User:IDK/Speed Rework
The current speed system that everyone moves on is:
0: All movement Speeds
1/4: Quad Speed
1/3: Triple Speed
1/2: Double, Quad Speed
2/3: Triple Speed
3/4: Quad Speed
-- End Turn. Clear all used-move flags --
I tried changing it to
1/4: Quad Speed
1/3: Triple Speed
1/2: Double, Quad Speed
2/3: Triple Speed
3/4: Quad Speed
0: All movement Speeds
-- End Turn. Clear all used-move flags --
this would in theory solve the speed-up delay
because previously it was:
0: Use speed-up move, player is marked as used-move 0: Enemy moves 1/2: Player is at double speed and would be able to move again, but is marked as used-move so they can't -- Next Turn. Clear all used-move flags. -- 0: Player walks 0: Enemy walks 1/2: Player can walk again
Now it would be:
1: Use speed-up move, player is marked as used-move 1: Enemy moves -- Next Turn. Clear all used-move flags. -- 1/2: Player walks 1: Player can walk again 1: Enemy gets to move
HOWEVER
this design would reveal a favoritism to enemy:
1: Player attacks 1: Enemy used Silver wind! Enemy is at double speed! (Marked as move-used) -- Next turn. All used-move flags cleared. -- 1/2: Enemy used Silver Wind! Enemy is at triple speed! (Marked as move-used) 2/3: Enemy would normally be able to move AGAIN, but is marked as used-move so they can't (thank god) 1: Player can respond
technically, this issue also occurs in the current system, just with a one-turn delay. But our current system slightly favors enemies too. But what if...
-- All used-move flags for ENEMIES cleared --
0: All movement Speeds
-- All used-move flags for PLAYERS cleared --
1/4: Quad Speed
1/3: Triple Speed
1/2: Double, Quad Speed
2/3: Triple Speed
3/4: Quad Speed
or rather
0: All movement Speeds (Player)
-- All used-move flags cleared --
0: All movement Speeds (Enemies)
1/4: Quad Speed
1/3: Triple Speed
1/2: Double, Quad Speed
2/3: Triple Speed
3/4: Quad Speed
This doesn't look very clean, but it would result in fairness:
0: Player: Agility. Used-Move set -- Used-move flags cleared -- 0: Enemy: Move. 1/2: Player: Move -- Next turn -- 0: Player: Move 0: Enemy Move 1/2: Player: Move -- Next turn -- 0: Player: Move etc.
and
0: Player: Move -- Used Move flags cleared -- 0: Enemy: Silver Wind. Used-Move set. 1/2: Enemy: Used-move, not allowed to move. -- Next Turn -- 0: Player: Move 0: Enemy: Move 1/2: Enemy: Move -- Next Turn -- 0: Player: Move 0: Enemy: Move 1/2: Enemy: Move
also...
0: Player: Move -- Used Move flags cleared -- 0: Enemy: Silver Wind (Double speed). Used-Move set. 1/2: Enemy: Used-move, not allowed to move. -- Next Turn -- 0: Player: Move -- Used Move flags cleared -- 0: Enemy: Silver Wind (Triple speed). Used-move set. 1/3: Enemy: Used-move, not allowed to move. 2/3: Enemy: Used-move, not allowed to move. -- Next Turn -- 0: Player: Move
if both the player and the enemy get to move on a sub-turn like 1/2, the player gets to move first and then the enemy moves right after
0: Player: Agility. Used-Move set -- Used-move flags cleared -- 0: Enemy: (Already at 2x speed) Move. 1/2: Player: Move 1/2: Enemy: Move -- Next turn -- 0: Player: Move 0: Enemy Move 1/2: Player: Move 1/2: Enemy: Move -- Next turn -- 0: Player: Move etc.
This scenario is slightly in favor of the player, but only within the player's frame of reference, so it should be fine:
0: Player: (already at 2x speed) Move. -- Used-move flags cleared -- 0: Enemy: Agility. Used-Move set 1/2: Player: Move 1/2: Enemy: Can't Move -- Next turn -- 0: Player: Move 0: Enemy Move 1/2: Player: Move 1/2: Enemy: Move -- Next turn --
Additional scenarios:
0:Player used Agility! <Move used> 0:Ally moves -- Move use clears -- 0:Enemy moves 1/2:Player moves 1/2:Ally moves --- End Turn -- 0:Player moves 0:Ally moves -- Move use clears -- 0:Enemy moves 1/2:Player moves 1/2:Ally moves
0:Player is already at double speed, moves. 0:Enemy moves 1/2:Player used agility! <move use set> 2/3:Player qualifies for this tier but skips. already used move --- End Turn -- 0:Player skips. already used move -- Move use clears -- 0:Enemy moves 1/3:Player moves 2/3:Player moves --- End Turn -- 0:Player moves -- Move use clears -- 0:Enemy moves
this only works because there are two sides: player and enemy.
which is exactly the same as the number of directions in the flow of time itself: forwards and backwards.
