Re: [crossfire] Re: New movement code.

2005-10-20 Thread Mitch Obrian
Yes, and that's fine for that map. I don't want my
prisondemadness suddenly becoming worthless, or my
maps suddenly becoming easily traverable because OMG
WE SHOULD WALK THROUGH WALLS WITH WRAITHS (else
brain esplode!).

Why should anyone make maps if you're going to
implement this. I'm not going to constantaly go
through all my maps to fix them because dev people
keep making things worthless.

--- Anton Oussik [EMAIL PROTECTED] wrote:

 On 20/10/05, Mark Wedel [EMAIL PROTECTED] wrote:
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.
 
 There is already a map which does that. You can find
 it in Lake
 Country , in the training tower, if you go up 3-4
 floors. You can then
 apply a dust and gain ability to walk through walls
 on that map for a
 while. I imagine it does it with a force and
 checkinv in every space
 that looks like a wall.
 
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Re: [crossfire] Re: New movement code.

2005-10-19 Thread Brendan Lally
On 10/19/05, Anton Oussik [EMAIL PROTECTED] wrote:
 When activated the wraith becomes invisible, stealthy, can move
 through walls, and can not cast spells, or hold items in inventory
 (except invisible ones of course), The only attack then avaliable is
 wraith touch, which deals ghosthit, depletion, drain, and life
 slealing.

 Without clothes wraiths are not very strong, so I do not see how it
 will make them overpowered. Running for the nearest wall will often be
 the best choice, only preying on the weak, but that will be the only
 way of surviving, since you would die from three hits by a powerful
 monster, if you can not life steal them as fast as they are hitting
 you.

Will direct attacks hit wraith stood in a wall (like they do in ADOM
with ghosts)?

Will rings/amulets remain wearable?

I'm inclined to say that at least there should be a /big/ hit points
penalty as well (maybe 50% - though with a small ac bonus too ?)

 While in this mode the wraith ca not pick anything up, or interact
 with the environment, like push switches, buttons, or anything like
 that.

Ok, so their weight would have to be zero too.

Would you change the face as well, to give some clue they are in this mode?

 This would also mean players can not take stuff out of treasure
 rooms... they can get in, fly though it, and then walk out again
 leaving treasure behind. They would not be able to steal it without
 completing the quest.

You need to deal with switching out of this mode inside the treasure
room (you try to adress this later)

That could still lead to lots of potential spoilers (you could observe
the boulder layout and infer information from that)

 Also you should not be able to go into void squares to get to other
 floors or mechanic sections of the map. You should be able to apply
 exits though, to get around between maps.

not all boulder layouts are seperated by squares with no tiles on.

 There is howerver a case of the player going into the mode sneaking up
 to a switch opening treasure room, and then taking it out. The only
 way out of this I see is to only provide one way of leaving the mode
 once entered: by visiting some well defined set of points (like an
 altar of devourers, or a graveyard to posess a new body). This way it
 will be impossible for a player to either cheat in the quest or help
 other players cheat.

Alter of devourers might work, but there are maps that have alters in
dungeons, and these might get placed in areas where a player could get
stuck.

Also what about a wraith that doesn't worship devourers?

There are similar issues with graveyard placement, plus it is a little
illogical that a graveyard corpse should work, but a 'fresh' one
should not.

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Re: [crossfire] Re: New movement code. (Wraith stuff) (Please don't implement)

2005-10-19 Thread Mitch Obrian
Please do not implement this passing through walls
stuff.
I /strongly/ oppose passing through walls. I do not
want my maps to become worthless because someone
decided we need to make the game worthlessly easy.

--- Anton Oussik [EMAIL PROTECTED] wrote:

 On 19/10/05, Brendan Lally [EMAIL PROTECTED]
 wrote:
  On 10/19/05, Anton Oussik [EMAIL PROTECTED]
 wrote:
   When activated the wraith becomes invisible,
 stealthy, can move
   through walls, and can not cast spells, or hold
 items in inventory
   (except invisible ones of course), The only
 attack then avaliable is
   wraith touch, which deals ghosthit, depletion,
 drain, and life
   slealing.
  
