> 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 !]
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