Instant return to town on turn around
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Idriveayugo
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Instant return to town on turn around
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.
This would be especially effective to prevent surprise attacks and killing newspawn thieves.
Now go ahead, talk amongst yourselves.
- chase02
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- Rebma
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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.
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
- kronos
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- Rebma
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Ha like accidentally going down a road instead of pointing..been there.kronos wrote:It would also be a great time saver for when cantr or browser lags just enough you misclick the wrong 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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Comy
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- SekoETC
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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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- SekoETC
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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.
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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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.
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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