   Without clothes wraiths are not very strong, so
 I do not see how it
   will make them overpowered. Running for the
 nearest wall will often be
   the best choice, only preying on the weak, but
 that will be the only
   way of surviving, since you would die from three
 hits by a powerful
   monster, if you can not life steal them as fast
 as they are hitting
   you.
 
  Will direct attacks hit wraith stood in a wall
 (like they do in ADOM
  with ghosts)?
 
 I believe they will with the current code. I have
 killed monsters
 stuck in walls before.
 
  Will rings/amulets remain wearable?
 
 No. They can not pass through walls as they are, and
 therefore you can
 not take them with you. I say again, nothing worn,
 nothing carried. If
 it shows up in inventory, you can not take it with
 you.
 
  I'm inclined to say that at least there should be
 a /big/ hit points
  penalty as well (maybe 50% - though with a small
 ac bonus too ?)
 
 Create a naked wraith, try using it to fight
 something, and say that again.
 
   While in this mode the wraith ca not pick
 anything up, or interact
   with the environment, like push switches,
 buttons, or anything like
   that.
 
  Ok, so their weight would have to be zero too.
 
 I am not sure the server will like that, but yes,
 essentially.
 
 
  Would you change the face as well, to give some
 clue they are in this mode?
 
 Being invisible will change the face automatically.
 It will be like
 wearing god finger.
 
   This would also mean players can not take stuff
 out of treasure
   rooms... they can get in, fly though it, and
 then walk out again
   leaving treasure behind. They would not be able
 to steal it without
   completing the quest.
 
  You need to deal with switching out of this mode
 inside the treasure
  room (you try to adress this later)
 
 I think I do.
 
   Also you should not be able to go into void
 squares to get to other
   floors or mechanic sections of the map. You
 should be able to apply
   exits though, to get around between maps.
 
  not all boulder layouts are seperated by squares
 with no tiles on.
 
 True, but I do not see this as a huge problem if
 sometimes you can
 wander into a mechanism. x-ray vision allows you to
 see many of them,
 and that is not much of a problem.
 
   There is howerver a case of the player going
 into the mode sneaking up
   to a switch opening treasure room, and then
 taking it out. The only
   way out of this I see is to only provide one way
 of leaving the mode
   once entered: by visiting some well defined set
 of points (like an
   altar of devourers, or a graveyard to posess a
 new body). This way it
   will be impossible for a player to either cheat
 in the quest or help
   other players cheat.
 
  Alter of devourers might work, but there are maps
 that have alters in
  dungeons, and these might get placed in areas
 where a player could get
  stuck.
 
  Also what about a wraith that doesn't worship
 devourers?
 
  There are similar issues with graveyard placement,
 plus it is a little
  illogical that a graveyard corpse should work, but
 a 'fresh' one
  should not.
 
 Yes, I dislike both examples I gave myself. It seems
 something new
 needs to be introduced into the game, and placed
 around towns to allow
 wraiths get new bodies. Something not already found
 anywhere.
 
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Re: [crossfire] Re: New movement code.

2005-10-19 Thread Mitch Obrian
Yay, a let's break everything by allowing passage
through walls idea!

Crossfire should NEVER allow passage throug no_pass
tiles. No Pass means no pass, walls shoud _always_ be
no_pass (by default). Don't make the maps worthless
please.

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 10/19/05, Anton Oussik [EMAIL PROTECTED]
 wrote:
  When activated the wraith becomes invisible,
 stealthy, can move
  through walls, and can not cast spells, or hold
 items in inventory
  (except invisible ones of course), The only attack
 then avaliable is
  wraith touch, which deals ghosthit, depletion,
 drain, and life
  slealing.
 
  Without clothes wraiths are not very strong, so I
 do not see how it
  will make them overpowered. Running for the
 nearest wall will often be
  the best choice, only preying on the weak, but
 that will be the only
  way of surviving, since you would die from three
 hits by a powerful
  monster, if you can not life steal them as fast as
 they are hitting
  you.
 
 Will direct attacks hit wraith stood in a wall (like
 they do in ADOM
 with ghosts)?
 
 Will rings/amulets remain wearable?
 
