Decreased travel time or distance (New Thread)

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Do you like that idea?

Yes
64
74%
No
23
26%
 
Total votes: 87
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Oasis
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Re: Decreased travel time or distance (New Thread)

Postby Oasis » Sat Oct 13, 2012 8:14 pm

I completely agree that this is the best and easiest solution for now, since any better solutions such as changing all walking/vehicle travel times, inventing trains, or shrinking the map are very time consuming and not likely to ever happen. Something has to give, the world is waaaay too big now with so few people in it and so many abandoned towns. (And walking always did take way too long imo)
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Re: Decreased travel time or distance (New Thread)

Postby viktor » Sat Oct 13, 2012 8:52 pm

!!!!!
hey, why not just add an option to "run"
it just soaks up tiredness on the travel ticks. allows you to go up to... double your max walking speed?
as for how much tiredness it takes up... 5-10% per tick?
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Re: Decreased travel time or distance (New Thread)

Postby Bmot » Sat Oct 13, 2012 9:54 pm

viktor wrote:!!!!!
hey, why not just add an option to "run"
it just soaks up tiredness on the travel ticks. allows you to go up to... double your max walking speed?
as for how much tiredness it takes up... 5-10% per tick?


I like this one :)


I'm not against other solutions, too. Got a more neutral stance to those.
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Oasis
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Re: Decreased travel time or distance (New Thread)

Postby Oasis » Sat Oct 13, 2012 11:15 pm

That's way too much tiredness per tick, some roads can take up to 12 days to walk, so that would still be 6 days at double speed, or 48 ticks. So perhaps only 1 or 2 % tiredness, but I do like the run at double time option.
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Re: Decreased travel time or distance (New Thread)

Postby Vega » Sat Oct 13, 2012 11:19 pm

5%. And when you arrive to 100% you should stop for at least one tick (or just walk a 0%) and wait till you are at... At least 50%, walking, before you can run again.

Hey, cantrians can walk for days but run... They are not perfect!
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viktor
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Re: Decreased travel time or distance (New Thread)

Postby viktor » Sun Oct 14, 2012 3:39 am

1 or 2% tiredness would still allow them to run forever, there is a 5% rest recovery every hour that has nothing to do with furniture. so we would need it to be something over 5% tiredness per travel tick when running.
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Black Canyon
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Re: Decreased travel time or distance (New Thread)

Postby Black Canyon » Sun Oct 14, 2012 3:51 am

Ugh. I swear, we're a game full of masochists :P

So... let's see. The roads are too long, travel time can take years, and so the solution is to give characters the option to move faster, yet become so exhausted that they have to stop and rest after so many hours because they become totally incapacitated.

For the record, I disagree with the whole tiredness thing unless it is a very small percentage per tick.
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Re: Decreased travel time or distance (New Thread)

Postby Nalaris » Sun Oct 14, 2012 4:40 am

Adding in tiredness seems like it basically just reintroduces the problem we're trying to get rid of. If running doesn't give you tiredness, it's really just your max speed, but you have to click an extra button to get up to it. So just make the max speed higher.
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Oasis
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Re: Decreased travel time or distance (New Thread)

Postby Oasis » Sun Oct 14, 2012 6:20 am

Alright, good point, just let everyone go at run speed, no tiredness....shorten travel times for walking, by at least half, that is the point.
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viktor
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Re: Decreased travel time or distance (New Thread)

Postby viktor » Sun Oct 14, 2012 8:59 am

we could do it without tiredness, but just to mention. if we say got 10% tired per travel tick running 20 hours and then walk normal full speed for another 20 we would be fully recovered, stopping and standing would not give you any advantage other than to recover on the road before stepping into town if you cared to.... though this is more tired than we would really want it just serves as an example. we could just have 7% tiredness per travel tick and make it 50 hours to run out of steam instead of 20 (thats just over 6 days of steady running covering 12 days of normal distance, still recover in 20 hours of NON running)
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Re: Decreased travel time or distance (New Thread)

Postby Andu » Sun Oct 21, 2012 4:11 pm

I like the running(while consuming energy) idea, but I just got to think, does road type affect walking speed? Because i could imagine it's slightly faster to walk/run on a highway than a path...
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Re: Decreased travel time or distance (New Thread)

Postby Bmot » Sun Oct 21, 2012 4:37 pm

Andu wrote:I like the running(while consuming energy) idea, but I just got to think, does road type affect walking speed? Because i could imagine it's slightly faster to walk/run on a highway than a path...


http://wiki.cantr.net wrote:Walking
A character with an empty inventory travels at a speed of 10 units per day on any road type. Tiredness and damage have no effect on traveling speed (this is true for vehicles as well).

Walking speed = 10 - (inventory weight)/5000



So, for walking, it makes no difference :wink:
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Re: Decreased travel time or distance (New Thread)

Postby Greek » Thu Oct 25, 2012 9:17 am

Wiki is often outdated, but this info is correct.
Running idea is bad, because we already have the thing to set travelling speed. This thing is "travelling speed".

Anything more needed to have this accepted?
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Re: Decreased travel time or distance (New Thread)

Postby Black Canyon » Thu Oct 25, 2012 4:24 pm

Nothing! Pleeeeeeeeeease accept this :D
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Re: Decreased travel time or distance (New Thread)

Postby Doug R. » Fri Oct 26, 2012 12:04 am

What, exactly are we accepting? Whomever accepts this, please provide a synopsis.
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