unfair to the unspoiled, but the
unspoiled should be accustomed to dying suddenly and unexpectedly. We
could always throw in a few fortunes or something for them, I suppose.
-(Exploding) sheep are always generated peaceful, so they wander about
randomly rather than homing in on the player.
-They aren't particularly dangerous when angered, neither are they
difficult to kill (5-10 HP).
-They are also generated in flocks of 3-10 animals, leading to some
lovely chain reactions. It would be great if some kind of "flocking"
code could be used to keep them all together as they ramble about the
dungeon.
-Applying a stethoscope to a sheep gives the message "You hear a
rhythmic ticking noise."
-Every turn, each sheep rolls for a 1/5000 chance of a gas-spore like
explosion, whether the player is nearby or not. This also applies to
players polymorphed into sheep.
-Sheep are scared easily, and non-tame sheep will become scared if they
are attacked (conflict should be interesting), or if they happen to see
any monster larger than themselves, or any canine monster, or any other
sheep that happens to be scared.
-The chance of detonation is increased to 1/100 for sheep that are
scared or confused. This also applies to players polymorphed into
sheep.
-Hallucinating sheep implode rather than explode. There isn't much
difference apart from the message really, although it is slightly less
messy.
-A sheep killed by an explosion or by force bolt/ striking/ lightning
will always explode. Sheep killed by other means will only explode 50%
of the time.
-Pets (particularly canines) will attack them with glee, more concerned
with donner kebabs than detonation.
-A non-exploded dead sheep leaves a tasty and nutritious corpse.
-an exploded sheep results not in a corpse, but in a handful of
meatballs and/or "meaty sheep-bits" scattered about the room.
-There's be a 1/50 chance of a "woollen cloak" being generated upon any
sheep death. Woollen cloaks give no AC protection unless enchanted, but
if it's not too unbalancing they could offer cold resistance.
What do we think then? Sound like fun? Damn I wish i could code...