 I'm inclined to say that at least there should be a
 /big/ hit points
 penalty as well (maybe 50% - though with a small ac
 bonus too ?)
 
  While in this mode the wraith ca not pick anything
 up, or interact
  with the environment, like push switches, buttons,
 or anything like
  that.
 
 Ok, so their weight would have to be zero too.
 
 Would you change the face as well, to give some clue
 they are in this mode?
 
  This would also mean players can not take stuff
 out of treasure
  rooms... they can get in, fly though it, and then
 walk out again
  leaving treasure behind. They would not be able to
 steal it without
  completing the quest.
 
 You need to deal with switching out of this mode
 inside the treasure
 room (you try to adress this later)
 
 That could still lead to lots of potential spoilers
 (you could observe
 the boulder layout and infer information from that)
 
  Also you should not be able to go into void
 squares to get to other
  floors or mechanic sections of the map. You
 should be able to apply
  exits though, to get around between maps.
 
 not all boulder layouts are seperated by squares
 with no tiles on.
 
  There is howerver a case of the player going into
 the mode sneaking up
  to a switch opening treasure room, and then taking
 it out. The only
  way out of this I see is to only provide one way
 of leaving the mode
  once entered: by visiting some well defined set of
 points (like an
  altar of devourers, or a graveyard to posess a new
 body). This way it
  will be impossible for a player to either cheat in
 the quest or help
  other players cheat.
 
 Alter of devourers might work, but there are maps
 that have alters in
 dungeons, and these might get placed in areas where
 a player could get
 stuck.
 
 Also what about a wraith that doesn't worship
 devourers?
 
 There are similar issues with graveyard placement,
 plus it is a little
 illogical that a graveyard corpse should work, but a
 'fresh' one
 should not.
 
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Re: [crossfire] Re: New movement code.

2005-10-19 Thread Anton Oussik
On 19/10/05, Brendan Lally [EMAIL PROTECTED] wrote:
 On 10/19/05, Anton Oussik [EMAIL PROTECTED] wrote:
  On 19/10/05, Brendan Lally [EMAIL PROTECTED] wrote:
   I'm inclined to say that at least there should be a /big/ hit points
   penalty as well (maybe 50% - though with a small ac bonus too ?)
 
  Create a naked wraith, try using it to fight something, and say that again.

 A lvl 100 wraith with high level karate is still reasonably powerful.

Yes, but I want it to be playable like this, so someone might want to
change to this mode and stay in it... for ever?

A problem I see with staying in non-corporial form for ever is food.
You would still use up food but have no way to replenish it. When
feeding off others with wraith_touch food should go up as well as hp.
Would this need a new attack type food_steal?

Maybe wraith in this mode should also see invisible?

   Would you change the face as well, to give some clue they are in this 
   mode?
 
  Being invisible will change the face automatically. It will be like
  wearing god finger.

 on a related but tangential point, would it be possible to make
 invisible characters appear on their controller's screen? I am
 thinking with the face having a medium alpha value, so that it appears
 to be partially seethrough. I often find it hard when controlling an
 invisible character to know where they are.

I thought of that before, and then you will not be able to tell if
someone cast reveal invisible on you. Maybe set to 75% transparrency
for own invisible character?

Also you should not be able to go into void squares to get to other
floors or mechanic sections of the map. You should be able to apply
exits though, to get around between maps.
  
   not all boulder layouts are seperated by squares with no tiles on.
 
  True, but I do not see this as a huge problem if sometimes you can
  wander into a mechanism. x-ray vision allows you to see many of them,
  and that is not much of a problem.

 yes, but there are maps designed so that x-ray vision won't let you
 see them, where as your walking through walls would (scorn gatehouse
 is an example of this).

I still do not see this as a huge cheat to be able to see some
mechanisms. I imagine ghosts in ancient castles could too!

  Yes, I dislike both examples I gave myself. It seems something new
  needs to be introduced into the game, and placed around towns to allow
  wraiths get new bodies. Something not already found anywhere.

 taxidermists?

I imagine this should be a relatively big thing to shed one's body, so
taking a physical form should require a ritual of some sort to be
performed. Maybe a map with a large pentagram, with lots of people
reading some prayers, and if wraith steps over the body and stays
there for half an hour they get re-incarnated?

