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Camelot Unchained

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General Discussion  » Movement based on terrain: What say you?

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38 posts found
  Oldskoo

Novice Member

Joined: 2/12/13
Posts: 190

 
OP  3/30/13 10:06:01 AM#1

Here is a thought that I wanted to discuss (apologies if it has been mentioned before) with you about a gameplay element that could add an interesting twist to CU. What I would I am referring to is terrain that impacts ones movement speed. Specifically, this would mean if you are on roads or trails you move fast or even at an improved speed. If you go off the path or road and into the grass, mud, sand, bogs, snow, and  hills, etc.,  you would slow you in  varying degrees. 

 

Here are just a few examples of what such a system could bring to CU:

  • For one, as far as class build/movement based classes go, this could lead to a scout or ranger class having skills that allowed them to move over these terrains at a faster pace - giving them a unique class advantage.
 
  • This could also lead to, in the event there were player made structures, the desire to place your building in areas that gave defenders a terrain advantage - perhaps there is a bog near one side of your keep that makes assaulting it from that angle very difficult. Or, perhaps, your keep is simply placed on a hill that slows attackers rush to the gates.
 
  • Another potential element could also be player made roads and/or bridges that allowed one to move resources and players to vital locations at a faster speed. Make them destroyable as well to add another element.
 
  • There is also the potential traps or ambushes that could be laid if one could lead the zerg into, for example, the "dark swamp". Say a group of rangers and spell slingers are waiting in it's depths as a few of their friends lead the would be pray inside. Their they ready to launch a volley of hell on the once fearless hoard as it drags itself from the muck. Fun - even if they only fall for that trick once lol!

 

There are many ways terrain could impact gameplay in CU. I'd like to know what you think about such a system?

Do you think movement speed should be impacted by terrain in CU?

Yes
No
Other
(login to vote)

  BowbowDAoC

Novice Member

Joined: 5/11/10
Posts: 482

3/30/13 10:14:24 AM#2

I voted Other because i tend to agree on it but not as a major impact with various speed of movements depending on the various terrains.

I agree about swamps and or water, movement should be reduced a bit.

Where i totally agree on is as far as scouts movement in "stealth mode" is concerned. it should be required for a scout in stealth mode to have to adapt his speed of movement or his moving silently ability depending on where he is moving.

Minutes ago i stated that exact aspect in another thread regarding bow mechanics witch to me is linked thightly with scouts classes.

Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR

  Tumblebutz

Novice Member

Joined: 2/20/13
Posts: 338

3/30/13 11:01:20 AM#3
MJ has hinted at terrains providing advantages/disadvantages (as well as terrain changing over time) so I would think this is probably part of the design.

Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival

RED IS DEAD!

  MarkJacobs

CEO City State Entertainment

Joined: 12/18/12
Posts: 405

3/30/13 11:01:46 AM#4
FYI, this is something we have already discussed in the office plus my vote on the poll was for yes. So... :)

Mark Jacobs
CEO, City State Entertainment

  severius

Advanced Member

Joined: 8/10/04
Posts: 1527

3/30/13 11:04:53 AM#5
Originally posted by Oldskoo

Here is a thought that I wanted to discuss (apologies if it has been mentioned before) with you about a gameplay element that could add an interesting twist to CU. What I would I am referring to is terrain that impacts ones movement speed. Specifically, this would mean if you are on roads or trails you move fast or even at an improved speed. If you go off the path or road and into the grass, mud, sand, bogs, snow, and  hills, etc.,  you would slow you in  varying degrees. 

 

Here are just a few examples of what such a system could bring to CU:

  • For one, as far as class build/movement based classes go, this could lead to a scout or ranger class having skills that allowed them to move over these terrains at a faster pace - giving them a unique class advantage.
 
  • This could also lead to, in the event there were player made structures, the desire to place your building in areas that gave defenders a terrain advantage - perhaps there is a bog near one side of your keep that makes assaulting it from that angle very difficult. Or, perhaps, your keep is simply placed on a hill that slows attackers rush to the gates.
 
