Make travellers on road visible
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- Doug R.
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Missy, I've been thinking about what you said all morning, and I really can't think of any significant ways in which this will make being a criminal harder.
A person steals and flees onto a road. People follow and strike them. If the thief is very lucky, they'll eventually outrun everyone. This is the most typical criminal scenario, and the new mechanism wouldn't ever even come into play.
Let's even say that it was radioed ahead that a thief was coming. If people from the next town came onto the road, they'd be looking for a wounded person anyway. However, since the thief is coming to them, it wouldn't make much sense for them to go out onto the road; they'd just sit in town and wait, so again this mechanism doesn't come into play. Sure, if someone did come out into the road, they'd get a notification when the wounded thief came into view, but that thief was as good as dead anyway when he reached the town.
Let's say that the thief has a really good head start, and is pursued by people in vehicles. Sure, when the vehicles come into range, the player will get a notice. However, if you're actively out looking for a criminal on the road in a vehicle, you're gonna check every hour anyway. If not, that must mean you're busy or asleep, so the mechanism won't matter anyway. I've also see it where very fast vehicles blow past criminals altogether and ever see them at all!
The point I'm trying to make is, as long as people know which road you're on, a criminal is dead meat, notice or no notice, unless they're faster than their pursuers and the town on the other end has no idea what's going on.
A person steals and flees onto a road. People follow and strike them. If the thief is very lucky, they'll eventually outrun everyone. This is the most typical criminal scenario, and the new mechanism wouldn't ever even come into play.
Let's even say that it was radioed ahead that a thief was coming. If people from the next town came onto the road, they'd be looking for a wounded person anyway. However, since the thief is coming to them, it wouldn't make much sense for them to go out onto the road; they'd just sit in town and wait, so again this mechanism doesn't come into play. Sure, if someone did come out into the road, they'd get a notification when the wounded thief came into view, but that thief was as good as dead anyway when he reached the town.
Let's say that the thief has a really good head start, and is pursued by people in vehicles. Sure, when the vehicles come into range, the player will get a notice. However, if you're actively out looking for a criminal on the road in a vehicle, you're gonna check every hour anyway. If not, that must mean you're busy or asleep, so the mechanism won't matter anyway. I've also see it where very fast vehicles blow past criminals altogether and ever see them at all!
The point I'm trying to make is, as long as people know which road you're on, a criminal is dead meat, notice or no notice, unless they're faster than their pursuers and the town on the other end has no idea what's going on.
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Have you ever lost a criminal on the road, Doug? One that is purposely trying to outrun you and dodge you?
I've seen where criminals will quietly walk right past you. I've heard of people playing criminals who've said, "I checked on the path to see if anyone was there and when I liooked your char was walking right beside me but I chose not to say anything because I didn't want you to know I was there. I escaped by the hair on my balls."
I've done it personally.
Even if you don't wake up that hour to know you've seen the person, people will figure out the turns and the hours and how long ago it was, and where they must have left the person behind. They'll switch direction and go back to find them etc.
If you're going to be on every hour checking for that criminal anyway as you seem to think people will do, then why do you need this feature?
You don't.
Work on something else.
I've seen where criminals will quietly walk right past you. I've heard of people playing criminals who've said, "I checked on the path to see if anyone was there and when I liooked your char was walking right beside me but I chose not to say anything because I didn't want you to know I was there. I escaped by the hair on my balls."
I've done it personally.
Even if you don't wake up that hour to know you've seen the person, people will figure out the turns and the hours and how long ago it was, and where they must have left the person behind. They'll switch direction and go back to find them etc.
so the mechanism won't matter anyway
If you're going to be on every hour checking for that criminal anyway as you seem to think people will do, then why do you need this feature?
You don't.
Work on something else.
I hate people.
- marol
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- marol
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- *Wiro
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marol wrote:That would not be intuitive for players - why fast going people are visible while others are not? Better would be an option stealth mode... there might be also a penalty for using it like decreased speed.
Wouldn't that be basically the same in the end? Less speed = stealth mode, stealth mode = less speed.
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- SekoETC
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I suggest a random chance of being spotted. 100% speed would have a 100% chance of being spotted and it would go down from there. The simplest way would be to make it linear, but if there was an exponential curve, that would make things more interesting. There would be no artificial limit between running and sneaking, anything less than 100% would have a chance of going unnoticed although with high speeds the chance would be very slight.
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- joo
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- SekoETC
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- joo
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SekoETC wrote:Then you say "Hey, wait up!"
By the time your character wakes up, the other person could have passed them.
SekoETC wrote:People would still be visible on the People list, isn't this topic about an event that pops up when someone comes within your range of view?
Then wouldn't that defeat the purpose of being "hidden?" - people would just compensate by always looking at the people page.
- *Wiro
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A checkbox for hiding that you can turn on and off would be best then I guess...
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- SekoETC
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