Shattered Kingdoms https://shatteredkingdoms.org/forums/ |
|
barracuda/sharks https://shatteredkingdoms.org/forums/viewtopic.php?f=26&t=10158 |
Page 1 of 2 |
Author: | mageZorekin [ Wed Dec 08, 2004 2:26 pm ] |
Post subject: | barracuda/sharks |
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. |
Author: | Raynor [ Wed Dec 08, 2004 2:31 pm ] |
Post subject: | |
Flying fish! |
Author: | Viltrax [ Wed Dec 08, 2004 7:14 pm ] |
Post subject: | |
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. |
Author: | Raynor [ Wed Dec 08, 2004 8:04 pm ] |
Post subject: | |
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... |
Author: | mageZorekin [ Wed Dec 08, 2004 8:45 pm ] |
Post subject: | |
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. |
Author: | Dulrik [ Wed Dec 08, 2004 10:59 pm ] |
Post subject: | |
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. |
Author: | Guest [ Wed Dec 08, 2004 11:18 pm ] |
Post subject: | |
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 |
Author: | Raynor [ Thu Dec 09, 2004 8:08 am ] |
Post subject: | |
This is SK...don't rule out innate high jumping. |
Author: | gnalish [ Thu Dec 09, 2004 10:00 am ] |
Post subject: | |
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') |
Author: | Viltrax [ Thu Dec 09, 2004 12:01 pm ] |
Post subject: | |
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. |
Page 1 of 2 | All times are UTC - 8 hours |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |