User:IDK/Speed Rework

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Revision as of 04:21, 23 April 2025 by IDK (talk | contribs) (speed rambles)
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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.