More realistic boat travel - should it be done

Send your ideas and suggestions here.

Moderator: Board moderators

techolous
Regular
Posts: 77
Joined: Thu Jun 17, 2004 2:41 am
Location: Eastern Coast of the United States

More realistic boat travel - should it be done

Post by techolous »

Since code for player driven transports has been commited, shoud some of the boats used for transportation between cities actualy travel between the cities and not instantly transport the player?
kshinji
Regular
Posts: 55
Joined: Fri Jan 27, 2006 9:27 am

Post by kshinji »

Ekhm... wouldnt they be doing it to long?
I'll be back ;) With python.
elmex
Luser
Posts: 24
Joined: Tue Mar 21, 2006 6:04 am

Post by elmex »

Hm, making the boat traveling a real travel would be nice. but it's
not fun to ship around the whole continent to get to navar for example,
or 20 minutes only water to get to lakecountry or santo dominio.

Traveling to navar over the land is quite dull already, and doing that trip
everytime again is also not very fun. I heard from quite some games
where you have a travel-book and you can travel to visited places with
such a book very quick. This way you take the long travel to navar once
and can get back to scorn and to navar again in no time.
This is of course not realistic, but realsim is not the aim IMHO, fun should
be the aim.
cavesomething
Forum Fanatic
Posts: 852
Joined: Sun Jun 13, 2004 2:07 am
Location: Hemel Hempstead

Post by cavesomething »

The only problem with that approach is that it is normally only used in single-player games, where game-time and play-time can be two different things, this can't happen in a multiplayer game.
Aaron
Senior member
Posts: 496
Joined: Sun Jan 30, 2005 9:04 pm
Location: New Jersey
Contact:

Post by Aaron »

theyre enchanted ships, they travel quickly, but with a slight delay. they should be a portal, and a small ship map, so you can walk around, but keep it less than 10-20 seconds. then the user can disembark, through another portal.
kshinji
Regular
Posts: 55
Joined: Fri Jan 27, 2006 9:27 am

Post by kshinji »

seconded
I'll be back ;) With python.
elmex
Luser
Posts: 24
Joined: Tue Mar 21, 2006 6:04 am

Post by elmex »

Aaron wrote:theyre enchanted ships, they travel quickly, but with a slight delay. they should be a portal, and a small ship map, so you can walk around, but keep it less than 10-20 seconds. then the user can disembark, through another portal.
That sounds like an good idea to me. I've had that in a textmud, that when you travelled
with a ship it took some time...
IMHO it would be okay to model a boat map and make the travels even longer
(1-2 minutes?) dependend on the distance.
Aaron
Senior member
Posts: 496
Joined: Sun Jan 30, 2005 9:04 pm
Location: New Jersey
Contact:

Post by Aaron »

not 1-2 minutes unless you give a very good reason, and let the user know there game hasnt just frozen up... and a way to see scenery would be nice :-D
techolous
Regular
Posts: 77
Joined: Thu Jun 17, 2004 2:41 am
Location: Eastern Coast of the United States

Post by techolous »

The way i was thinking of doing this, was by hooking a script onto one of the new transports (there are a few boats in scorn's port that have been converted specificly for that map). Instead of the player(s) moving it, it would have a pre-set course (using waypoints taken from a file), with some inteligence dealing with how to get back on course if the boat/cart/etc is pushed around.

After that gets done, i was also thinking about adding a way to have a way to call additional scripts (specified in the list of waypoints), so ships could run into storms, get attacked by pirates, get lost (part of a quest), etc.

BTW, with the transports you can see what is around the boat (you see the boat not yourself moving on the map). Also every method of using the new transports to crash a server involves picking it up, which won't be allowed for these ones.
Aaron
Senior member
Posts: 496
Joined: Sun Jan 30, 2005 9:04 pm
Location: New Jersey
Contact:

Post by Aaron »

what about a magic carpet or djini bottle? you can pick them up, and then drop them and get in, or trap people and bind them to the lamp. unless of course they blow their way out...
Post Reply