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fedorstrel
- Posts: 79
- Joined: Fri Jan 22, 2010 5:16 am
Re: Make swimming less lethal
Leave swimming where it is, and make other dangerous stuff. You know, poisonous snakes, frogs, arachnides, scolopendres; hearthquakes, floodings, forest fires; tropical fever, bubonic plague... name it.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
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Brian
- Posts: 34
- Joined: Tue Feb 02, 2010 6:09 pm
Re: Make swimming less lethal
Yeah! Make it more lethal, if the asshole is trying to swim he should die instantly, while all his kin should experience slow and painful death. And maybe some kin of a kin too.
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fedorstrel
- Posts: 79
- Joined: Fri Jan 22, 2010 5:16 am
Re: Make swimming less lethal
Potassium chloride bread which explodes under the pressure.
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JustasJ
- Posts: 205
- Joined: Wed Feb 03, 2010 1:48 pm
Re: Make swimming less lethal
I would like a mixture of both of kaka's ideas. You could be swept somewhere near where you got into water, but mostly at the same side of the shore, so no "unconsciouss rivercrossing" would happen.
Throughout the centuries there were men who took first steps, down new roads, armed with nothing but their own vision.
- Ayn Rand
- Ayn Rand
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kaka
- Posts: 673
- Joined: Fri Apr 03, 2009 8:31 am
- Location: Château de Gâteau
Re: Make swimming less lethal
Random - yes, shp dmg - of course.Chakravanti wrote:That sounds an aweful lot like teleportation but I could buy it if it were random and did a good bit of % SHP damage.kaka wrote: The Other alternative:
When you drown, you're swept away by the currents (yes, even in a lake) and end up on a shore
anywhere in the world, but preferably somewhere connected to where you drowned.
I'd even throw in some hhp dmg, so you can't do it over and over again.
This would not work very well in caves, though. I'd use Zelda style for that.
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Pacho
- Posts: 712
- Joined: Wed Jun 10, 2009 2:21 am
Re: Make swimming less lethal
Unless hearth teleportation was disabled for some time after you're swept away, it would make exploring for resources something trivial.
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Peter
- Posts: 1491
- Joined: Thu Jun 04, 2009 3:36 am
Re: Make swimming less lethal
It was mentioned that you might gain a "lost" status effect until you've met someone who isn't lost or something. While lost, you cannot hearthaport.Pacho wrote:Unless hearth teleportation was disabled for some time after you're swept away, it would make exploring for resources something trivial.
Surprise.
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Avadrea
- Posts: 15
- Joined: Wed Feb 03, 2010 6:33 am
Re: Make swimming less lethal
Why not just vary water depths. Swimming is more dangerous the deeper the water. Like lakes. But you should be able to cross a narrow river with swimming but to do more would be risky.
So shallow water = low stamina loss
deep water = high stamina loss
Rapids = very high stamina loss.
So shallow water = low stamina loss
deep water = high stamina loss
Rapids = very high stamina loss.
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Junodavidw
- Posts: 12
- Joined: Wed Mar 24, 2010 11:34 pm
Drowning without swimming.
I was building palasaides, and now my character is dead because I tried to pick up a log in the water. Originally I thought it wouldn't let you pick up a log in deep water, but instead it put me in the deep water and instantly killed me. Is there anything I can do about this >_>?