Travel Map

Scripted ALFA systems & related tech discussions (ACR)

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Teric neDhalir
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Post by Teric neDhalir »

AcadiusLost wrote:What AL said.
I'm sorry, but most of that was over my head. :oops:
The only bits I understood enough to have an opinion on are;
- I think deciding whether a corpse should appear in an encounter area triggered by a later party is an unnecessary complication. Easier to just put corpses back in the travel area where they triggered the encounter (but the corpse object would then have to be scaled).
- I'm already saving the location on the travel map that the encounter was triggered as a local location on the PCs (so they can return where they came from after the encounter).
- If there was a way of skipping saving the PC's location to the DB while in an encounter that would be very helpful.

I think maybe it's time to put up a half-assed version and let those more au fait with the ACR ponder the finer points.

Teric
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AcadiusLost
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Post by AcadiusLost »

The problem I forsee with putting the PC corpses on the Travel Map is that the draw distance, due to the scaling, becomes potentially 50+ miles- standing on the travel map, a PC would be able to spot all the corpses on the map, and the natural temptation would be to check them all out. In short, it gives any character on the worldmap an automatic long-range radar sense for dead PC loot. Those players who are especially concerned with not playing any OOC knowledge, on the other hand, will have very little guidance as to when/whether to treat bumping into a PC corpse via the worldmap as IC.

On the other hand, if happening to walk through the vicinity of a travel map location where a PC died jumps the walker into an encounter area (indistinguishable from any other random encounter), the body can be found (or not found) in an in-character manner.

When we integrate with the ACR, we can add a clause to the location storage to keep it from overwriting (or just store it differently).
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Teric neDhalir
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Post by Teric neDhalir »

AcadiusLost wrote:The problem I forsee with putting the PC corpses on the Travel Map is that the draw distance, due to the scaling, becomes potentially 50+ miles- standing on the travel map, a PC would be able to spot all the corpses on the map, and the natural temptation would be to check them all out. In short, it gives any character on the worldmap an automatic long-range radar sense for dead PC loot. Those players who are especially concerned with not playing any OOC knowledge, on the other hand, will have very little guidance as to when/whether to treat bumping into a PC corpse via the worldmap as IC.

On the other hand, if happening to walk through the vicinity of a travel map location where a PC died jumps the walker into an encounter area (indistinguishable from any other random encounter), the body can be found (or not found) in an in-character manner.

When we integrate with the ACR, we can add a clause to the location storage to keep it from overwriting (or just store it differently).
As usual this comes down to different design strategies; the reduced scale areas I'm using are reduced in every way, including clip/fog distances. Being in a travel area for 011 is exactly like being in a "real" area except you have to zoom in quite a bit. I appreciate that anyone using a "map" type approach will have the problems you describe. So get them to stop it at once :wink:
I'm going to try and get 011 running tonight so that we can at least be talking about the same thing.
Teric
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Teric neDhalir
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Post by Teric neDhalir »

Very very preliminary version of travel map with encounters now up and running. Please see main forum for details.
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