0.07 chainmail problem

Messages are moved here (should anyone ever want to see them again) once they are no longer applicable to the current version (e.g. suggestions that have been implemented or bugs that have been fixed).

Moderator: George Gilbert

Forum rules
Please read the Forum rules and policies before posting.
Post Reply
Vortex
Neophyte
Posts: 9
Joined: Mon Mar 19, 2001 10:29 am

0.07 chainmail problem

Post by Vortex »

I have found, that the distance you can throw an object
does *not* depend on "strength" of active character.
This is an unpleasant difference against DM.
An example: reincarnate HALK and ZED, then put ZED's
chainmail into the "mouse hand" and try to throw it like ZED
and like HALK. There is no difference (only 1/2 square).
I DM "strength" was considered and "ninja level " experiences
influenced the impact damage and the recovery time.
User avatar
Gambit37
Should eat more pies
Posts: 13715
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Re: 0.07 chainmail problem

Post by Gambit37 »

Um, you said there is NO difference, then say it's half a square. Surely that's a difference?
Vortex
Neophyte
Posts: 9
Joined: Mon Mar 19, 2001 10:29 am

Re: 0.07 chainmail problem - correction

Post by Vortex »

Sorry the correct sentence is:
There is no difference (both trajectories are exactly the same and only 1/2 square long (IMHO too short)).
User avatar
beowuuf
Archmastiff
Posts: 20687
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Re: 0.07 chainmail problem

Post by beowuuf »

I think george has introduced some aerodynamics...so throw a spread out chainmail coat, and the weight/size means that no one can throw it far (until later?) - same with any clothes.
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Re: 0.07 chainmail problem

Post by George Gilbert »

The distance an object travels is a (semi) realistic function of:

1) It's weight
2) Your strength
3) Your dex
4) An aerodynamic fudge factor.

All 4 are well defined values, although clearly only the first 3 are visible to the user. The aerodynamic thing means that objects like clothes and ashes don't travel as far as say a rock or arrow that might weigh the same amount.
I've made the aerodynamic bit up as I went along so if any of the objects seem horribly wrong then let me know and I'll change them!
User avatar
beowuuf
Archmastiff
Posts: 20687
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Re: 0.07 chainmail problem

Post by beowuuf »

Party bones fall back the same square...i think you should be able to heft them a half square further.
Clothes seem odd just because of DM letting them fly, rather than anything esle, so i'd vote to keep them the same. Oh, and boulders fly quite far...anyone else think too far?
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
Vortex
Neophyte
Posts: 9
Joined: Mon Mar 19, 2001 10:29 am

Re: boulders fly too far

Post by Vortex »

Yes, the boulder trajectories are too long.
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Re: 0.07 chainmail problem

Post by George Gilbert »

Altered a bit for V0.08
Post Reply