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 Post subject: Invite all / Merge Group Commands
PostPosted: Sun Jan 30, 2011 7:04 pm 
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Mortal

Joined: Sat Jun 19, 2004 10:51 am
Posts: 317
Speak for themselves really, invite all invites everyone in the room. Don't know how hard it would be to code considering the current restriction of only being able to invite one person at a time and having to wait until they accept.

Merge group would work if you are the leader of a group, let's say of 3, you can invite another group leader and it would merge the parties together. This of course is to lessen the disband/invite downtime, especially with the new code update, and let's face it... it pretty much sucks having to chase down the tribunal NPCs when you aren't quick on the draw. Can be a nightmare when two tribunals are helping each other on enemy territory.


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 Post subject: Re: Invite all / Merge Group Commands
PostPosted: Sun Jan 30, 2011 8:03 pm 
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Mortal Contributor

Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
I'd like to see it but this isn't my first pick for new additions. Unless it's really really easy to do I wouldn't want to put something good like trade skills aside for it.

But if it can be ninja coded and implemented easily, I would be pleased to see this addition. Especially now that even just one pc can have a group of as many as four in it. The pc, a law NPC, an elemental, and a store bought pet.

Good idea.


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 Post subject: Re: Invite all / Merge Group Commands
PostPosted: Sun Jan 30, 2011 8:25 pm 
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Mortal

Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
I agree with Orac that this would be a good change, but shouldn't take priority over other issues (though I've never been big on the trade skills idea). If it's very easy to code (which I doubt), then I'd definitely like to see this.


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 Post subject: Re: Invite all / Merge Group Commands
PostPosted: Sun Jan 30, 2011 9:27 pm 
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Mortal

Joined: Thu Nov 04, 2010 1:05 am
Posts: 141
I like this idea and I'd like to add a proposal that you can nominate a character to be a leader that everyone follows or an 'assume leadership' command.

As well as the cluggy process of inviting multiple people into a group, or just inviting one person and their pet there's also the often absurd confusion when someone in the group who isn't the leader wishes to lead for a while. For example, when you resurrect someone and agree to help them recover their things you lead right up to the area they died in and then they take over leading.


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 Post subject: Re: Invite all / Merge Group Commands
PostPosted: Mon Jan 31, 2011 11:15 am 
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Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
Idea...

Command: regroup
Suggested echo: "A leaderlike male human regathers his group."
Description: Allow anyone to join your group without an invite, for a short period. Ceases to be effective once you move (or attempt to move) in any given direction. Other players simply need to type 'accept <yourname>' without waiting for invites, before the leader moves off. Stragglers get left behind.


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 Post subject: Re: Invite all / Merge Group Commands
PostPosted: Mon Jan 31, 2011 11:39 am 
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Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Why not just let invite take multiple parameters?

Quote:
[HP:100%] [ME:100%] [PE:100%]
>invite jane judy elroy astro 'Mr. Spacely'

You invite Jane to join your group.
You invite Judy to join your group.
You invite Elroy's group to join your group.
You invite Astro to join your group.
You invite Mr. Spacely to join your group.

[HP:100%] [ME:100%] [PE:100%]
>


Compared to the pet upgrade, though, this one would in theory impact fewer systems. The only reason it wouldn't work smoothly is if the flag for being 'invited' is attached to the group and hard-limited to one at a time. If so, change the variable from a string to an array of strings, change logical operators in the accept function from "equal to" to "contains," reset the array with each invocation of the invite command, like normal, voila. Problem theoretically solved. The only awkward part is whether to allow accept to remove the invitee from the invited list array. It could be left alone, but that would produce strange unintended features. Either way, that's probably three lines of code, tops, to deal with one way or the other.

The hard part would be automatic group folding. That would need some new pipe work. But is basically what people seem to really want: inviting the leader of a group would invite their entire group at once, and the leader of the invited group would make the decision.

This assumes there isn't some quirky group code. But whatever.


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 Post subject: Re: Invite all / Merge Group Commands
PostPosted: Mon Jan 31, 2011 11:49 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Eh. I don't consider this that important given (my guess of) the refactoring and coding time it would take to implement. It's also a very slight buff to sorcerers and necros.


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 Post subject: Re: Invite all / Merge Group Commands
PostPosted: Mon Jan 31, 2011 11:52 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
The problem with an assume leadership command is that I don't want people assigning leadership right before they die to prevent the group from dissolving. There would have to be careful restrictions on when you could use the command.


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 Post subject: Re: Invite all / Merge Group Commands
PostPosted: Mon Jan 31, 2011 12:19 pm 
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Mortal

Joined: Thu Nov 04, 2010 1:05 am
Posts: 141
You could set it so that you can't change leadership of a group during combat.


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 Post subject: Re: Invite all / Merge Group Commands
PostPosted: Mon Jan 31, 2011 12:28 pm 
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Gold Donor

Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
like only when your pulse slows down.


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