Nexus Clash

Login

Nickname

Password

Don't have an account yet? You can create one. Registered players can create up to three free characters to battle, team up with your friends and explore the worlds of the Nexus! To create a character once you have registered, click on Game Map at the top of the page.
Nexus Clash :: View topic - Halve travel costs in sewers
 Forum FAQForum FAQ   SearchSearch   UsergroupsUsergroups   ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Halve travel costs in sewers

 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Nexus Clash Forum Index -> Suggestions Dump
View previous topic :: View next topic  
Author Message
Tomppa
Elite Member
Elite Member


Joined: May 15, 2012
Posts: 571

PostPosted: Mon Jan 04, 2016 9:39 am    Post subject: Halve travel costs in sewers Reply with quote

In effort to encourage more use of sewers, make sewer tiles only use up 0,5 ap per tile travelled. This would make them more appealing for travelling, and encourage their use.

Reasons: Aside from 2 things, they are currently kinda redundant. If you are hunting, you can cover more tiles above ground (especially with travel skills). If you are moving from A to B, you're wasting time using the portals, and must travel in pretty ineffective straight lines. IF you're hiding to regen your ap... Well, at most you'll just dodge in there, making them kinda the same as stepping inside a house - you'll still be using just a small part of them.
_________________
"I am your Slave
And you will Reward me
For I shall be Faithful."
(That's from Dracula, by Stoker.)
Back to top
View user's profile Send private message
Wozzy
Misinformation Meme Machine
Misinformation Meme Machine


Joined: Oct 16, 2012
Posts: 812

PostPosted: Mon Jan 04, 2016 9:43 am    Post subject: Reply with quote

I think that the winding paths, and the fact that the ferry only takes 1AP to go anywhere kinda makes it pointless to use the sewer, even at half AP.
Back to top
View user's profile Send private message
RaelCleap
Nexus Clash Veteran
Nexus Clash Veteran


Joined: May 09, 2015
Posts: 1074

PostPosted: Mon Jan 04, 2016 9:44 am    Post subject: Reply with quote

+1 to less of a Movement cost. I hunt down there a fair bit and hide out there. But the deeper you go the emptier it becomes. I think Tomppa's suggestion is a simple and effective idea.
_________________
“I'm a man of simple tastes. I'm always satisfied with the best.” ~Oscar Wilde
"Everyone loves to hate a good villain!" Dr. Cleaver
Back to top
View user's profile Send private message
Lychwood
Active Member
Active Member


Joined: Jul 05, 2014
Posts: 192

PostPosted: Mon Jan 04, 2016 10:03 pm    Post subject: Reply with quote

I remember hearing somewhere (can't be bothered to dredge it up) that part of the idea in designing the sewers was to create a sort of no-man's-land where people rarely went. It would be a decent place to hide, due to the low traffic. It would also, however, be difficult to navigate and easy to hunt, so that it was a bit of a gamble any time you ventured in for shelter.

If that's the goal, I think the current sewers are doing a great job. They aren't populated because there's no reason to go down there. No reason, except to hide.

But then, strongholds being what they are, how many of us are actually living feral?
Back to top
View user's profile Send private message
Nook
Active Member
Active Member


Joined: Oct 26, 2015
Posts: 233

PostPosted: Tue Jan 05, 2016 1:11 am    Post subject: Reply with quote

I like the idea of a smaller AP movement cost of sewer tiles.

-addition to the suggestion

:normal movement cost or 'water tile' cost over the flooded parts.
(not sure if they're actually water tiles)
Back to top
View user's profile Send private message
Xirvi
Active Member
Active Member


Joined: Dec 28, 2013
Posts: 212
Location: West Laurentia Mental Hospital, Wolverton

PostPosted: Tue Jan 05, 2016 5:36 am    Post subject: Reply with quote

Nook wrote:
:normal movement cost or 'water tile' cost over the flooded parts.
(not sure if they're actually water tiles)


They're not. If you're inside a tile, whether it's a water tile or not sadly makes no difference for the sake of movement.
_________________
"I'm coming up with the 'Anne Frank' scale of prioritization. As in, 'would Anne Frank give a shit about this?'" - jorm
Back to top
View user's profile Send private message
MerlintheTuna
Active Member
Active Member


Joined: Jun 17, 2014
Posts: 207

PostPosted: Wed Jan 06, 2016 8:56 am    Post subject: Reply with quote

Lychwood wrote:
I remember hearing somewhere (can't be bothered to dredge it up) that part of the idea in designing the sewers was to create a sort of no-man's-land where people rarely went. It would be a decent place to hide, due to the low traffic. It would also, however, be difficult to navigate and easy to hunt, so that it was a bit of a gamble any time you ventured in for shelter.
Agreed, this seems like the explicit purpose of the sewers. It's a place for ferals (or just folks who respawned unexpectedly far from a SH) to duck in and hide. It gets you away from corner-stepping VWs and from giving away your position by way of shadows in the window. The latter is particularly helpful if you don't have any +hide% skills. I've gotten a lot of mileage out of just staying on the ladder tile when I'm APing out.

And the sewers being a low-traffic nuisance to navigate also makes it easier to stage prior to raiding the Adamant Kinship pseudo-stronghold, which is important for keeping ferals feral.

