This is an old topic I'm just raising again. The general idea is to smooth out the player movement speed, and also don't make them move quite as fast. A normal players movement speed would be from say 0.25 to 0.75 (these numbers just seem reasonable, but could be adjusted). If the character was carrying next to nothing, they'd move at 0.75, fully loaded they'd move at 0.25. Half loaded they move at 0.5. Things like strength and dex would not effect player speed directly. Strength indirectly effects it in that a strong character can carry more. Thus, a really strongh character may be half loaded at 1000 kg, where a weak character would be fully loaded with that gear. Note that this change is only for movement speed, not for weapon speed. Weapon speed is addressed below, but is not directly tied to this portion of the idea. The max armor speed for penalty would play as it does now. If the max speed for that armor is 0.5, then if after adjusting for your equipment, you're moving faster than 0.5, your speed is reduced to 0.5 My thought for items that give bonus speed is that they just add on to your speed (eg, something with bonus speed 0.2 would just add .2 to your speed after all adjustements). Alternative would be that bonus speed adjusts your 'max' speed, but not your min. Thus, if you have a bonus speed of 0.25, your max speed is now 1.0, min speed is still 0.25. If you're fully loaded, you still move at 0.25. But if your half loaded, you now move at 0.62 instead of 0.5. As part of this, hopefully clean that up - right now 'exp' is used in most objects to denote bonus speed - this doesn't provide very fine resolution (tenths of ticks), but is also confusion. Just add a 'bonus_speed' field to the object, and make it a float. Rationale for these changes: Crossfire is not well designed for players moving above speed 1.0, and this can easily happen now days. Also, fully loaded characters, even with a min speed of 0.1, can seem intolerably slow. The idea is that min speed won't be quite so slow, so even moving in those cases is an ok clip. But also fix the problem of fast players easily outrunning lightning bolts and arrows and whatnot. I'd note if the problem is perceived issue of player perceiving movement too slow, I'd still rather speed get reduced, but then reduce the time of each tick. EG, half player speed, half the tick time, and things appear about the same, but easier to make movement somewhat sane (making objects move faster than 1.0 would not really work right, as objects would appear to jump and skip spaces and whatnot). ------------- Weapon speed: Change calculation for weapon speed, and perhaps put a cap on of about 2.0. Make weapon speed based less on the characters str/dex/weapon weight, and more on skill level in weapon. Weapons would have a base weapon speed which then determines how much harder it improves it (eg, a maul may have a base weapon_speed of 0.5, while a mallet has one of 1.0). Not sure how I'd do the increase in speed - a simplistic approach of something like 10th level means the speed is now 0.6/1.1 respectively, or something else. Have things like magic have much less impact on the improvement of the speed, or maybe none at all. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel