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Hard Code suggestion for race: Movement speed

Posted: Tue Jul 26, 2011 11:59 am
by Brar
Hey people,
I have a suggestion for a new features. (Come back, don't run so fast...)

The addition of a "Movement speed" variable.

This would be a factor in how stamina is used for the different movement mode (swim, walk, fly)

Perhaps you can add a swim speed, fly speed and land speed to race files that would apply a modifier on the stamina consumption when flying, walking or swimming.

It would add more consistency for different species and reflects DnD a bit more :)

Brar

Re: Hard Code suggestion for race: Movement speed

Posted: Wed Jul 27, 2011 10:23 am
by Raona
I think this is a good idea - though it would require an update to each race file.

Re: Hard Code suggestion for race: Movement speed

Posted: Wed Jul 27, 2011 8:02 pm
by Eltsac
That shouldn't be a too big problem ;)

El

Re: Hard Code suggestion for race: Movement speed

Posted: Fri Oct 21, 2011 4:10 pm
by Rhangalas
You'd probably need a command to sync speed with the slowest person in relation to grouping. Unless it wouldn't affect that. It'd much better if it did though.

Seeing a gnome jogging to keep pace with a taller race that's walking would be hilarious.

Re: Hard Code suggestion for race: Movement speed

Posted: Sat Oct 22, 2011 6:16 pm
by Zorinar
I think that races/classes should also have different multipliers for terrain. Like gnomes, halflings and elves, would probably be good in forests, but gnomes and halflings might be terrible in mountains and such. Don't really know if D&D covers that though.

Re: Hard Code suggestion for race: Movement speed

Posted: Sat Oct 22, 2011 6:44 pm
by Keltorn
Rhangalas wrote:You'd probably need a command to sync speed with the slowest person in relation to grouping. Unless it wouldn't affect that. It'd much better if it did though.
Definitely a necessity.
Zorinar wrote:I think that races/classes should also have different multipliers for terrain. Like gnomes, halflings and elves, would probably be good in forests, but gnomes and halflings might be terrible in mountains and such. Don't really know if D&D covers that though.
Naw, D&D doesn't do this. Not unless it's a very unusual race (I'm sure there's at least one out there). Why should an Elven wizard be able to navigate a forest faster than a Human ranger simply for being Elven? Come to think of it, where would you intend for humans to get a speed bonus? And don't say cities. :P Personally, I prefer having that sort of thing handled by class and skill, not by race.

I like the idea of getting racial speed added to the game. Brar's suggestion of having it be a modifier on stamina use means that the current movement speeds won't need to be wiped out to implement it, which I think is a plus. If this idea is also applied to the movement spells, this could go a long ways towards balancing Air Walk, and perhaps finally boosting Wind Walk to the amazing spell it's supposed to be.

Re: Hard Code suggestion for race: Movement speed

Posted: Wed Oct 26, 2011 12:45 am
by Zorinar
This is a mud, not pure D&D.

The connotations associated with the above statement are too numerous to spell out for all possible situations but I think that most become evident upon reflection.

Re: Hard Code suggestion for race: Movement speed

Posted: Thu Oct 27, 2011 6:03 pm
by Rhangalas
Keltorn wrote: Naw, D&D doesn't do this. Not unless it's a very unusual race (I'm sure there's at least one out there). Why should an Elven wizard be able to navigate a forest faster than a Human ranger simply for being Elven? Come to think of it, where would you intend for humans to get a speed bonus?
I like the idea of terrain multipliers, but not based on race, but rather their hometown terrain and class.

For example, a gnome wouldn't innately know about traversing mountains, but a gnome from Golden Oaks might know a few tricks about moving through forested areas.

Just imagine... Drow, in the Underdark, tunnel crawling through caverns "feral-Drizzt" style. Yes.

:lol:

Re: Hard Code suggestion for race: Movement speed

Posted: Mon Nov 28, 2011 9:01 am
by Necalli
If there were terrain multipliers, it should also apply to sneaking and hiding. If someone is familiar enough with an area that they can navigate it faster than the average, it's only sensible that they could also hide and sneak around more easily.