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BatMUD Forums > Ideas-wanted > Re: Traveling...

 
 
#1
01 Sep 2007 11:28
 
 
I must admit that after some time to adjust I like the continents. However, I
strongly dislike several aspects of the game that came with them. Travel time
is boring and a pain when members for party start on different continents.
Getting assistance from other players outside of party is hard to come by
(sum/reloc dd/rp/restore). E'Siris is a nice addition and helps some. But
it is not enough imo.

There are several changes that I think would keep the feel of distant areas
and the coolness of ships while increasing general playability and enjoyment
for all.

1. Merge wanderers into navs. Keep the skills and spells. Leave is so you
can only train them on furn and leave the requirements for them as is.

2. Allow nav spells to work between all continents expect for furn (maybe
roth also), which should remain remote and hard to travel to. Perhaps there
could be an additonal 100-200 sps tacked on to relocate and summon between
continents. Go could pretty much stay in tune as distance traveled affects sp
cost. Dim door could still give exit to nearest major city.

Mal

 
Rating:
19
Votes:
26
 
 
Malcom
212d, 3h, 58m, 19s old
Level:
80
 
 
#2
01 Sep 2007 11:32
 
 
Malcom wrote:
I must admit that after some time to adjust I like the continents. However, I
strongly dislike several aspects of the game that came with them. Travel time
is boring and a pain when members for party start on different continents.
Getting assistance from other players outside of party is hard to come by
(sum/reloc dd/rp/restore). E'Siris is a nice addition and helps some. But
it is not enough imo.

There are several changes that I think would keep the feel of distant areas
and the coolness of ships while increasing general playability and enjoyment
for all.

1. Merge wanderers into navs. Keep the skills and spells. Leave is so you
can only train them on furn and leave the requirements for them as is.

2. Allow nav spells to work between all continents expect for furn (maybe
roth also), which should remain remote and hard to travel to. Perhaps there
could be an additonal 100-200 sps tacked on to relocate and summon between
continents. Go could pretty much stay in tune as distance traveled affects sp
cost. Dim door could still give exit to nearest major city.

Mal
Well, as for making nav spells between continents, I agree that this should be
made possible, but simply change them all to work like "go" in terms of adding
cost per distance. And there should be an option that you will accept partial
for a summon such that when summoning that guy from lucent to roth, he might
get pulled to mid-ocean, and you'll need to tick some or have another member
pull part of the rest of the way...maybe 3-5k sps with decent mastery to
summon all the way or such...wanderers spells would be useful still, but
someone without wanderers could, with time, get someone there.

 
Rating:
-4
Votes:
14
 
 
Ooga
N e w b i e  H e l p e r
2y, 339d, 16h, 20m, 22s old
Level:
65