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.
Posted: Mon Jan 04, 2016 9:39 am Post subject: Halve travel costs in sewers
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.)
+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
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?
Joined: Dec 28, 2013 Posts: 212 Location: West Laurentia Mental Hospital, Wolverton
Posted: Tue Jan 05, 2016 5:36 am Post subject:
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
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.
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.
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?
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
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.
Joined: Jan 19, 2010 Posts: 1983 Location: Charlotte's Bakery University
Posted: Wed Jan 06, 2016 8:44 pm Post subject:
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.
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