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Re: [crossfire] Re: New movement code. (Wraith stuff) (Please don't implement)

2005-10-19 Thread Brendan Lally
On 10/19/05, Mitch Obrian [EMAIL PROTECTED] wrote:
 Please do not implement this passing through walls
 stuff.
 I /strongly/ oppose passing through walls. I do not
 want my maps to become worthless because someone
 decided we need to make the game worthlessly easy.

If it were a new movement type, then it would be possible to block it
explicitly.

How many maps would need modified to block that movement type for one
reason or another?

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Re: [crossfire] Re: New movement code. (Wraith stuff) (Please don't implement)

2005-10-19 Thread Mitch Obrian
All of them.

No player should ever beable to move through walls
(unless specified by the map perhapse).

Walls should remain no_pass. Now if you wanted walls
that things could pass through... up to the map maker,
but don't change the default behavior.

Don't f**k up the existing maps or my maps please.
This idea is horrible IMHO. Why not just have blank
maps then if you're going to screw up walls.

How bout a fork of crossfire wallsmeannothing-fire.
It wouldn't even need any maps.

I can't believe this is even being seriously
discussed. Someone come's in and says hey let's make
walls passable!!111 and here we are oh yea...
they're like not walls!

If you can't get around that fact wraith-players can't
go through walls... then take wraits out (not
recommended).

This is stupidity.

Why should anyone even BOTHER to make maps if a player
can just phase through the whole thing?

If you want a space sim... fork the project.

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 10/19/05, Mitch Obrian [EMAIL PROTECTED]
 wrote:
  Please do not implement this passing through walls
  stuff.
  I /strongly/ oppose passing through walls. I do
 not
  want my maps to become worthless because someone
  decided we need to make the game worthlessly easy.
 
 If it were a new movement type, then it would be
 possible to block it
 explicitly.
 
 How many maps would need modified to block that
 movement type for one
 reason or another?
 
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Re: [crossfire] Re: New movement code. (Wraith stuff) (Please don't implement)

2005-10-19 Thread Todd Mitchell
If there were an etheral movement type added it would not be implemented 
in existing maps by default (they still have block all) just like the 
other movement changes.  In archived movement related threads this 
'ghostwalk' type movement was proposed.  I would also put forth an 
addition to the suggestions, the idea that etheral travelers would not 
be able to pass 'iron' either so it would only work against wood walls 
and stone and the like.  This gives us an out as well to explain why 
some walls aren't passable - they have iron in them (like in the nails 
of a door or in the ore of the stone/dirt).


Brendan Lally wrote:


On 10/19/05, Mitch Obrian [EMAIL PROTECTED] wrote:
 


Please do not implement this passing through walls
stuff.
I /strongly/ oppose passing through walls. I do not
want my maps to become worthless because someone
decided we need to make the game worthlessly easy.
   



If it were a new movement type, then it would be possible to block it
explicitly.

How many maps would need modified to block that movement type for one
reason or another?

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Re: [crossfire] Re: New movement code. (Wraith stuff) (Please don't implement)

2005-10-19 Thread Anton Oussik
On 19/10/05, Todd Mitchell [EMAIL PROTECTED] wrote:
 I would also put forth an
 addition to the suggestions, the idea that etheral travelers would not
 be able to pass 'iron' either so it would only work against wood walls
 and stone and the like.

That may work. That would make some areas completely inaccessible to
an ethereal player unless aided by someone corporial. Many maps may
need changing as the result if this is implemented, but I can see this
working.

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Re: [crossfire] Re: New movement code.

2005-10-19 Thread Todd Mitchell
There isn't any real difference between walls and other blocked tiles 
(like water) currently - everything is either blocked or not blocked. 
This is all part of  the changes Mark is making to the movement code.  
Changing the blocking code has a lot of interesting repercussions.  
That's why it's being discussed. With the changes to movement - existing 
maps cannot be automatically changed since they will break.  However new 
maps and updates to old maps will be better designed if we hash out as 
many of the different movement changes we want to make in advance.  
There has been some interesting ideas - I think it would be good to 
point out that we want to make movement as consistant and understandable 
as possible to avoid players having to experiment with every object on 
the map.  This will mean when you do break the rules it will be effective.


