Instant return to town on turn around

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Idriveayugo
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Instant return to town on turn around

Postby Idriveayugo » Tue Apr 21, 2009 6:26 am

I think if a person goes down a path and turns around before the movement has progressed, the person should be instantly placed back in town.

This would be especially effective to prevent surprise attacks and killing newspawn thieves.

Now go ahead, talk amongst yourselves.
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chase02
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Postby chase02 » Tue Apr 21, 2009 7:40 am

Yes
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Rebma
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Postby Rebma » Tue Apr 21, 2009 10:14 am

Not a bad idea in theory. In fact I'd support it.

How hard would this be to put into cantr though?

Plus you'll get some people saying cantr is supposed to be slow paced, so I may as well say it first, even though I think this is useful if implement-able.
kronos wrote:like a nice trim is totally fine. short, neat. I don't want to be fighting through the forests of fangorn and expecting treebeard to come and show me the way in
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kronos
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Postby kronos » Tue Apr 21, 2009 10:16 am

It would also be a great time saver for when cantr or browser lags just enough you misclick the wrong road
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Rebma
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Postby Rebma » Tue Apr 21, 2009 10:19 am

kronos wrote:It would also be a great time saver for when cantr or browser lags just enough you misclick the wrong road
Ha like accidentally going down a road instead of pointing..been there.
kronos wrote:like a nice trim is totally fine. short, neat. I don't want to be fighting through the forests of fangorn and expecting treebeard to come and show me the way in
Comy
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Postby Comy » Tue Apr 21, 2009 12:40 pm

I think this would make sense, considering the fact that boats can dock immediately if they're close enough.
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SekoETC
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Postby SekoETC » Tue Apr 21, 2009 3:21 pm

Comy wrote:I think this would make sense, considering the fact that boats can dock immediately if they're close enough.


Ooh, good point! Although in this case if someone steals from a town and takes down a road, someone could check all the roads within seconds and the person would have no way to hide unless they have several hours lead...
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Cantryjczyk
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Postby Cantryjczyk » Tue Apr 21, 2009 3:31 pm

Mayby if in the same time implement tireness for every move from city to road (by foot), and for every turn around. And tireness effect (negative) for traveling speed...
Then escaping strategy and energy food woud be more interesting.
Każdy ma swój punkt widzenia, ale nie każdy z niego coś widzi.
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SekoETC
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Postby SekoETC » Tue Apr 21, 2009 4:39 pm

That sounds like a great idea. So if the chaser ends up checking four or five roads before finding the thief, he will already be out of breath so he'll hit for less damage. And that would also discourage thieves from running back and forth between different roads to distract chasers. I think it would make the game more interesting.

I don't think tiredness should affect traveling speed but it would certainly lower your defense, so it would make sense that someone traveling at 100% speed on foot would also be tired during and after the trip. If people wanted to be less vulnerable to dragging and attacks at the end of the road, they should travel less than 100% speed and maybe stop to rest an hour away from the final destination.
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Rebma
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Postby Rebma » Tue Apr 21, 2009 4:53 pm

That's a good way to put a balance on it, since that's what's usually necessary to push these things through. I like the tired idea, it would just have to be agreed upon how tired you would get after each road. 5%?

I'm wondering how you would implement that? Would it have to be so that every time someone arrived somewhere, they got 5% tired? I wouldn't mind having this for traveling characters, because like Seko said, you get tired after walking down a road.
kronos wrote:like a nice trim is totally fine. short, neat. I don't want to be fighting through the forests of fangorn and expecting treebeard to come and show me the way in
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SekoETC
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Postby SekoETC » Tue Apr 21, 2009 9:07 pm

But if you got 5% tired upon arrival, that would take away the strategic advantage of stopping to rest near the end of the road so that you would be almost not tired at all when arriving to your destination.
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Dudel
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Postby Dudel » Tue Apr 21, 2009 9:44 pm

Sounds to me like it should be incremental by the number of ticks traveled during a set period of time.

Longer roads take more ticks already so when you rest that set period of time is stopped and you get less tired.

Um... sure, whatever. I'm not thinking fully. :lol:
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joo
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Postby joo » Tue Apr 21, 2009 11:49 pm

I agree with the original suggestion. There should be a new topic for discussion of the tiredness thing, so it's clear which suggestion is being accepted.
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Cantryjczyk
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Postby Cantryjczyk » Tue Apr 21, 2009 11:55 pm

The "strategic advantage of stopping to rest near the end of the road" is so important and pivotal that I am surprised we were able to enjoy cantr at all so far, and that noone has suggested it yet. It alone absolutly deserve new topic.
Każdy ma swój punkt widzenia, ale nie każdy z niego coś widzi.
Xervicx
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Postby Xervicx » Mon Jun 08, 2009 11:07 am

I feel that it is very annoying, leaving down a path, and once you turn around, its says your journey is 100% complete, yet somehow you aren't at your destination.

If it says 100%, it should be done. You should be at your destination.
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