I think adding a Trekking skill would be fun and useful if it granted greater speed and range of movement. It should probably be available, by race, to Elves and Half-Elves at first level, as well as to Forestkeepers or similiar classes, including frequent wanderers like the Free Lancers, of the other races. I exclude Ranger from the list of classes because Rangers are by definition Elves and would not need to be granted the skill twice at the first level.
I agree that the speed (base value + skill modifiers + ability modifiers), should be handled on the Python side. Otherwise, the specifics of our magic system - haste spell, potion of speed, songs of the birds - would have to be written into the engine. This flies in the face our design goals - our game running atop a reuseable CRPG engine. On Sat, Aug 22, 2009 at 06:40, Kai Sterker <kai.ster...@gmail.com> wrote: > So far you have tied pathfinding to the race (which I'd probably would > call species, as creatures and animals need be considered as well). > However, why not go a step further and make it more abstract than > that. Why not tie it to individual characters, so that a Forestkeeper > might not mind taking the direct path, even if it leads over swampy > ground, whereas a noble would avoid to step onto a patch of dirt at > all costs. Of course, one wouldn't want to setup pathfinding costs for > each individual NPC and creature. So what about a terrain_preference > (or some such)? It'd basically look like the race configuration we > have now, but it would be more open. You could have group-specific > settings (like "Forestkeeper", "Townsfolk"), settings for certain > types of creatures (like "Desertcreatures"). Each character and > creature will then get a preference assigned like the dialogue or > schedule script. And it could be changed at runtime too, should the > situation require it. Imagine the noble running from an attack: he > might just for once not care about his shoes getting dirty. > > > The same thing goes for speed being affected by the terrain. Can we > really tie that to the race/species? Or does it have more to do with > the terrain itself, skills, weight carried, spell or potion effects, > etc.? I've seen there's already a placeholder for applying different > effects to speed, so we're good there. > > But to get back to race affecting speed across terrain: should we > rather add a "Trecking" skill to the list > (http://adonthell.berlios.de/doc/index.php/Rules:Stats#Skills) that > would decrease penalties given for moving across difficult terrain and > have a fixed speed-per-terrain-factor lookup table on world side? > > > As far as implementation goes, the plan is to do everything that is > gameplay relevant in Python to allow (easy) customization of the rules > system. So I wouldn't have written a "race" class in C++, I guess. > OTOH, things like speed which need to be updated each frame for all > the characters would be too costly to do in Python. The trick here > might be to make speed a property of rpg::character (for simple rule > systems it could be set to a fixed value, like the current base speed) > and decouple reading and actual calculation. Then, calculation could > be done on Python side based on the rules implementation and could be > triggered by either player interaction (casting a "haste"-spell, etc.) > or by world::character, but only when the terrain actually changes. > > Thoughts? > > Kai > > > _______________________________________________ > Adonthell-devel mailing list > Adonthell-devel@nongnu.org > http://lists.nongnu.org/mailman/listinfo/adonthell-devel >
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