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Gameplay | Topic subject | Improving the move system | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=18040 |
18040, Improving the move system
Posted by The Heretic on Wed 31-Dec-69 07:00 PM
I do not like CF's move system. At low ranks it decreases the playability of the game. At high ranks it only matters in extreme circumstances. It is one of the reasons to rank quickly, because you can not do anything until you can move freely.
I suggest changing the move system from a yes/no to a quality of move system. I believe there is a speed of movement system in CF that allows rangers and shifters to move faster in their element. I suggest using this system to make movement more 'realistic'.
Fully rested your char would move the fastest. From this point down to 50% movement would be at an ideal speed. From there down to 0 the amount of 'lag' between moves would increase. In my opinion, the 'You are too exhausted' echo would rarely, if ever, be seen and only if maledictions were involved. But, if move got down to 10%, running away would not be a viable option.
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18062, How about this.
Posted by Elerosse on Wed 31-Dec-69 07:00 PM
First, I generally like the move system because of how it works into different tactics for pk so would be against any major changes.
My idea: Start characters at level 1 with roughly the moves they could expect to have at level 10 then have movement gains set to 0 for ranks 2 - 10. My thought is that this would help the lowest level characters out by giving them a nice boost in movements but would do little to impact game balance.
Not sure if this is a good idea or if it would make any difference at all, just thought I'd throw it out there.
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18043, RE: Improving the move system
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
Fully rested your char would move the fastest. From this point down to 50% movement would be at an ideal speed. From there down to 0 the amount of 'lag' between moves would increase. In my opinion, the 'You are too exhausted' echo would rarely, if ever, be seen and only if maledictions were involved. But, if move got down to 10%, running away would not be a viable option.
Ever been chased by a ranger in the woods? You know how they can easily overtake you? It's rough. You have to plan for it, and either hold them off while you make a beeline for more equal-speed terrain, or else use a movement ability (Vanish, Teleport, whatever) to get the ranger off your tail.
That feeling would get old when any other character could potentially do that in any terrain. Doubly so if they don't have to plan much beyond landing a single Fatigue.
valguarnera@carrionfields.com
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18042, RE: Improving the move system
Posted by incognito on Wed 31-Dec-69 07:00 PM
How would you get away from rangers and druids (entangle), shaman (fatigue at low level, energy drain otherwise), ap's (energy drain), necros (energy drain)? One of these spells and you are going to be run down, particularly by the ranger/druid.
Also, what about skills that use moves, like flurry, and lashes of the slave? You would be making this grossly inconvenient to use.
Finally, there'd be even more reason to keep moves high all the time.
I understand where you are coming from, but I don't think this would be the fix that you are looking for. It would also screw with game balance.
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18041, RE: Improving the move system
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
I'm sorry, but this doesn't strike me as an improvement.
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18059, RE: Improving the move system
Posted by Gabe on Wed 31-Dec-69 07:00 PM
Perhaps a traveller type edge that allowed someone to move with <= 0 moves, but with a lag penalty. Instead of seeing the you are exhausted.
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18060, RE: Improving the move system
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
You might still need the exhausted part in so that you can't be towed by others when in group. The lag could also be a variable, depending on whether you have part of the required movement points or not(less lag if you can afford some). Maybe two rounds of lag, during which the movement would not regenerate if the tick changes meanwhile.
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