  • Another potential element could also be player made roads and/or bridges that allowed one to move resources and players to vital locations at a faster speed. Make them destroyable as well to add another element.
 
  • There is also the potential traps or ambushes that could be laid if one could lead the zerg into, for example, the "dark swamp". Say a group of rangers and spell slingers are waiting in it's depths as a few of their friends lead the would be pray inside. Their they ready to launch a volley of hell on the once fearless hoard as it drags itself from the muck. Fun - even if they only fall for that trick once lol!

 

There are many ways terrain could impact gameplay in CU. I'd like to know what you think about such a system?

Star Wars Galaxies did this to some extent.  Going uphill on foot was nightmarish lol.  The only way to combat this was to take a handful of points in Scouting.  That game was really so far ahead of everything else at its time and most of those ideas still haven't made their way across.  Probably too hard for the b list talent out there today.


  Oldskoo

Novice Member

Joined: 2/12/13
Posts: 190

 
OP  3/30/13 11:05:37 AM#6
Originally posted by MarkJacobs
FYI, this is something we have already discussed in the office plus my vote on the poll was for yes. So... :)

Hey Mark! Thanks for commenting on my post! Made my Saturday morning  :) Can't wait to see what you guys come up with!

  Ice-Queen

Hard Core Member

Joined: 1/02/08
Posts: 2435

"Always borrow money from a pessimist. They won't expect it back."

3/30/13 11:10:09 AM#7
As long as it didn't make things shaky so that my screen shakes a lot. Games like that make me have seizures. The idea you have sounds good.

What happens when you log off your characters????.....
http://www.youtube.com/watch?v=GFQhfhnjYMk
Dark Age of Camelot

  naezgul

Novice Member

Joined: 3/15/13
Posts: 389

3/30/13 11:10:34 AM#8

Keep underwater swimming out of the game, hell it would be fine if water over knee high was impassable.

 

  Oldskoo

Novice Member

Joined: 2/12/13
Posts: 190

 
OP  3/30/13 11:20:07 AM#9
Originally posted by severius
Originally posted by Oldskoo

Here is a thought that I wanted to discuss (apologies if it has been mentioned before) with you about a gameplay element that could add an interesting twist to CU. What I would I am referring to is terrain that impacts ones movement speed. Specifically, this would mean if you are on roads or trails you move fast or even at an improved speed. If you go off the path or road and into the grass, mud, sand, bogs, snow, and  hills, etc.,  you would slow you in  varying degrees. 

 *snip*

Star Wars Galaxies did this to some extent.  Going uphill on foot was nightmarish lol.  The only way to combat this was to take a handful of points in Scouting.  That game was really so far ahead of everything else at its time and most of those ideas still haven't made their way across.  Probably too hard for the b list talent out there today.

I didn't play Star wars galaxies back in the day, although had a couple of brothers who adored it in it's prime. The closest thing I had experienced such a system myself (in an mmo) was Wurm online. While I wasn't all for how they implemented it and I only played the game briefly, I think it could lead to many unique situations and strategies in a game like CU. 

  pokrak

Apprentice Member

Joined: 8/20/11
Posts: 87

there is always another battle to win

3/30/13 11:24:46 AM#10

Yes 

but speed reduction shouldn't be too much... 

immagine if you walk down the road and ranged scout is messing with you from the bush, it sucks if u know that there is no way to deal with him, if u know that u can't catch him or run from him... it will make u fell powerless

 

  Oldskoo

Novice Member

Joined: 2/12/13
Posts: 190

 
OP  3/30/13 11:36:28 AM#11
Originally posted by pokrak

Yes 

but speed reduction shouldn't be too much... 

immagine if you walk down the road and ranged scout is messing with you from the bush, it sucks if u know that there is no way to deal with him, if u know that u can't catch him or run from him... it will make u fell powerless

 

Yes, good point. Perhaps the roads are player made and placed with this idea in mind? Or, maybe trees can be cleared back from the road in a world where lumber is a gatherable resource. Not sure if any single element would work but a number of them together could be a way to diminish this threat. I personally like the concept of bows pot shotting at enemies from the trees i.e. using some guerilla tactics.

