Mark Wedel: > I don't see any reasoning that the roads have to be perfectly safe. In most > of human history, roads were the place bandits or others would prey upon others. > Certainly, but I was thinking of emulating the effects of civilization. Most roads would not be safe at all, such as the road to Brest. Most roads would fall into this catagory since they would be part of the general area the map anyway, but to have the 'Imperial Road' or 'King's Hiway' or the 'Yellow Brick Road' which would partly protect travellers by blocking monsters (missile weapons would still be a problem and custom encounters could still occur) might be a good idea. This would just be the main overland route between major cities (the yellow road between Scorn, Navar, Santo D...) and some waystations and a small area around certain cities. This would expand the area that low level players can roam without hobbling higher level players from their explorations (a bunch of orcs in the forest would likely be more annoying than entertaining since you would be level 5 or so before you went out anyway, but a bunch of giants in the forest would be too nasty if they wandered onto the road. This way you could still create nifty encounters while allowing those of lower levels to have a small measure of safety (they would still be subject to missile attack, but they couldn't be surrounded anyway and would have a better movement rate than the monsters who couldn't get on the road to follow them.) It really depends on the monsters that show up, and the number. If you figure > a player is going to be at least level 5, and probably higher before they need > to go overland to another city, certainly isn't much an issue if things like > ogres or not really monsters sometimes show up on the roads. Since players > generally move faster than monsters, even if they see something, they are likely > able to outrun it. > > Certainly, scattered buildings make a lot of sense - along some of the major > road intersections, having a small town of a couple buildings could make sense, > and just be convenient if there are also dungeons near buy (eg, a inn/food store > to resupply). > > One of the ideas for the bigworld maps is for monsters to get 'randomly' > generated in the terrain. Eg, forests may produce occasional orc or whatever. > As a related thought - you could extend this a bit further if you could block monsters by level, then you could have expanding rings of difficulty depending on how far you were from a 'civilized' area. Then you could have some random dragons or other nasty monsters out there in the wild, trolls and giants could get a little closer, and finally orcs and gnolls fairly close to these 'civilized' areas. This would give more freedom for random encounters and would be pretty easy to implement if the blocking arches were available. An Imperial Highway would be a way to connect these small islands of civilization. Building in encounters in these areas would be a matter of determing the area 'level range', Random encounters could be a lot more variable since you wouldn't have to worry so much about nastier creatures getting away (hey it is supposed to be dangerous out there). It would be a guide to dungeon placement as well. > Its not currently possible, but it would also be nice to add > multipliers for prices (eg, that store in the middle of no where charges more > for what it sells and pays less for what it buys). Ya it would be good to have higher prices in the outlands, this same type of code could also be used to give members of certain guilds preferential prices at guild stores (making it better to belong to a guild) Of course, there are > bugs all over crossfire. Until they get reported, its hard to fix them. Well I for one appreciate the work done to fix bugs, no complaints there on the job being done, since I imagine it is not so much fun as working on your own ideas. > Rivers really need to get done on the new world map. As part of the automatic > generation, rivers were not made, so the only ones there are basically ones I've > added for various reasons. > > Likewise, what is left to do is to place most of the dungeons that appeared on > the old world map on the new one - pretty much all the towns (and dungeons they > have) have been placed, but not individual things, like tower of stores, grukks, > etc. Well here is something I can help with anyway. > I think refining the blocked flags is a good idea. Of course, there is a > difference between a good idea and having the time to do it. Totaly understood. No need for haste as this should probably be hashed out so that the soluton is widely applicable. > > Note that I don't think no magic actually blocks a spell from passing over it, > it mostly prevents a spell from being cast on that space - there are some > exceptions, things like dimension door make sure they aren't going through a no > magic space. I was thinking along the lines of blocking the effects of spells (like the flame from a fireball). THis could also provide a nice spell in itself - antimagic shield or antimagic wall by invoking this arch. This wouldn't block spell-like effects, just magic. This was just a thought and I have no idea how good or practical it is. > But there is a lot of refinement - with the tiled maps, ocean/water travel > should be conceivable (you could literally fly to wolfsburg for example). > > So if this is going to get expanded, what is the wishlist of control > attributes? What we have so far: > > no magic (wizardry) spellcasting > no cleric spellcasting. > blocksview (should be refined, see below) > no_pass (should be refined, see below) > > What I would suggest is setting some flags that contain the 'type' of travel > that the space blocks in terms of both movement and visibility, eg: > > no_walk_through > no_fly_through > no_swim_through > > As well as stuff like: > block_walk_sight > block_fly_sight > block_swim_sight > > Thus, something like a jungle would have block_walk_sight, but not > block_fly_sight - if you fly above it, you see all around > > In addtion to those above, probably flags like: > > block_player_pass > block_monster_pass > > To control where monsters can move to/from. Sounds great Mountain climbing could be changed to actually allow movement through mountains, but not all instead of just speeding up movement by adding in no_walk_through to some of the mountain arches and block_all to others. Some monsters could climb, some couldn't. Creatures who can only swim could be let loose in the water and couldn't come ashore. Maybe there could be 'deep swiming' and shallow swimming for the day when boats are available and seamonsters roam the oceans...