A quick summary of ideas I have:

very high mountains (mountain_5) remains blocked
high mountains (mountain_4) require 'climbing' or 'flying' movement type 
to pass

rivers remain blocked (how to explain this re flying?)
*most* wall types and doors remain blocked
Wasteland remains blocked (or becomes like swamp?) except to flying
shallow sea requires a 'swimming' or 'sailing'  or 'flying' movement type
sea and deep sea require a 'sailing' or 'flying' movement type
new types of jungle and woods require a 'woodlands' or 'flying' movement 
type

flying has limits on range
swimming has a drowning behaviour (like swamp)?
climbing has a falling behaviour (like swamp)?

again these changes are foreward only and existing maps would have to be 
modified to use the new code/arches



Mitch Obrian wrote:


Please do NOT make anyone able to go through walls.

It would be better to remove the wraith player (I
don't recommend this though) then have a player that
can move through walls.

Why is this idea being considered? It would make maps
useless.

Please don't implement this.

 



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Re: [crossfire] Re: New movement code. (Wraith stuff) (Please don't implement)

2005-10-19 Thread Andrew Fuchs
On 10/19/05, Anton Oussik [EMAIL PROTECTED] wrote:
 On 19/10/05, Todd Mitchell [EMAIL PROTECTED] wrote:
  I would also put forth an
  addition to the suggestions, the idea that etheral travelers would not
  be able to pass 'iron' either so it would only work against wood walls
  and stone and the like.

 That may work. That would make some areas completely inaccessible to
 an ethereal player unless aided by someone corporial. Many maps may
 need changing as the result if this is implemented, but I can see this
 working.

I would suggest preventing such players from passing walls that have
nomagic set on one of the items on those squares.  This would highly
reduce the amount of maps that would have to be changed, to prevent
abuse of this feature.

Where map makers want to restrict players from passing through walls,
the nomagic flag is used already, to hinder Dimension Door.

--
Andrew Fuchs

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Re: [crossfire] Re: New movement code.

2005-10-19 Thread Brendan Lally
On 10/20/05, Todd Mitchell [EMAIL PROTECTED] wrote:
 A quick summary of ideas I have:

 very high mountains (mountain_5) remains blocked
 high mountains (mountain_4) require 'climbing' or 'flying' movement type
 to pass

On a related note, whilst all these tiles need updating, flattening
the tiles a little may be worthwhile (mountains 1 and 2 become hills,
hills become flat ground) - currently the world map is very
mountainous, flattening it would aid movement.

 rivers remain blocked (how to explain this re flying?)

with reference to back to the future - hoverboards don't work over water.

 *most* wall types and doors remain blocked
 Wasteland remains blocked (or becomes like swamp?) except to flying

That will break the team arena.

Also, since it is being changed anyway, how about altering its name to
'volcanic plain' or something similar? Wasteland sounds like something
that should be traversible.

 shallow sea requires a 'swimming' or 'sailing'  or 'flying' movement type
 sea and deep sea require a 'sailing' or 'flying' movement type

or a submarine movement type, which should also work on icebergs and
sea ice. (not as anacronistic as might be supposed, the first
submarines were in the early 17th century).

 new types of jungle and woods require a 'woodlands' or 'flying' movement

Also, roads and tracks should allow carriages to pass and roads,
tracks and grass should allow horses to pass. (these don't exist yet,
but should).

further in the future
Desert should allow camels to pass (if there ever is a large enough
desert to make that worthwhile).

Tundra and glacier should be passable to husky sled.

 type
 flying has limits on range

but you also said sea and deep sea require a 'sailing' or
'flying' movement type

so if a player flies out over deep sea and lands, what happens? do
they insta-death?

 swimming has a drowning behaviour (like swamp)?
 climbing has a falling behaviour (like swamp)?

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Re: [crossfire] Re: New movement code.

