[crossfire] Re: New movement code.
Mitch Obrian
mikeeusaaa at yahoo.com
Thu Oct 20 10:44:09 CDT 2005
Ethereal travel should fail where Dimention door
fails:
No magic and can't see through areas.
(If I have a wall one cant see through it should fail,
same if I have a wall that has no magic set on it or a
no magic tile there).
--- Mark Wedel <
mwedel at sonic.net
> wrote:
>
>
Rivers are a messy case. Blocking swimming and
>
flying over them doesn't make
>
a lot of sense if you can fly over lots of other
>
stuff.
>
>
While they are often used to protect areas, I'd
>
make the case that in most of
>
the bigworld map, allowing people to fly/swim over
>
them wouldn't be that big a
>
deal - sure, there is a bridge down a ways, but
>
letting someone fly over
>
upstream shouldn't be a problem.
>
>
After all, it then makes zero sense that if I
>
follow a river down to the sea,
>
I can swim or fly over the shallow water to get
>
around the river, but not over
>
the river itself.
>
>
That said, there are certainly a few places where
>
it really needs to block
>
movement. The problem is that in many of those, it
>
can look artificial (look, a
>
nice ring of river).
>
>
As a note, and this includes ethereal travel, any
>
changes to the blocking of
>
spaces has to be done on a map by map/space by space
>
basis. IF we change the
>
archetypes to suddenly allow swimming and flying
>
over shallow water, I think
>
we'll find many maps just got broken. Same for
>
ethereal travel through walls.
>
>
That said, I could certainly see someone writing
>
scripts (or updating the java
>
editor) with something like 'allow ethereal travel
>
on walls on this map' or
>
something, so that its just a simple 'is it ok to do
>
on this map or not' type of
>
update.
>
>
But I do think giving someone permanent or at will
>
ethereal travel will be
>
very powerful, even with some of the limitations.
>
The fact is that lots of maps
>
have enough wall space where an ethereal creature
>
could effectively hide out
>
away from any attackers. I'd certainly much rather
>
temporary items (potions)
>
be added first and see what that breaks.
>
>
>
I'm also a bit reluctant to add tons of new
>
movement types. After all, at
>
some level, the movement type is the same, what is
>
different is that some things
>
may move through spaces better than others.
>
>
So rather than adding a desert movement type (or
>
camel), I'd rather desert
>
have a high enough slow move penalty to make it very
>
slow to move through, and
>
then give camels some ability to ignore that (built
>
in desert movement skill or
>
something).
>
>
Similar for forest and jungles - I'm not sure I
>
want a new movement type, vs
>
making it painfully slow enough you have the
>
appropriate skills.
>
>
>
>
>
>
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