Onionfighter wrote:Taking away teleporting is one of those major changes that would need to be done with a world reset. While the people who don't like traveling generally want teleportation, I think removing it could force some very interesting and fun game play. People would of course have to be physically closer together to interact regularly, but that would also mean that being farther away from hostile people would again provide a certain amount of protection.
When I think of some of the new professions and activities that could come out of removing teleportation, I get excited because I think these could be really fun.
Potjeh wrote:Well, I didn't really have in mine putting toads on a road to block it. More like r-click->Waylay on a milestone. Make it require theft so it costs a bit to waylay, it should cut out a good deal of throwaway alt ambushes.
As for resources and stuff, well, that's mainly the problem with the map generator, it's just too random. Where best resources are should have some connection with (realistic) topography, so you'd have most stuff in reach if you pick a location with all the different landscape features nearby.
Potjeh wrote:It can be set to ignore fences but respect palisades and brick walls, I reckon. So yeah, it'd mostly work like warping from milestone to milestone till you drop out of warp, but it should check for impassable obstacles between milestones. By this I mostly mean walls (not fences), cliffs and water (after we get bridges). Gates that you have permission for (yes, permission, fuck keys) should also be ignored.
Also, we could plan routes (stopping at every intersection would suck) on in-game maps, to give cartography some use
Potjeh wrote:Well, I didn't really have in mine putting toads on a road to block it. More like r-click->Waylay on a milestone. Make it require theft so it costs a bit to waylay, it should cut out a good deal of throwaway alt ambushes.
As for resources and stuff, well, that's mainly the problem with the map generator, it's just too random. Where best resources are should have some connection with (realistic) topography, so you'd have most stuff in reach if you pick a location with all the different landscape features nearby.
Potjeh wrote:It can be set to ignore fences but respect palisades and brick walls, I reckon. So yeah, it'd mostly work like warping from milestone to milestone till you drop out of warp, but it should check for impassable obstacles between milestones. By this I mostly mean walls (not fences), cliffs and water (after we get bridges). Gates that you have permission for (yes, permission, fuck keys) should also be ignored.
Also, we could plan routes (stopping at every intersection would suck) on in-game maps, to give cartography some use
Potjeh wrote:I think that's kind of a good thing. It would add some depth if certain locations (mountain passes for example) were strategically important due to their tactical use rather than any resources they contain. Hell, you could even charge travellers for passage!
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