As was mentioned in the archer thread, there wasn't going to be any "super power shot" given to archers so perhaps them harassing and softening up the targets or the zerg isnt so bad. Especially given how Mark foresees the Zerg as something that will be softened up over time instead of snowballing. Just some thoughts. Either way, it could be done, but one would certainly not want to over do terrain effects either. 

  Oberholzer

Novice Member

Joined: 2/25/06
Posts: 497

3/30/13 11:43:45 AM#12
I voted yes because it seems like a very interesting idea if implemented right. I wonder though if it would lead to a glut of the classes that move well in all terrains as opposed to those that don't. 
  meddyck

Advanced Member

Joined: 1/18/08
Posts: 1132

3/30/13 12:17:08 PM#13
I like it as long as it doesn't get too ridiculous. IOW the difference between moving on a road and on flat, grassy terrain should not be very much. But for sure moving across water should slow you down. I'd even like for rivers to have currents. Moving up hills should slow you down too. I much prefer how it is in later versions of NF in DAOC where you are able to go up most hills but at a greatly reduced rate to how in some other games there are one way hills everywhere that really restrict your freedom of movement.

Camelot Unchained Founder
DAOC [retired]: R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R5 Healer

  belatucadros

Novice Member

Joined: 10/03/06
Posts: 272

3/30/13 12:36:59 PM#14
Yeah no one way hills please, unless the incline is really that severe

I would like to see roads have a strategic impact, and an out of combat speed boost is definitely one way to contribute to that

Eldritch, Nightshade, Warden, Druid, Mauler, Mentalist
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  Speely

Novice Member

Joined: 2/16/13
Posts: 864

3/30/13 12:41:13 PM#15
Interesting. I like it, if it's not debilitatingly harsh.

Couple synergistic possibilities come to mind.

Casters (or support/debuffers) could have ways to further affect terrain in amounts relative to homeland proximity. Spells that affected speed could work neutrally in the "middle" of the map and gradually become stronger the closer to the homeland/weaker farther from the homeland. Terrain-specific magic.

Alternatively, one could choose a terrain type based on topography instead of region?

Speed classes (which I aasume will be the support classes?) could have spells specifically-designed to provide speed boosts in certain terrain types. Specialized speed.

Scout types would obviously enjoy lessesed to no effects from this. Perhaps they would specialize as well.

What this does is provide the possibility of defensive and offensive specialists in a strategic and tactical fashion. Those specializing in terrain types found more often in an enemy realm would be forerunners and attackers, while those specializing in homeland terrain types would put together defensive forces to protect local resource nodes and keeps, etc. Furthermore, if you add in terrain-specific spell effects other than speed reduction/increase, the map becomes far more interesting.

Actually, placing resource nodes primarily within areas of specific terrain types would add yet another level of strategy to this.

Aaaaanyway, I like the basic concept, flowery babbling aside :)

http://www.mmorpg.com/blogs/PerfArt

  Tumblebutz

Novice Member

Joined: 2/20/13
Posts: 338

3/30/13 12:48:58 PM#16

How about a Scout-Archetype with an innate immunity to terrain-based speed debuffs. AND, said Scout-Archetype having an ability to provide an "aura" to his group which grants his group that same immunity to terrain-based speed debuffs...

Now THAT is group utility for a Scout!

Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival

RED IS DEAD!

  Oldskoo

Novice Member

Joined: 2/12/13
Posts: 190

 
OP  3/30/13 12:51:03 PM#17
Originally posted by PerfArt
Interesting. I like it, if it's not debilitatingly harsh.

Couple synergistic possibilities come to mind.

