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 < mwedel at sonic.net > 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. > > > > > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > __________________________________ Yahoo! Music Unlimited Access over 1 million songs. Try it free. http://music.yahoo.com/unlimited/