Walraven // Forums // Thread 1575
swim skill, garvin, 2004-02-17 22:20:13
swim skill
ooh fun, acius, 2004-02-18 01:45:28
Yeah, that'd be kinda nice. We'd probably make you take off all your armour and stuff, though ;-), else you'd sink...
What would it do when you try to swim out in the open ocean? Some of the islands have a few rooms worth of 'blank ocean' out beyond the shoreline, and that's fine, but once you go past the edge, how would it work?
I assume swimming would eat endurance. If you run out of endurance, do we get to drown you? >:-)
What would it do when you try to swim out in the open ocean? Some of the islands have a few rooms worth of 'blank ocean' out beyond the shoreline, and that's fine, but once you go past the edge, how would it work?
I assume swimming would eat endurance. If you run out of endurance, do we get to drown you? >:-)
hmm..., allaryin, 2004-03-23 23:59:38
other.swimming would be the skill in question. I think I'll make it based on strength and con.
Ok, ideas for swimming rules.
To start swimming, it costs 1 endurance, and you make a swim check based on the weight of your inventory and equipment. Actually wearing armour and holding items will make things even more difficult.
You may then tread water until you make your next check, at which point you are debited more endurance. The time between checks depends on how well you perform on checks. Pass every check with maximum rolls, and you won't have to make very many.
Every failed check results in an increase of endurance cost by one point per check, as well as a very short delay until the next check. If a check is failed miserably, or if the player runs out of endurance, then some hp will be subtracted.
Every time you want to actually move while swimming, another check will be required, at a 10% higher difficulty than the standard treading checks, which increase in difficulty by 1 or 2 points per check.
Thoughts? Did that make any sense?
Ok, ideas for swimming rules.
To start swimming, it costs 1 endurance, and you make a swim check based on the weight of your inventory and equipment. Actually wearing armour and holding items will make things even more difficult.
You may then tread water until you make your next check, at which point you are debited more endurance. The time between checks depends on how well you perform on checks. Pass every check with maximum rolls, and you won't have to make very many.
Every failed check results in an increase of endurance cost by one point per check, as well as a very short delay until the next check. If a check is failed miserably, or if the player runs out of endurance, then some hp will be subtracted.
Every time you want to actually move while swimming, another check will be required, at a 10% higher difficulty than the standard treading checks, which increase in difficulty by 1 or 2 points per check.
Thoughts? Did that make any sense?
swimming, malap, 2004-03-24 08:27:25
It sounds good, though I think mostly it'll be used to cross streams and such rather than players spending time in the body of water and making decisions about where to go.
As for penalties for holding and carrying things, I'd like to see bonuses for some itmes, so I could hang onto something big and wooden to float and such.
As for penalties for holding and carrying things, I'd like to see bonuses for some itmes, so I could hang onto something big and wooden to float and such.
Keep it simpler, acius, 2004-03-24 14:36:12
As long as moving in the water has a readiness cost, you should be able to get the effect you want just by subtracting endurance at a constant rate and NOT recharging endurance while in the water.
Because lower endurance makes readiness recharge slower, their swimming will gradually get harder and slower -- you get this for free, with no new code. Every heart beat, if they're swimming, endurance should drop a point (or two, whatever), and it doesn't recharge. If you want other.swimming to help, use that skill level to determine how much endurance they lose.
If endurance hits zero, subtract a few hit points and set it to 1, then give them a drowning message.
The idea here is to add as few variables as possible, which keeps things easier to maintain. The only variable you need here is a boolean -- whether or not you are swimming.
Because lower endurance makes readiness recharge slower, their swimming will gradually get harder and slower -- you get this for free, with no new code. Every heart beat, if they're swimming, endurance should drop a point (or two, whatever), and it doesn't recharge. If you want other.swimming to help, use that skill level to determine how much endurance they lose.
If endurance hits zero, subtract a few hit points and set it to 1, then give them a drowning message.
The idea here is to add as few variables as possible, which keeps things easier to maintain. The only variable you need here is a boolean -- whether or not you are swimming.
I didn't like that at first, zaecus, 2005-05-29 13:25:30
Then I got to thinking about how it would actually be implemented, and I'm thinking (as long as it allows for someone with very high skill to strip down to nothing, cover themselves in pig grease, and swim the Asile Channel) that it actually sounds pretty good.
My one addition to what Acius says above is that endurance hitting zero should be about 80%+ fatal. That seems like it would be roughly equivalent to "going under". There's a quaint idea about being dead if you go under three times, but the truth is most people who drown don't come back up after the first time. (Some indications are that they might be so mentally exhausted they actually swim away from the surface.) But I think three "Gee, you look like you're drowning." should be all anyone sees at max.
Whacking 1/3 character's max hp per dunking should do it (causing those not at peak to drown sooner), but it seems a touch brute force to me.
My one addition to what Acius says above is that endurance hitting zero should be about 80%+ fatal. That seems like it would be roughly equivalent to "going under". There's a quaint idea about being dead if you go under three times, but the truth is most people who drown don't come back up after the first time. (Some indications are that they might be so mentally exhausted they actually swim away from the surface.) But I think three "Gee, you look like you're drowning." should be all anyone sees at max.
Whacking 1/3 character's max hp per dunking should do it (causing those not at peak to drown sooner), but it seems a touch brute force to me.
diving (and suffocation), gpfault, 2006-06-14 15:08:40
I don't think we should drown immediately, but make water have depth, and you sink to the bottom. Without air, you take damage.
Plus, you can drown and float, if you rot enough (floating corpses?)
Being able to survive underwater would probably be required if we're going to loot pirate ships and stuff like that.
Maybe simply take constitution penalties if you start running out of air...and speaking of which, maybe take air down with you.
Outright drowning IMHO should be reserved for if you start (literally) sucking water.
Plus, you can drown and float, if you rot enough (floating corpses?)
Being able to survive underwater would probably be required if we're going to loot pirate ships and stuff like that.
Maybe simply take constitution penalties if you start running out of air...and speaking of which, maybe take air down with you.
Outright drowning IMHO should be reserved for if you start (literally) sucking water.
Water logging...., garvin, 2006-06-14 20:41:56
I was wondering... What other things would we be able to do while in/under water? Would we be able to cast spells? Manipulate rooms? Fight with underwater creatures? Obviously there would be penalties to any and all of these.
As well, I think that swimming under water should be more costly than swimming and able to breathe with your head above water. However, being underwater should be able to hide the swimmer from anyone who did not see the swimmer submerge.
As well, I think that swimming under water should be more costly than swimming and able to breathe with your head above water. However, being underwater should be able to hide the swimmer from anyone who did not see the swimmer submerge.