Casters (or support/debuffers) could have ways to further affect terrain in amounts relative to homeland proximity. Spells that affected speed could work neutrally in the "middle" of the map and gradually become stronger the closer to the homeland/weaker farther from the homeland. Terrain-specific magic.

Alternatively, one could choose a terrain type based on topography instead of region?

Speed classes (which I aasume will be the support classes?) could have spells specifically-designed to provide speed boosts in certain terrain types. Specialized speed.

Scout types would obviously enjoy lessesed to no effects from this. Perhaps they would specialize as well.

What this does is provide the possibility of defensive and offensive specialists in a strategic and tactical fashion. Those specializing in terrain types found more often in an enemy realm would be forerunners and attackers, while those specializing in homeland terrain types would put together defensive forces to protect local resource nodes and keeps, etc. Furthermore, if you add in terrain-specific spell effects other than speed reduction/increase, the map becomes far more interesting.

Actually, placing resource nodes primarily within areas of specific terrain types would add yet another level of strategy to this.

Aaaaanyway, I like the basic concept, flowery babbling aside :)

lol, I think we all pretty much agree it's alot of dreaming and spitballing going on but if some of it sticks, why not? You really added a lot more ideas to my basic stuff. Something so simple could really add an extra layer as your many examples really support. Epecially like the idea of homeland terrain. Lots of cool ideas 

  tinuelle

Novice Member

Joined: 12/10/08
Posts: 290

It's all about pushing the right buttons

3/30/13 12:59:20 PM#18

Give the scouts what they want as long as There is a scouthunter class which I'm gonna play with special skills/abilities designed too deal with those "scouts" and hunt them down!!!

All in favor of scouthunters say AYE!!!

  Scorchien

Advanced Member

Joined: 5/12/06
Posts: 1092

3/30/13 1:05:39 PM#19
Originally posted by severius
Originally posted by Oldskoo

Here is a thought that I wanted to discuss (apologies if it has been mentioned before) with you about a gameplay element that could add an interesting twist to CU. What I would I am referring to is terrain that impacts ones movement speed. Specifically, this would mean if you are on roads or trails you move fast or even at an improved speed. If you go off the path or road and into the grass, mud, sand, bogs, snow, and  hills, etc.,  you would slow you in  varying degrees. 

 

Here are just a few examples of what such a system could bring to CU:

  • For one, as far as class build/movement based classes go, this could lead to a scout or ranger class having skills that allowed them to move over these terrains at a faster pace - giving them a unique class advantage.
 
  • This could also lead to, in the event there were player made structures, the desire to place your building in areas that gave defenders a terrain advantage - perhaps there is a bog near one side of your keep that makes assaulting it from that angle very difficult. Or, perhaps, your keep is simply placed on a hill that slows attackers rush to the gates.
 
  • Another potential element could also be player made roads and/or bridges that allowed one to move resources and players to vital locations at a faster speed. Make them destroyable as well to add another element.
 
  • There is also the potential traps or ambushes that could be laid if one could lead the zerg into, for example, the "dark swamp". Say a group of rangers and spell slingers are waiting in it's depths as a few of their friends lead the would be pray inside. Their they ready to launch a volley of hell on the once fearless hoard as it drags itself from the muck. Fun - even if they only fall for that trick once lol!

 

There are many ways terrain could impact gameplay in CU. I'd like to know what you think about such a system?

Star Wars Galaxies did this to some extent.  Going uphill on foot was nightmarish lol.  The only way to combat this was to take a handful of points in Scouting.  That game was really so far ahead of everything else at its time and most of those ideas still haven't made their way across.  Probably too hard for the b list talent out there today.

I believe Horizons was the first game to implement this mechanic , i always felt more games should be doing this..Correction SWG was first by just a few months , probly simutaneous dev  tho..

  Arnfiarnunn

Novice Member

Joined: 3/03/13
Posts: 61

3/30/13 1:43:55 PM#20

YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!

 

I want to see these elves dying before reaching the top of our hill !

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