[crossfire] Server map redo: movement types

Mark Wedel mwedel at sonic.net
Thu Sep 1 00:04:03 CDT 2005


     temitchell at sympatico.ca
     
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      From: Mark Wedel <
      
      mwedel at sonic.net
      
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      Unless a race has native flying, the player would have to do something to 
     
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      start flying (wear those boots, ready the skill, cast a spell).
     
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      The question was really want to do once that has happened.  Eg, player has
     
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       applied the boots of levitation and now walks to a shop map, etc.
     
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      Well yes, naturally if you apply items of cast a spell you are choosing to
     
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      fly. What I was really getting at was jumping/flying as race move types.
     
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      Some races like dragons can fly - but I don't think they should just always
     
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      fly - it should have to be added as a command - fly and bound to a key or
     
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      whatever.  Jumping should work the same way and all players should be able to
     
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      jump over a single tile if it allows flying over. The problem I see with
     
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      autoflying is the code choosing when to fly the player not choosing.  Perhaps
     
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      you are fighting and want to bump into low walls (you might want to use it as
     
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      a barrier and fire missiles over it instead of flying over it by mistake). If
     
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      the fight is going bad however then you can fly or jump over the wall (if you
     
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      can - enter weight issues)  suppose it isn't treating flying any differnet,
     
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      it is how you enter that movement state. I can also see cases where flying is
     
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      blocked (low roof) and you want the player to bump into the barrier and have
     
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      to continue on foot- not simply continue moving (not automatically change
     
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      movement to a walk.)
     
     
  Just a note, I wasn't saying that dragons would automatically fly - I'm not 
touching that code, so I expect it will remain that they will have to use the 
appropriate skill to actually start flying.

  And the issue isn't what movement types the player can potentially do (jump 
for example) - going back to the original question was 'what to do if the 
players movement type is MOVE_WALK | MOVE_FLY).

  How characters get multiple movement types is a different discussion and not 
what I'm addressing here.

  Likewise, the code is not going to auto apply new movement types.  If you 
could in theory jump over that trap door but aren't currently flying, guess 
what, you walked onto it - you need to explicity use the jump command to hop 
over it.

  But you do have some points, which is what I was really getting to.

  Suppose the dragon has chosen to fly and is busy attacking.  If he goes to the 
low wall, does he now fly over?  I think the answer here is use.

  However, the issue is that characters will always be able to walk.  So 
basically one could think of it of the character (if has flying object or is 
otherwise choosing to fly) basically uses that as movement, unless that doesn't 
work, in which case he'd automatically fall back to walking.

  Some of it is of course playability - I don't want to constantly have to be 
changing my movement types (switch to swim - now in water, switch back to walk, 
leaving water.  Switch to fly (even though I have those levitation boots) as 
want to go over that wall, etc.


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      The 'fatigue' part was simply to prevent races with flying from moving across
     
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      oceans and large mountain ranges and the like at will.  This gives them a
     
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      *huge* advantage over non flying races.   If a dragon can fly a distance
     
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      equal to their Con before having to land then they get a massive benefit to
     
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      movement bit it's not like they're going to fly across the oceans (they'd
     
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      drown).  Now if you use a magic item to fly instead of a racial skill then
     
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      it's not a balance issue - however that item should be worth a *lot* more if
     
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      it allows you to fly across the ocean now.
     
     
  Just a note, that right now, dragons can fly unlimited distances (and boots 
work forever) - you can't get over oceans, but can fly over terrain that doesn't 
actually block passage (which is only high mountain) and should be avoid all 
slow move penalties since it doesn't apply to flying.

  So the only real change is possilibility of flying over water.  But that has 
to be looked at for other reasons, notably that it would open up the map a lot.


    
    


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