walking and tiredness

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kroner
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walking and tiredness

Postby kroner » Tue Nov 16, 2004 4:39 pm

perhaps walking should increase tiredness, proportional to the speed you're walking. this way 100% would not be sustainable indefinitely. instead, some lower speed (maybe around 60%) would be the equilibrium between how fast you get tired and how how fast you recover from tiredness.
then also the walking speed should be increased to compensate for this. the equilibrium speed at zero tiredness should probably be equal to the current 100% speed.

basically what this all would do would be to create something comparable to running, which people have asked for in the past. it also makes sense for traveling to be connected into the whole tiredness system.
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Postby ephiroll » Tue Nov 16, 2004 4:58 pm

I like this idea, but only if it would also mean a char could "run" for a short distance at the expense of wearing out sooner.
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kroner
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Postby kroner » Tue Nov 16, 2004 5:00 pm

by turning walking speed up to 100%, you'd begin filling up your tiredness bar faster than it was emptying back out, so yeah, it'd be like that.

also if this is implemented, the default walking speed when you set out on a path should be set to the equilibrium instead of 100%.
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Postby formerly known as hf » Tue Nov 16, 2004 8:09 pm

I really like this idea... being able to move around Cantr faster in an emergency, but getting tired after...
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Postby Oasis » Tue Nov 16, 2004 8:22 pm

This sounds like an interesting idea......my problem with it is that some roads are excruiatingly long now at 100% speed, and take days to travel. I would want to see the distances of all roads lowered in direct proportion to the average walking speed, so it doesn't then end up taking more than a year to walk some roads. Say, make them 40% shorter if walking is 40% slower than it used to be.

Alternatively, increase the speeds, so 100% is actually 40% faster than 100% used to be, but of course tires you out very quickly.
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Postby The Industriallist » Tue Nov 16, 2004 8:26 pm

kroner wrote:then also the walking speed should be increased to compensate for this. the equilibrium speed at zero tiredness should probably be equal to the current 100% speed.

That was in the original suggestion too...
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Postby ephiroll » Tue Nov 16, 2004 8:36 pm

Oasis wrote:This sounds like an interesting idea......my problem with it is that some roads are excruiatingly long now at 100% speed, and take days to travel. I would want to see the distances of all roads lowered in direct proportion to the average walking speed, so it doesn't then end up taking more than a year to walk some roads. Say, make them 40% shorter if walking is 40% slower than it used to be.

Alternatively, increase the speeds, so 100% is actually 40% faster than 100% used to be, but of course tires you out very quickly.


Some places are just farther away then others, I don't think anything like this should ever be considered, distances between places shouldn't change just because the walking speed is changed.
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Postby formerly known as hf » Wed Nov 17, 2004 5:37 pm

I agree, don't change distances and time to travel at normal walking speed... but make it possible to run...
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Chasing

Postby SekoETC » Wed Nov 17, 2004 5:56 pm

Yay for running. Now that we have tiredness it wouldn't consume health but could still be dangerous. The problem is what if one starts running then forgets or is unable to log in and ends up with a dead character? That's why the character should be automatically forced to slow down upon exhaustion. Also being hit on the road could lead into automatical loss of speed.

I dislike this thing we have now that the people keep running after a thief and bashing and shooting him and he just keeps walking until dead. Instead, though being in motion would reduce the change of being hit, when the character is hit (seriously) he/she would fall and the chasers could beat him/her until the player comes online and either desides to rise and keep running, fight back or surrender.
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Postby The Industriallist » Wed Nov 17, 2004 9:48 pm

Do we have any actual need for more penalties for relatively inactive players?
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Postby kroner » Wed Nov 17, 2004 10:28 pm

my guess would be that you don't die when your tiredness bar fills up, your effectiveness in most tasks would just reach zero.
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Postby myst » Thu Nov 18, 2004 1:41 pm

Good idea.

Maybe if we keep the 0 - 100% options at the current values but add up to 150% as running speeds. Without knowing how tiredness affects walking speed, I couldn't comment on how tiring that should be, but I'd expect to be able to go for about a day faster at 150% than at 100%, 5 days at 110%. You obviously get to the destination quicker but too tired to be immediately useful.

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