If you're concerned about available space not being used enough, I'd suggest focusing on Paradise and Stygia. The latter in particular is pretty much desolate.
Back to top
View user's profile Send private message
Sihoiba
Architect of Anguish


Joined: Jan 20, 2010
Posts: 2080

PostPosted: Wed Jan 06, 2016 9:03 am    Post subject: Reply with quote

MerlintheTuna wrote:
If you're concerned about available space not being used enough, I'd suggest focusing on Paradise and Stygia. The latter in particular is pretty much desolate.


Agreed, I have been able to ferals alive in Stygia for weeks at a time.
Back to top
View user's profile Send private message
Teksura
Nexus Fixture
Nexus Fixture


Joined: Dec 17, 2009
Posts: 5580

PostPosted: Wed Jan 06, 2016 2:13 pm    Post subject: Reply with quote

Technically impossible in 3.5. Passibility code only works in outside locations, not moving around inside of large buildings. Arrow
_________________


Last edited by Teksura on Wed Jan 06, 2016 2:24 pm; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
saulres
So Very Sorry
So Very Sorry


Joined: Jan 19, 2010
Posts: 3720

PostPosted: Wed Jan 06, 2016 2:22 pm    Post subject: Reply with quote

Teksura wrote:
Technically impossible in 3.5. Passibility code only works in outside locations, not moving around inside of large buildings.


I don't follow. Movement costs inside large building are already halved for things like Ether Stepping. So couldn't the code in 3.5 be relatively easily changed (he says with a chuckle, not having seen the code) to apply half-movement to everyone when they're in a sewer?
Back to top
View user's profile Send private message
Pikanchion
Elite Member
Elite Member


Joined: Feb 12, 2012
Posts: 756
Location: London

PostPosted: Wed Jan 06, 2016 5:18 pm    Post subject: Reply with quote

saulres wrote:
Teksura wrote:
Technically impossible in 3.5. Passibility code only works in outside locations, not moving around inside of large buildings.


I don't follow. Movement costs inside large building are already halved for things like Ether Stepping. So couldn't the code in 3.5 be relatively easily changed (he says with a chuckle, not having seen the code) to apply half-movement to everyone when they're in a sewer?

Stepping and Feet of the Wind just half all movement from base everywhere, the problem here is (I believe) that interiors cannot have base AP costs that are not 1.
_________________
My Characters
Back to top
View user's profile Send private message
saulres
So Very Sorry
So Very Sorry


Joined: Jan 19, 2010
Posts: 3720

PostPosted: Wed Jan 06, 2016 5:23 pm    Post subject: Reply with quote

Pikanchion wrote:
saulres wrote:
Teksura wrote:
Technically impossible in 3.5. Passibility code only works in outside locations, not moving around inside of large buildings.


I don't follow. Movement costs inside large building are already halved for things like Ether Stepping. So couldn't the code in 3.5 be relatively easily changed (he says with a chuckle, not having seen the code) to apply half-movement to everyone when they're in a sewer?

Stepping and Feet of the Wind just half all movement from base everywhere, the problem here is (I believe) that interiors cannot have base AP costs that are not 1.


Yeah, but what I mean is, there's probably code when moving that says something like:

movementCost = 1
if (((character has Ether Stepping) and (characterLastMoveCost =1)) OR
((character has FettOfTheWind) and (characterLastMoveCost=1))) then
{movement cost = 0; characterLastMoveCost =0}
AP = AP - movementCost

So they could put in an
if (character in Sewers)
clause and mostly be done.
Back to top
View user's profile Send private message
Kandarin
Dreamweaver
Dreamweaver


Joined: Jan 19, 2010
Posts: 1983
Location: Charlotte's Bakery University

PostPosted: Wed Jan 06, 2016 8:44 pm    Post subject: Reply with quote

saulres wrote:
Teksura wrote:
Technically impossible in 3.5. Passibility code only works in outside locations, not moving around inside of large buildings.


I don't follow. Movement costs inside large building are already halved for things like Ether Stepping. So couldn't the code in 3.5 be relatively easily changed (he says with a chuckle, not having seen the code) to apply half-movement to everyone when they're in a sewer?


The mapmaking tools for tile types contain a few passability options (normal, impassible, water, slow mountains, void, a few other more exotic ones). In BobCode, the presence of large building interiors overrides all that and makes everything passable have a movement cost of one.

It's not that it's not doable, but it'd involve going outside the passability rules that define how the rest of the game measures passability and creating a new framework for it.

In any case, Lychwood has it - the Sewers are meant to be a hinterland of the map, sometimes visited but rarely inhabited, and there are a few related mechanics (The Olympic Tower back door, the Hashaa shrine) that are designed to rely on that. The map needs some high-density areas and some low-density areas, and the Sewers are the latter by design.
Back to top
View user's profile Send private message
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Nexus Clash Forum Index -> Suggestions Dump All times are GMT - 7 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2001, 2005 phpBB Group
Forums ©
Credit: Site homepage artwork (C) 2017 Acaisha Buffo
Character creation and raid ticker icons by Lorc and Delapouite at game-icons.net
Original Nexus War classes, powers, and lore copyright 2003 - 2021 Brandon Harris (bharris@gaijin.com) used with permission.
PHP-Nuke Copyright © 2005 by Francisco Burzi. This is free software, and you may redistribute it under the GPL. PHP-Nuke comes with absolutely no warranty, for details, see the license.