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 <[EMAIL PROTECTED]> 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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