2005-10-19 Thread Todd Mitchell

Brendan Lally wrote:


On 10/20/05, Todd Mitchell [EMAIL PROTECTED] wrote:
 


A quick summary of ideas I have:

very high mountains (mountain_5) remains blocked
high mountains (mountain_4) require 'climbing' or 'flying' movement type
to pass
   



On a related note, whilst all these tiles need updating, flattening
the tiles a little may be worthwhile (mountains 1 and 2 become hills,
hills become flat ground) - currently the world map is very
mountainous, flattening it would aid movement.

 

I think that mountains give the world more surface area - there more 
nooks and crannies to develop.  They also make travel meaningful and to 
direct movement to areas of interest.  Also over time the idea was for 
people to carve out areas in the mountains like was done with the Ring 
Mountains.  If there is no where to go to, just flattening the mountains 
to aid movement would actually shrink the game world IMHO.  You have 
people just locking into run mode and zipping along for a while.  
Getting there should be half the fun and there are always portals and 
boats and other shortcuts for the road weary.



rivers remain blocked (how to explain this re flying?)
   



with reference to back to the future - hoverboards don't work over water.

 

But you can still fly over seas... until you tire.  The reason I suggest 
we need to restrict rivers is because they are so often used to direct 
movement already and they have fords and bridges to allow passage.



*most* wall types and doors remain blocked
Wasteland remains blocked (or becomes like swamp?) except to flying
   



That will break the team arena.

Also, since it is being changed anyway, how about altering its name to
'volcanic plain' or something similar? Wasteland sounds like something
that should be traversible.

 


Nothing will break since the existing functionality will not change.


shallow sea requires a 'swimming' or 'sailing'  or 'flying' movement type
sea and deep sea require a 'sailing' or 'flying' movement type
   



or a submarine movement type, which should also work on icebergs and
sea ice. (not as anacronistic as might be supposed, the first
submarines were in the early 17th century).

 


new types of jungle and woods require a 'woodlands' or 'flying' movement
   



Also, roads and tracks should allow carriages to pass and roads,
tracks and grass should allow horses to pass. (these don't exist yet,
but should).

further in the future
Desert should allow camels to pass (if there ever is a large enough
desert to make that worthwhile).

Tundra and glacier should be passable to husky sled.

 

not sure that fits in since those types don't involve blocking in any 
way.  We are really speaking of blocking movement, not movement types 
per se.



type
flying has limits on range
   



but you also said sea and deep sea require a 'sailing' or
'flying' movement type

so if a player flies out over deep sea and lands, what happens? do
they insta-death?

 

I think if they can't swim they would probably drown.  If they could 
swim they better hope they make it back to land before they drown.  I 
imagine you can't recuperate fatigue so you can fly again while you are 
swimming...



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Re: [crossfire] Re: New movement code.

2005-10-19 Thread Todd Mitchell
I should clarify this - I meant we should consider adding new 
'impassible' forest and jungle arches which only those with woodlore or 
flying creatures could pass.  This would be really dense forests but 
elves and halflings and those with woodsman skills could get by.  I 
didn't mean to replace the existing wooded arches which slow movement.




new types of jungle and woods require a 'woodlands' or 'flying' 
movement





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Re: [crossfire] Re: New movement code.

2005-10-19 Thread Brendan Lally
On 10/20/05, Todd Mitchell [EMAIL PROTECTED] wrote:
 Brendan Lally wrote:
 with reference to back to the future - hoverboards don't work over water.
 
 But you can still fly over seas... until you tire.  The reason I suggest
 we need to restrict rivers is because they are so often used to direct
 movement already and they have fords and bridges to allow passage.

Restrict such a restriction to fresh water? (salt in the water
[techobabble] so that the [technobabble] provides greater lifting
force)

 but you also said sea and deep sea require a 'sailing' or
 'flying' movement type
 
 so if a player flies out over deep sea and lands, what happens? do
 they insta-death?
 
 I think if they can't swim they would probably drown.  If they could
 swim they better hope they make it back to land before they drown.

But if deep see is blocked to swimming, then they won't be able to swim back.

 I
 imagine you can't recuperate fatigue so you can fly again while you are
 swimming...

That will be guarenteed death then.

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Re: [crossfire] Re: New movement code.

