Ranger Archive
Thread: Adding 'creature speed' to the list of things we can see with /examine
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OhGod3001
Thu Mar 31, 2005 10:26 am
#1
Amoung one of the CU documents I saw a line that said creatures/NPCs would be given different movement speeds. I'm not sure if this is on a species basis, or whether individual creatures/NPCs will have their own movement speed. Either way I think it would be handy to add this in for Scouts/Rangers at some level of 'Creature Knowledge'.
My thinking is that (and this is assumption) all players will remain the same speed (on level ground at any rate) so we'll class this speed as 'normal'. Then when you /examine a critter (we're creature centric for now, add this skill for NPCs come our fabled revamp perhaps) it'll show speed in some form from, say, 'Very Slow' to 'Very Fast' (with us as 'normal' as previously described). I think this would be helpfull to know, either because your carefully planned stealth assualt on the lair has gone to pieces, or because the critter may try to escape.
Perhaps they could also update it to, as an idea, yellow when a state (P. Dart, Adhesive mesh) is applied changing it's movement speed. So instead of 'Very Fast' it'll show in yellow 'Slow (+Snared+)' or something like that.
Of course this may all ready be in the CU because I've not seen it, but we'll see 'soon' I hope. Any thoughts...?
My thinking is that (and this is assumption) all players will remain the same speed (on level ground at any rate) so we'll class this speed as 'normal'. Then when you /examine a critter (we're creature centric for now, add this skill for NPCs come our fabled revamp perhaps) it'll show speed in some form from, say, 'Very Slow' to 'Very Fast' (with us as 'normal' as previously described). I think this would be helpfull to know, either because your carefully planned stealth assualt on the lair has gone to pieces, or because the critter may try to escape.
Perhaps they could also update it to, as an idea, yellow when a state (P. Dart, Adhesive mesh) is applied changing it's movement speed. So instead of 'Very Fast' it'll show in yellow 'Slow (+Snared+)' or something like that.
Of course this may all ready be in the CU because I've not seen it, but we'll see 'soon' I hope. Any thoughts...?
Ackira
Thu Mar 31, 2005 10:31 am
#3
I think this would be a great thing to see. Knowing ahead of time that you can't outrun a krayt is kinda handy. We've all had to learn this the hard way. It would certainly help me determine the risk invovled in entering into battle. I'd be more willing to attempt higher level creatures if I knew that /burstrun would in fact allow me to get the heck outta there.
Good idea!
OhGod3001
Thu Mar 31, 2005 10:38 am
#4
I had overlooked /burstrun actually, thanks. I guess we'd need information on where /burstrun would fit in the 'Very Slow'->'Very Fast' scale.
AgonThalia
Thu Mar 31, 2005 10:40 am
#5
Brilliant Idea OhGod!
That would not only be useful to us, but in team combat, seeing the animal as snared, slowed, would be a great tactical help as well.
I would suggest making a little "state" icon like dizzy, blind or stun to be applied to the animal's target interface.
That would not only be useful to us, but in team combat, seeing the animal as snared, slowed, would be a great tactical help as well.
I would suggest making a little "state" icon like dizzy, blind or stun to be applied to the animal's target interface.
OhGod3001
Thu Mar 31, 2005 10:52 am
#6
Hmmm, I think you're 'state icon' idea is a better way to show the snared/rooted state better than having to /examine in the middle of a fight, though I still think being able to see it's base movement speed via /examine would be handy prior to the fight.
Making more assumptions, these state icons may all ready have been implemented as the 'crowd control' roles *may* be getting slow/root specials which I guess have icons all ready to go. We just need to push to get these new icons implemented for when our traps apply the state. Of course this previous sentence is speculation on my part.
Making more assumptions, these state icons may all ready have been implemented as the 'crowd control' roles *may* be getting slow/root specials which I guess have icons all ready to go. We just need to push to get these new icons implemented for when our traps apply the state. Of course this previous sentence is speculation on my part.
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