vatas wrote:I had potentially an ABSOLUTELY CANCEROUS idea for the ship dock fast travel.
Instead of TW cost, make it damages the ship based on distance traveled. Of course, this would make "The ship wouldn't survive the voyage" - preventative error message a requirement to be implemented.
Also scales of hitpoints instead of percentage to further make that "ship quality increases HP pool" -idea work.
jorb wrote:I am presently exhausted from twelve hours of non-stop developing and I am going to bed.
Bawhoppen wrote:The way roads worked before, a few worlds ago, without using travel weariness (or atleast being hard limited by it), was really great. It set up a chance for regular players to travel and get around in an imperfect way, with the roads still being fairly balanced, needing to be built and maintained over long distances. The magical transport of charters + thingwalls can be left as an elite option for high-end players, while roads can exist as a hodge-podge method for the average hearthling to get around. It's much more interesting and fair in my view. +1
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