Ability to run...

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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boomhaeur
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Ability to run...

Postby boomhaeur » Wed Feb 25, 2004 7:28 pm

It'd bre great if we had the opportunity to "run" places... I consider 100% speed to be a constant walking pace - it'd be great if we could, cay, accellerate ourselves to up to 200% which would indicate a full run, the penalty for doing so would be either a) more rapid consumption of food and/or (I'd say and) a loss of a specific percentage of health based on the amount of time you run. (say 1%/hour or something).

If you're less than "X" health you can't run - say 40 or 50%....
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Postby Meh » Wed Feb 25, 2004 7:33 pm

Yeah then the suicidals could go run into certain deserts instead of being a problem for others. The animals are helping keep the insane population down too.
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boomhaeur
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Postby boomhaeur » Wed Feb 25, 2004 7:37 pm

I was thinking along the lines of inter-town violence and animals -- for example my Char in Naron forest who encountered some cheetahs on the verge of a population boom... I ducked my head into the path and got the attention of some folks - but it takes forever for people to backtrack - it'd be great if, in a moment where the risk is worth it, people could hustle along...
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thingnumber2
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Postby thingnumber2 » Thu Feb 26, 2004 2:13 am

How do you know 100% isn't running, and something like 50% and below is walking?
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kroner
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Postby kroner » Thu Feb 26, 2004 2:23 am

I think he means a sort of afterburner type concept. IRL you can't sustain a run very long and it leaves you tired and out of breath. 100% isn't a run because you can keep it up forever without taxing your character more than normal. It might be nice to have the option to go faster at a price.
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boomhaeur
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Postby boomhaeur » Thu Feb 26, 2004 3:19 pm

^ bingo...
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Spectrus_Wolfus
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Postby Spectrus_Wolfus » Thu Feb 26, 2004 3:41 pm

boomhaeur wrote:^ bingo...


aawwwww bugger and only 1 number off too *throws card down in disgust*
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Sho
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Postby Sho » Fri Feb 27, 2004 1:13 am

:lol:
Seriously, I like this idea of running.
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Nick
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Postby Nick » Fri Feb 27, 2004 1:21 am

I have always assumed that 100% IS running.
Just that people dont walk due to the fact that there is no advantage to doing so.
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KVZ
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Postby KVZ » Fri Feb 27, 2004 2:36 am

hmmm... not so fast :twisted: people can't run from city to city at full speed (200%)... it should fall to 100% after some time... and not to lose all health... so there should be something like fatigue, and if someone run out fatigue then he/she can't run any longer...
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boomhaeur
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Postby boomhaeur » Fri Feb 27, 2004 3:59 am

is there currently any productivity hit for poor health?

I agree that people shouldn't be able to just run and run, wolf down some healing foods and then run some more...

maybe a limit that lets you only spend so much time per day running (say 20-30% of a day) and the longer you run the slower your character is forced to walk for a period of time.
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Sho
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Postby Sho » Fri Feb 27, 2004 4:16 am

If there was fatigue already, it would be great and would make this all much simpler, but as it is, I don't think there's anything wrong with people being able to run as much as they like as long as they lose health while they run. If fatigue existed as a separate attribute from health, there would probably be fatigue-healing items anyway.

I guess the best way to go would be to make health affect walking and running speeds. If walking and running was proportional to health, people would slow down if they ran for too long. This would, by the way, make it easier to catch thieves. You could just hit them if they were too fast to catch. It would also be realistic. You can't move so rapidly when you're hurt.
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Spectrus_Wolfus
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Postby Spectrus_Wolfus » Fri Feb 27, 2004 5:25 am

and watch all the guards go aaaawwwwww crap when they have to try and run down a theif that just stole 10 kilo's of grapes :lol:
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Sho
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Postby Sho » Sat Feb 28, 2004 2:35 am

Well, I guess that would be a problem, but it can't be perfect. As I sort of said, it would be the same if fatigue was implemented and a thief ran off with 10 kilos of a fatigue-healing item.
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boomhaeur
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Postby boomhaeur » Sat Feb 28, 2004 4:22 am

At that stage you could factor weight into the equation.

so a characters maximum speed would be affected by their load - 0 would give them 200%, max weight 100% (or lower as it seems the game is already programmed to do). You could also multiple the health lost based on the wieght carried.

i.e. if a character loses 1% per hour they run @ 0 weight then they should lose 1.5 * 1% when they run with half their characters weight capacity full.

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