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General Track

Posted: Fri Dec 12, 2003 12:37 am
by Glim
I was wondering if there could be a new feature added for track.

Perhaps there could be just a "track" command. It would show you just the general tracks around you. It would not be able to tell you exactly what race they were if humanoid because mainly of shoes, but it could tell you how many different humanoid tracks were around and how old they are. There could also be animals.
format might be like

Some (general age of tracks, maybe like fresh, old, very old) of (humanoid, squirrell, rabbit, ect.) leading (direction) are here.

for instance

"track"

Some old tracks of a humanoid, leading west are here.
Some very old tracks of a deer, leading north are here.
Some fresh tracks of a gnoll, leading west are here.

Just thought this might be able to help those who hunt for their food, and might be good for RP, deciding what has passed there recently.

Posted: Fri Dec 12, 2003 2:45 am
by Balek
I think it would be possible to do size of humanoid as well. A dwarf, halfling, or gnome would leave small tracks, elves, humans etc medium and giants etc would leave large tracks.

Balek

Interesting idea ... but plausible?

Posted: Sun Dec 14, 2003 5:08 am
by Rorix
I do enjoy this idea as it would leave a lot of the tracking up to the player and could add interesting rp on the hunt, but it doesn't seem to work quite with the speed of this mud. If someone takes off running from you and you wish to track them effectivly as they are running off don't you think it difficult to keep up? I suppose it could work well and may make it more fun, but I just thought I'd pose that question. lateaz

Rad Adam - they Eye of the Storm

Posted: Sun Dec 14, 2003 6:57 am
by Glim
Hmm, just as hard as typing track (target) im guessing, though irl if the target is running it makes tracking easier, as they arent too careful with their steps

Posted: Sun Dec 28, 2003 5:25 am
by Tychina
Just so I understand the suggestion correctly..

Would there then be two track commands, the general <track> which shows footprints etc and then the more specific <track> <name> which would continue to act as it does now, ie sencing the person in a certain direction, or would they both be based on footprints etc, or would the basic <track> simply replace the <track> <person> which we have now?

Sorry, just seeking clarification.
Ty

Posted: Fri Jan 02, 2004 2:50 am
by Glim
Your first one:

There would be a general track with just <track> showing the footprints and all.

Then there would be the <track> <target> like we already have

Posted: Mon Jul 25, 2005 1:33 am
by Glim
Alright, this is an old thread I posted a long time ago, but ide just like to maybe see if I can get a little more support.

Ide like to suggest adding an additional feature onto the current track command.

Whereas typing "track <person>" would allow you to track a specific person (this could be used to chase people and the like).

The new addition would be if you typed "track" without arguments, it would show you a small list of whatever animals and mobs are in your general area. So the syntax for this feature would be:

<Depth> <Age> tracks of a <mob>, leading <direction> <speed> are here.

Example:

Old tracks of a humanoid, leading west slowly are here.
Very old tracks of a deer, leading north swiftly are here.
Deep, fresh tracks of a gnoll, leading west are here.

Where as the freshness of the tracks (old, very old, fresh) would determine how far away that mob is.

fresh = 2-3 rooms
old = 4-6 rooms
very old - 6-12 rooms

If the target is a size other than medium, this would be reflected in the depth of the tracks, shown here:

shallow = small
deep = large
very deep = huge

The name of the creature would only be shown if it was a non-humanoid, and perhaps these would only be limited to certain creatures? Humanoids (orcs, humans, elves, halfelves) ussually wear shoes or have similar looking feet so they would just be called a humanoid. Perhaps it would only show the names of common or animal type creatures? Unusual things could just be, the tracks of something unknown. This is all optional really and could be removed if is too difficult to code.

If the speed of a creature is currently faster than walk, then the tracks would show <swiftly>, if the speed of the creature is slower than the walk then the tracks would show slowly.

Note: The track <target> command would still be there if you knew your prey and had a specific target in mind.

Ive always loved tracking and the woods ever sense I met an old wilderness survival guy came and showed me in general the basics of tracking, he showed me how he could discern what creature it was, the general idea of how big he was, how fast he was going and how long it had been since he had been here. Right now I dont think tracking is roleplayed very much (I try to as much as possible) and this would be a wonderful addition to just check the area for tracks for hunting, teaching apprentices, or merely guarding and deciding who is around. If you are in a strange area, a ranger or druid could check the ground and determine what lives around here and what you might be facing in the future.

Ide love for any feedback that you have. Thanks,

Posted: Mon Jul 25, 2005 1:44 am
by Elwin
If this is doable as far as code, I think it would be a nice addition to the game. It would give a ranger to RP his hunting a little better perhaps or anyone for that matter. It might take a lot to code though, not sure. It would have to do a check on all NPCs and PCs around a certain are, but if it is doable, I would love to see it in the game.

Posted: Mon Jul 25, 2005 1:54 am
by Zilvryn
Seen it on elseMU* , it makes hunting RP much easier.

Posted: Mon Jul 25, 2005 4:47 am
by Hrosskell
I think this idea looks very well for RP, and it would obviously help if you could say for sure how long ago something was there and how big 'something' was. I do wonder about city tracking, though.. You don't exactly use footprints in the city. I always roleplayed my thief using tracking in the city as sort've gathering information from passerbys or playing 'follow that cab' medieval style.

Posted: Mon Jul 25, 2005 6:43 am
by Glim
Well, now that the thieves guild isnt given track, perhaps it should be limited to outdoor areas only?

Posted: Fri Mar 03, 2006 7:28 pm
by Zach
How about "follow track" working at half the speed. Instead of having to type "track ninde" then east or whatever... you can just "follow track ninde" and then you are free to emote what you want while you are auto following the tracks... keep in mind that you could "loose the tracks of Ninde" and would have to "track Ninde" then "you see the tracks on Ninde leading North" then you could "Follow track Ninde" again to start it...?

Or like the cm +search feature cm +track to see the tracks when you walk in you see the tracks of those that were in the area recently

Posted: Fri Mar 03, 2006 10:12 pm
by Glim
I believe it would take some coding first, not as simple as just adding a combatmode, also, just from walking into a room I dont believe you could see all the tracks. It would take some effort first on your part.

Posted: Sat Mar 04, 2006 1:15 am
by Zach
as it would with the combatmode for search