jorb wrote:Various forms of more temporary and contextual movement bursts, akin to your own suggestion, are, for example, probably a good idea.
Contrary to other suggestions (i.e. walking sticks) and implementations (i.e. horses) that passively/permanently give a movement speed boost that can easily be overpowered, I think that adding some movement enhancements that are temporary, provide a minor-to-moderate upper-hand in the right situation, and require some thought to use effectively, might add to the game by eliminating the perma-chase while also making mundane travel slightly more engaging. Here are a few suggestions to get the topic started:
1. Bee-line Dash
Pre-req: Perhaps unlocked by a skill. Perhaps unlocked by minimum CON value.
The action requires an upfront cost of stamina (i.e. 10%), but allows you to run at a slightly faster pace (i.e. 25%) in a straight line for reduced stamina drain (i.e. 50% of current drain). Using this action would be similar to "shift-click" movement currently implemented, in that the player would continue indefinitely until either a) hitting an obstacle, b) falling below a minimum required stamina, or c) giving a new movement command (or other command that currently stops movement). No cooldown.
Thoughts: Players could use this to efficiently manage their stamina-per-distance in chases, or while out of combat. Some thought and skill would be required to use this effectively, as a mis-aimed dash could result in higher than normal stamina drain over short distances.
2. Meander
Pre-req: None
In addition to the current rotation from crawl to sprint, there could be a separate toggle that allows players to conduct other actions while moving at a slower pace (i.e. 50% of normal), such as taking a sip of water. Perhaps, the player would randomly veer to one direction or the other due to the distraction.
Cooldown: If necessary to prevent the return of the "who has the most water" chase days.
Thoughts: The intent is to allow players to choose to give up ground temporarily for the sake of being able to run faster after some recovery. If a player is already on your heels, choosing to slow down to take a sip might give you the option to break away and avoid some damage in the future. Out of combat this would be QOL improvement.
3. Juke
Pre-req: Some combat skill? Perhaps added between WtP and Rage. "Combat Expertise", or "Basic Training". Perhaps a new movement skill, added after Foraging, such as "Dexterous Movements", or "Tumbling"
Activating Juke would give a temporary buff that provided a short, stacking, move speed buff each time the player changed directions. This may be more difficult to implement, but a minimum change of direction (i.e. 60degrees) could be required. The buff would only last a few seconds.
Cooldown: ~1min? The idea is not to be able to spam this ability.
Thoughts: This ability, when executed right, would give you some opportunity to change directions without automatically losing ground. This skill could also be used to quickly move around an object that might block a pursuer that is just auto-following.
4. Reckless Charge
Pre-req: Rage? May require a specific combat maneuver to be active?
Reckless Charge would require you to target a player or creature and a minimum distance (i.e. can not charge someone who is less than 20 pixels away). Activating Reckless charge would give you a large boost to movement speed (+50-100%) in a straight line from your starting location to your target when activated, stopping when contacting the target. The charge would overrun the target location by some distance if the target moves to the side to dodge. Perhaps "Reckless" Charge would also give the user some increase in combat openings, via the new system released on Sep21, 2016. Connecting with the opponent might also create some openings on the defender, or possibly awarding the charger IP.
Cooldown: ~5min? The cooldown could be balanced based on how difficult it is to dodge the charge, which would result in the chaser possibly even losing ground.
Thoughts: This is an opportunity for the chaser to gain ground. The defensive openings on the charger could make it a risky play again an opponent that has no intentions of running away. Perhaps a charging opponent could have improved chances for ranged attacks to miss as well.
5. Uphill/Downhill
Pre-req: N/A
As a final brainstorm idea, this one takes a different approach (though may also be difficult to implement, and possibly even hard to put to use based on elevation changes being difficult to see at times). The idea, however, is simple: Running uphill slows a character or increases stamina drain, and running downhill does the opposite. I do not mean cliffs/ledges, I am referring to the slight elevation changes.
Cooldown: N/A
Thoughts: By itself, this would not be a very interesting mechanic, but coupled with some of the other abilities listed above (or ones that others come up with), this could give players more variables to consider when to use charges/dashes/etc.
None of these abilities should be a guaranteed advantage, but instead are intended to make running in a straight line at or from your foe the right choice less than 100% of the time. All of the above suggestions are intended as food for thought, rather than intended for immediate implementation. I personally think that a few simple moves that are "right-place, right-time" advantages is all that would be necessary to make things a little more interesting without movement becoming too complex. No one wants to have 7 new hotkeys or 4 new moves on their bar just to be able to gain an inch of ground. However, simply clicking and waiting isn't the most exciting end of the spectrum, either. I also think that a rock-paper-scissors approach could be useful here to add a bit of depth without too much complexity (i.e. Juke > Charge/Dash > Meander > Juke).
That's all I have. Unleash the "water-bucket-chasing" flame!