AspireMint reports: [Binoculars] Idea: Make 6th sl ... #2731
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Reference: your-land/bugtracker#2731
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AspireMint reports a bug:
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imo, this isn't a terrible idea.
Implementation could be an alternative item that is "wearable" for Map Kit or Binoculars each, that can be equipped as armor. If enchantment mechanism supports adding these traits to existing armor / weapon I think that is yet a better way to do it without adding further items.
there's no need to even create another item, there's enough API to just override the existing ones a little.
another possible mechanic would be that werewolves could have innate ability to zoom (the amount of zoom is also configurable and doesn't have to be the same as the binocs)
There's not much a difference whether one has the binoculars in the inventory or the armor.
Sure, we can do it but I don't see much benefit to it. I'd rather push towards dual wielding for upstream and a more active 2nd hand: Sword and Shield! Pickaxe and torch. Bow and arrow! Map and Binoculars!
Werewolves need a distorted vision, not a free buff. They should be able (either passively or with an ability aka "magic spell") to sense hitpoints, even hidden, invisible and through walls.
agreed, but that's a totally different issue :)
also, they wouldn't have to get the same vision buff as a player w/ binoculars; there's dynamic ways to control FOV.
actually that gives me an idea for creating a constant adjustment of FOV...
zooming the vision in/out constantly is actually possible and kinda unsettling. could be set up w/ some epicycles to create further nausea