Ability to run...

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Anthony Roberts
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Ability to run...

Postby Anthony Roberts » Sun Feb 29, 2004 12:15 am

Time for my two cents.

Running should also be age dependent. When do you see a 60 year old man or woman running twice as fast as a 20 year olds walking pace? Never. Well, unless this 20 year old had a broken leg or something, haha. But, you see the point? The younger the age, the quicker that'd be able to go. As well as all the other weight and fatique calculations that have been suggested so far.
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Postby KVZ » Sun Feb 29, 2004 5:00 am

I agree, but actually age makes no difference.
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Anthony Roberts
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Postby Anthony Roberts » Sun Feb 29, 2004 2:32 pm

Which is exactly why I suggested it. Age does practically nothing in the game, except you die when you're too old, and your description changes every 200 days :P - Some more things with age should be added. This running thing obviously one of them, if running is put in.
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Tolomus
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Postby Tolomus » Sun Feb 29, 2004 3:55 pm

Does anyone actually ever use less than 100% speed anyway? I don't see the point, when would you want to go slower than you have too?

As to the running...how about the ability to mix and take steroids to be able to sustain speed for longer. :D
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Postby kroner » Sun Feb 29, 2004 4:34 pm

I think I slowed down once. In the days of Aeris I had a character at low life approaching Karnon. I didn't want my character to spend anymore time there than she had to so I figured out how many more turns it would take to arrive and I set the speed so that she would get there when I had access to my computer and could leave again immediately. The plan worked but then I decided to spend an extra hour there to warn people and talk. At that hour change Aeris popped up and gave her an arrow to the face. She survived though.... anyway, that's my story of walking at less than 100%. I've also used 0% for waiting for people or dealing with criminals when I didn't want to get far away from the town.
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Sho
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Postby Sho » Mon Mar 01, 2004 1:42 am

People in groups often match their speeds.
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Postby Meh » Mon Mar 01, 2004 1:50 am

When I need to time my arrival for thieving...err...introductions
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Doug R.
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Re: ABility to run...

Postby Doug R. » Sun Dec 19, 2010 11:22 am

Bump. I like this suggestion. Allow up to 200% speed at the cost of tiredness.
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Re: ABility to run...

Postby Piscator » Sun Dec 19, 2010 11:26 am

This seems like a good idea.
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Doug R.
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Re: ABility to run...

Postby Doug R. » Sun Dec 19, 2010 11:45 am

Especially as people complain about the world being too big. If players want to risk their character's being dragged off upon arrival, they can essentially cut their on foot travel times in half. Maybe could even extend the mechanism to any manually powered vehicle.
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Re: ABility to run...

Postby Joshuamonkey » Sun Dec 19, 2010 10:22 pm

I like this also, along with manually powered vehicles, though it's worth noting that a bike cart (.32) would beat a small van (.467) and a passenger car (.54); the second fastest manual vehicle is a tandem bike (.22).
I think it would be reasonable to have manual vehicles not increase as much, such as 150% (making .48 the max for land vehicles without engines).
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Doug R.
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Re: ABility to run...

Postby Doug R. » Sun Dec 19, 2010 10:49 pm

That's fine. Once you reach 100% tiredness, you should stop. So, you could go for a short sprint, or a more long-distance run at a less than maximum speed.
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Re: ABility to run...

Postby Diego » Mon Dec 20, 2010 12:42 am

Bah. I like Doug's idea, but when I thought of the ability to run, I immediately assumed it would have a weight restriction. You don't sprint for your life with your hands full.
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Re: ABility to run...

Postby Armulus Satchula » Mon Dec 20, 2010 5:52 am

Doug R. wrote:That's fine. Once you reach 100% tiredness, you should stop. So, you could go for a short sprint, or a more long-distance run at a less than maximum speed.


I don't think you should lose health from running, but gaining tiredness would probably be good. However, I don't think you should come to a complete halt.

The point of running is to get your farther ahead. So stopping the character would give no point to running, you'd end up at your destination in the same amount of time. I would say, you can't run if you have more than 5000(or less) grams on you and each movement tick you have to click run to initiate it again. Once your tiredness hits a certain % you can't run, but you can't fight well either.

This means a few things:
1.With the way tiredness and fighting works already, running would put you at a large disadvantage when trying to stay alive.
2.You can't run long, long distances, but it does get your farther ahead.
3.Vehicles are still going to be faster.
4.It's not something you can just click and walk away from.
5.If you are running and carrying a small weight, you are most likely trying to catch up with someone and not trying to steal.

I think with all of that factored in. It's pretty balanced.
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Re: ABility to run...

Postby Piscator » Mon Dec 20, 2010 9:09 am

Since walking doesn't consume energy, a character that reached 100% tiredness should at least be able to walk.

Having to manually reset running mode every hour seems pretty annoying. We should try to avoid having mechanics that forces the player in front of the screen every three hours. From what I've heard that is something that makes other browser games so taxing.

We could maybe apply a modified fuel consumption formula to walking (and muscle powered vehicles) in general and allow anyone to choose their pace and energy consumption rates themselves. At walking speed you would consume energy as fast as you regenerate it, a moderately increased speed would let you reach the next town considerably out of breath and at max speed you would run out of energy after a few hours. This is probably unnecessary complicated though.
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