Realism on pathways

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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Wiill
Posts: 11
Joined: Sat Nov 17, 2007 9:16 pm
Location: In your own troubled mind/in a moshpit

Realism on pathways

Postby Wiill » Fri Jan 25, 2008 3:26 pm

Hi, I'm Wiill, and as you can see I'm a fairly new player. I started playing Cantr when I saw it on another mmorpg and was attracted by the idea that it's realistic and player controlled. This idea extends the realism.

If you are more than 10% away from someone on a road, you shouldn't be able to attack him. (it took me the best part of an hour to leaf through rejected suggestions, but forgive me if it's already implemented, or has already been suggested)

This would make it easier for thieves to escape (if it's desirable?) but you could still follow them, introducing further the idea of a chase, rather than just zzap into the same location and kill them. If you don't think it's a good idea, say so and say why. It might be obvious to you, but it's not to me, or I wouldn't have suggested it.

Hope you like it.
-your request: humourous signature cannot be dealt with at this time-

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Chris
Posts: 856
Joined: Sat May 05, 2007 1:03 pm

Postby Chris » Fri Jan 25, 2008 3:38 pm

It already exists. I don't know how many pixels one's view on the road extends, but you definitely can have people on the same road who are too far away to be seen (or hit).

However, travel is processed once per Cantrian hour. Thus, if someone leaves a town by road, he/she will be just outside the town until the next travel tick. An alert pursuer who responds quickly will definitely get one hit in. Beyond that, the outcome depends on the relative speed of the hunter and the hunted.

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