Rodwen wrote:
I lied. So sue me.
Hey man, a lot of people have thought of this idea and a lot of us like it, while some don't, however, Dulrik has said emphatically, Hell no!
It is not a mistake on the code's part that you attacked your own group. It was your mistake, so why should the code have to account for your mistake?
And yes, a mercenary in a group that consists of only himself can retreat, and also rally with rallying cry.
The targeting code on SK is illogical - it is an interface issue that somehow has morphed into an acceptable "feature" of the game. The code should default targeting to directions and then names and finally adjectives outside of your party.
Otherwise, you end up with absurd friendly-fire situations. When I played a warlock many years ago, there was a character in my cabal whose name started with the letters "se" - needless to say, everytime I wanted to range cast a fireball to the southeast, it would default to his name and the fireball would blow up in our room.
That is part of the reason I included the alias in the zMUD package that expands all directional commands. As a player (especially a new one to the game), I really shouldn't need to use a third party program to interpret directional commands. Instead, the code should follow an order of operations: directions -> names -> adjectives outside of the character's party.
The same "feature" also occurred with my last character, a barrel-chested giant. Anytime someone with a "barghest" pet was around - I would benefit from enemies misfiring their spells. I specifically avoided buying a barghest for that reason.
As for flee, I have never played a game that allowed PK where you could select the direction you fled. It is already easy enough to escape most PK situations with recall potions, ethereal wands, etc. - I don't think we need to make it even easier by allowing flee to be targeted.