2005-10-19 Thread Mitch Obrian
I agree
 I think that mountains give the world more surface
 area - there more 
 nooks and crannies to develop.  They also make
 travel meaningful and to 
 direct movement to areas of interest.  Also over
 time the idea was for 
 people to carve out areas in the mountains like was
 done with the Ring 
 Mountains.  If there is no where to go to, just
 flattening the mountains 
 to aid movement would actually shrink the game world
 IMHO.  You have 
 people just locking into run mode and zipping along
 for a while.  
 Getting there should be half the fun and there are
 always portals and 
 boats and other shortcuts for the road weary.




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[crossfire] Re: New movement code.

2005-10-17 Thread Lalo Martins
And so says Brendan Lally on 10/18/2005 09:19 AM...
 On 10/17/05, Mitch Obrian [EMAIL PROTECTED] wrote:
 
Gaia is a diety who has it's own lore, other dieties
have other lore. We should not make one lore primacy
above other (_especially_ gaia's).
 
 Is there actually a proper set of lore for the various gods in crossfire?
 
 If so, where is it?

It was a pet project I was working on, many, many years ago.  It's on
the wiki.  It's not by any means official.  And I only did Gaea, Valriel
and Gorokh versions (although it's possible that followers of other gods
subscribe to the Gaean version, it was written with that intention).

If anyone actually finds them interesting, I'm game for making
improvements or writing more stuff.

(Personally, I *really* love the Valriel/Gorokh ones)

best,
   Lalo Martins
--
  So many of our dreams at first seem impossible,
   then they seem improbable, and then, when we
   summon the will, they soon become inevitable.
--
http://www.exoweb.net/  mailto:[EMAIL PROTECTED]
GNU: never give up freedom http://www.gnu.org/


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Re: [crossfire] Re: New movement code.

2005-10-17 Thread Brendan Lally
On 10/18/05, Lalo Martins [EMAIL PROTECTED] wrote:
 And so says Brendan Lally on 10/18/2005 09:19 AM...
  Is there actually a proper set of lore for the various gods in crossfire?
 
  If so, where is it?

 It was a pet project I was working on, many, many years ago.  It's on
 the wiki.  It's not by any means official.  And I only did Gaea, Valriel
 and Gorokh versions (although it's possible that followers of other gods
 subscribe to the Gaean version, it was written with that intention).

Yeah, I was thinking in terms of inside the game.

possibly however this stuff should go into the handbook?

 If anyone actually finds them interesting, I'm game for making
 improvements or writing more stuff.

It certainly looks interesting, there are a few grammatical oddities
(things like teached instead of taught), but I'll wait until there is
a wiki with revision control until I fix them (speaking of which, when
is that expected?)

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Re: [crossfire] Re: New movement code.

2005-10-17 Thread Mitch Obrian
I've found the lore very interesting. More would be
wonderful! Once it's in we'll add it to the ingame
random reading materials.

--- Lalo Martins [EMAIL PROTECTED] wrote:

 And so says Brendan Lally on 10/18/2005 09:19 AM...
  On 10/17/05, Mitch Obrian [EMAIL PROTECTED]
 wrote:
  
 Gaia is a diety who has it's own lore, other
 dieties
 have other lore. We should not make one lore
 primacy
 above other (_especially_ gaia's).
  
  Is there actually a proper set of lore for the
 various gods in crossfire?
  
  If so, where is it?
 
 It was a pet project I was working on, many, many
 years ago.  It's on
 the wiki.  It's not by any means official.  And I
 only did Gaea, Valriel
 and Gorokh versions (although it's possible that
 followers of other gods
 subscribe to the Gaean version, it was written with
 that intention).
 
 If anyone actually finds them interesting, I'm game
 for making
 improvements or writing more stuff.
 
 (Personally, I *really* love the Valriel/Gorokh
 ones)
 
 best,
Lalo
 Martins
 --
   So many of our dreams at first seem
 impossible,
then they seem improbable, and then, when we
summon the will, they soon become inevitable.
 --
 http://www.exoweb.net/ 
 mailto:[EMAIL PROTECTED]
 GNU: never give up freedom
 http://www.gnu.org/
 
 
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