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Top General Discussions Santa Zulg The Circular File Topic #208
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QuixoticThu 08-Nov-07 04:48 PM
Member since 09th Feb 2006
842 posts
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#208, "Mounts and wagons"


          

I would like to ride a horse or horse drawn wagon through the countryside. I see it might work like this:

- Mounts are treated like a pets, and like all pets different animals would have different abilities, different movement points available, and confer different movement rates effected by terrain. An important command common to most mounts would be RUN, which moves the character in a fashion similar to plainsrunning.

- you can only ride mounts that are one size larger than you or greater, but the larger the size difference the more difficult it becomes to control the mount. Out of control mounts can run with their masters in random directions until the animal tires, the owner calms it, or the owner bails out (taking damage in the process).

- Mounts do not normally sneak, but it possible to hide/camouflage them with varying success rates depending upon terrain. Wagons cannot sneak at all, but can be disguised.

- Wagons are slower moving than the mounts drawing them, but they allow movement for large characters and unlike mounts offer increased carrying capacity for their owners.

- mounts and the beasts pulling wagons tend to bolt if the spell fly is cast upon them. Many mounts and wagons can swim/float on small bodies of water, but boats need to be chartered for crossing seas.

- wagons can be pulled by beasts the same size class of the wagon or larger, and they can haul characters up to one size class larger. (A medium sized wagon can hold an enlarged human but not an enlarged giant).

- Wagons can be magically enlarged or shrunk to alter their carrying capacity, but if the contents of the wagon are too great for the size of the resulting wagon, the passenger of the wagon would take damage and the wagon would be destroyed.

- mountains, swamps, caves, and quicksand can make mounted and wheeled travel impractical if not impossible. A character can dismount and lead their mounts through difficult terrain, but wheels just don't do some terrain well, period.


Mounted Combat
- Attempts to trip a mount might get a character trampled, but characters can attack mounts and possibly dump the rider unceremoniously onto the ground. Ouch.

- Mounted v. Unmounted combat magnifies the defensive advantage that long weapons confer: whichever character has the longer weapons is that less likely to get hit, with the exception of ranged attacks like hurling daggers or spells. Mounted v. Mounted is comparable to unmounted v. unmounted.

- Mounted Staff and spear wielders obviously cannot increase their defenses through spin, but they do gain a less effective version of distance while mounted.

- Charge and Chargeset can be used for an increased damage effect. Chargeset would still be automatic, but it could be set prior to conflict to specify mount or rider, with the default being rider.

- Wagons can be attacked and destroyed just as your standard mounts can. A wagon receiving half damage cannot move because the beast pulling it has been slain, but a new beast can be purchased to haul it. A fully destroyed wagon dumps its contents upon the ground, but partially damaged wagons can be repaired.

  

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DurNominatorSat 24-Nov-07 07:08 PM
Member since 08th Nov 2004
2018 posts
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#212, "Wagons"
In response to Reply #0


          

Wagons could work as NPC merc that is also a container owned by the player. However, the real question is how this affects people's looting politics in the game. As we know, people already complain about the Tribunal U-hauls.

  

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ZulghinlourSat 24-Nov-07 02:56 PM
Member since 04th Mar 2003
9792 posts
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#209, "This is such a massive change..."
In response to Reply #0


          

I don't even want to think about it

Mounting up and moving, much less how combat works would be a nightmare and would probably cause us to re-write almost everything as to how combat currently works, and I really don't see it adding that much to the game.

So basically...it's probably not going to happen from a cost/benefit standpoint.

So long, and thanks for all the fish!

  

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CerunnirSat 24-Nov-07 03:29 PM
Member since 21st Oct 2003
294 posts
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#210, "RE: This is such a massive change..."
In response to Reply #1


          

Could it not be made simpler? Would be helpfull for lowbies in regards to movement cost.

In the major cities and a few choise wilderness places you can hire a horse, that joins your group like a mecenary does. When its in the group you have a "riding skill", dismount and mount. If you get attacked while riding you are lagged for two rounds, while automatically dismounting, and the riding animal runs away.

The benefits for this, especially lowbies (and roleplay standpoint for heroes), would be heavily reduced movement cost.

  

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KalageadonSat 24-Nov-07 04:17 PM
Member since 23rd Oct 2003
1049 posts
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#211, "My 2 cents."
In response to Reply #2


          

Although I really like lower mv cost, and quicker movement through specific areas... I agree with Zulg that this idea would be nice as in cosmetic but for the work it brings about, that it isn't viable. Personally I would like to see fly work in a similar way across mountains or plains that it does on water but thats a side note and kinda dream... and again not really viable as I think it would be overpowered.

Anyway the thing is we already have pets in the game you can buy or mercenaries and they can be used for many purposes while in and out of combat... ie holding items, working with you in combat, providing some rp capability.. etc. And if I am not mistaken mv cost for traveling to specific areas have been greatly reduced, and a lot of lowbie clothing has +MV% regen on it. I still kinda like the idea of your pets/mercs running away, or turning on you, wondering off on their own, or bought by other people. Ok, time for me to shut up and go back to the game for a while.

  

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