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 Post subject: barracuda/sharks
PostPosted: Wed Dec 08, 2004 2:26 pm 
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Joined: Tue May 11, 2004 5:24 am
Posts: 582
Location: Springfield, Missouri
I was noticing that while flying above the ocean to visit the site of my characters Lord that no matter how high I fly these stupid creatures are capable to attacking me if I'm visible. With this said, how can these two stupid creatures do such a thing when they are required to live in water and not out of water?

Perhaps change the sharks and barracudas and sea horses to a different type of creature which would fit. Cause being attacked by creatures which shouldn't be out of the water is kinda silly if you think about it.


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PostPosted: Wed Dec 08, 2004 2:31 pm 
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Joined: Wed Jul 28, 2004 1:42 pm
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Location: Ca
Flying fish! :devil:


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PostPosted: Wed Dec 08, 2004 7:14 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
Sharks can jump and clear the water entirely - a study of their predatory habits near an island off South Africa proved it.

As for those who aren't magically floating 1cm above the water... perhaps we'll rename the aggressive NPCs as something that is naturally flying, rather than something you'd expect to be swimming/leaping.

The problem stems from the fact that there is no record of how 'high' you're flying. One solution might be to add additional wilderness 'layers', essentially redescribing it as it now stands three or four times over: eg, the current wilderness (ground level-12 feet)
+ 13-40 feet in the air (flying)
+ 41-100 (flying high)
+ 101-and-above (flying highest)
+ maybe even -12 feet-to-surface for the submariners, etc.

Now, multiply the breadth and length of the realms by how many 'levels' you want, and you'll see that that's quite a building project. :)


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PostPosted: Wed Dec 08, 2004 8:04 pm 
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Zynor wrote:
Sharks can jump and clear the water entirely - a study of their predatory habits near an island off South Africa proved it.

As for those who aren't magically floating 1cm above the water... perhaps we'll rename the aggressive NPCs as something that is naturally flying, rather than something you'd expect to be swimming/leaping.

The problem stems from the fact that there is no record of how 'high' you're flying. One solution might be to add additional wilderness 'layers', essentially redescribing it as it now stands three or four times over: eg, the current wilderness (ground level-12 feet)
+ 13-40 feet in the air (flying)
+ 41-100 (flying high)
+ 101-and-above (flying highest)
+ maybe even -12 feet-to-surface for the submariners, etc.

Now, multiply the breadth and length of the realms by how many 'levels' you want, and you'll see that that's quite a building project. :)


Just take the gnome city for example..where you have to go down umpty-million times...


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PostPosted: Wed Dec 08, 2004 8:45 pm 
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Location: Springfield, Missouri
Zynor wrote:
The problem stems from the fact that there is no record of how 'high' you're flying. One solution might be to add additional wilderness 'layers', essentially redescribing it as it now stands three or four times over: eg, the current wilderness (ground level-12 feet)
+ 13-40 feet in the air (flying)
+ 41-100 (flying high)
+ 101-and-above (flying highest)
+ maybe even -12 feet-to-surface for the submariners, etc.

Now, multiply the breadth and length of the realms by how many 'levels' you want, and you'll see that that's quite a building project. :)


One must be flying fairly high if they can land while above a city and fall to thier deaths, so basically you are flying at the same height and these creatures can attack you.


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PostPosted: Wed Dec 08, 2004 10:59 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
That's false. Unless you are in a specifically described air room where only flying people can go, such as above a city, you are flying only a few feet above the ground. To say otherwise would defy all common sense pertaining to how the combat system currently works. Until some far off future day when the code is changed to support height levels, that's just the way it is.


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PostPosted: Wed Dec 08, 2004 11:18 pm 
A mako shark can jump up to twenty metres in the air. They've done so onto smaller fishing vessels, jumping on, eating some fish, then getting off (somehow).

I assume that in SKs, sharks are simply souped-up versions of the ones we're familiar with ;)


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PostPosted: Thu Dec 09, 2004 8:08 am 
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This is SK...don't rule out innate high jumping. :lol:


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PostPosted: Thu Dec 09, 2004 10:00 am 
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Zynor wrote:
Sharks can jump and clear the water entirely - a study of their predatory habits near an island off South Africa proved it.

As for those who aren't magically floating 1cm above the water... perhaps we'll rename the aggressive NPCs as something that is naturally flying, rather than something you'd expect to be swimming/leaping.

The problem stems from the fact that there is no record of how 'high' you're flying. One solution might be to add additional wilderness 'layers', essentially redescribing it as it now stands three or four times over: eg, the current wilderness (ground level-12 feet)
+ 13-40 feet in the air (flying)
+ 41-100 (flying high)
+ 101-and-above (flying highest)
+ maybe even -12 feet-to-surface for the submariners, etc.

Now, multiply the breadth and length of the realms by how many 'levels' you want, and you'll see that that's quite a building project. :)


Is not. Be a pain to do all of the EXITS, but the rooms themselves would only take as long as it took you to type out the commands to copy the 'In the Air' room X times as there are wilderness rooms per level of height you wanted. Granted, that'd be a LOT of rooms, so doing the exits to connect them all would be a HUGE pain...unless...IDEA!

Create about 50 'In the Air' rooms that are seperate from the ones on the edges of the map. have each one generate random exits to another of the 50 rooms in each direction except down.

For down, add a program so that whenever someone goes down, they land in a random square on the wilderness map depending on a random roll. For example:
1-10: Taslamar
11-20: Ayamao
21-30: Uxmal
31-40: Zhensh
41-50: Empire
51-60: Northern Wastes
61-70: Unclaimed Territory
71-85: Ocean/In the Air (map edges)
86-100: In the Air (remain in 'height grid')


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PostPosted: Thu Dec 09, 2004 12:01 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
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Location: Australia
SK Character: Viltrax
gnalish wrote:
For down, add a program so that whenever someone goes down, they land in a random square on the wilderness map depending on a random roll.


My idea enables aerial combat as well as air vs. land-based characters as they flee across the ground.


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