[crossfire] Project: Slow down combat

Nicolas Weeger nicolas.weeger at laposte.net
Fri Sep 28 11:45:46 CDT 2007


>   In some sense, this is sort of an inverse of how things work now - all
> actions more or less take the same time, but the characters speed differs.

Hum no, spell casting for instance takes a variable amount of time depending 
on the spell :)
Also some commands take more time, I think

>   And in many ways, the above makes a fair amount of sense - some objects
> should modify certain action speeds, and not others - for example, speed
> boots should reduce cost of movement, but really shouldn't reduce cost of
> swinging a weapon.
>
>   I think this would also need to be explored more - one quick concern I
> have off the top of my head is that all the different actions may now have
> custom code to figure out extra cost for this action based on various
> attributes.  It also seems to me that a basic speed multiplier for each
> living creature may be a bit simplistic - if one were to do that approach,
> one would think different actions should perhaps have different costs based
> on races (some may be fast at spell casting, slow at combat).  OTOH, that
> is a distinction that is currently missing from crossfire.

Having different speeds for races is maybe not required for now?
Let's have variable speed for different actions first, then adjust slowly :)


Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]
-------------- next part --------------
A non-text attachment was scrubbed...
Name: not available
Type: application/pgp-signature
Size: 189 bytes
Desc: This is a digitally signed message part.
Url : http://mailman.metalforge.org/pipermail/crossfire/attachments/20070928/63067af3/attachment.pgp 


More information about the crossfire mailing list