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Movement based on terrain: What say you?

OldskooOldskoo Member UncommonPosts: 189

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?

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Comments

  • BowbowDAoCBowbowDAoC Member UncommonPosts: 472

    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.

    image

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

    image

  • TumblebutzTumblebutz Member UncommonPosts: 322
    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!

  • MarkJacobsMarkJacobs CEO City State EntertainmentMember RarePosts: 649
    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

  • severiusseverius Member UncommonPosts: 1,516
    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.

  • OldskooOldskoo Member UncommonPosts: 189
    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!

    image

  • Ice-QueenIce-Queen Member UncommonPosts: 2,483
    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.

    image

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  • naezgulnaezgul Member Posts: 374

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

     

  • OldskooOldskoo Member UncommonPosts: 189
    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. 

    image

  • pokrakpokrak Member UncommonPosts: 111

    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

     

  • OldskooOldskoo Member UncommonPosts: 189
    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. 

    image

  • OberholzerOberholzer Member Posts: 498
    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. 
  • meddyckmeddyck Member UncommonPosts: 1,282
    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.

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  • belatucadrosbelatucadros Member UncommonPosts: 264
    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
  • SpeelySpeely Member CommonPosts: 861
    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 :)
  • TumblebutzTumblebutz Member UncommonPosts: 322

    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!

  • OldskooOldskoo Member UncommonPosts: 189
    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 

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  • tinuelletinuelle Member UncommonPosts: 363

    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!!!

    image
  • ScorchienScorchien Member LegendaryPosts: 8,914
    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..

  • ArnfiarnunnArnfiarnunn Member UncommonPosts: 61

    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 !image

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  • BowbowDAoCBowbowDAoC Member UncommonPosts: 472
    Originally posted by Tumblebutz

    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!

     A key factor for any good scout/stealther should be the terrain he is travelling in. So there is a few things that i thought regarding that :

            - First option : Why not make the different terrain found in CU haviing either + or - bonuses ?

            - Second option : Make stealth in each terrain a level required ? (i.e. forest = level 5 , swamps = level 15, towns = level 25 etc).

            - Third option : At specific levels of stealth, you are allowed to choose one more terrain in wich you are good at stealthing. Players could then choose where they will more efficient.

            - Fourth possibility : At character creation, make a section where stealthers wannabes can be given i.e. 20 points to put wherever they want in the various terrains ?

    having this you could have specialised scouts for towns, swamps, forest etc. each of them covering their own territories, but once they leave those regions, they are not as effective.

     

    Purely suggestions of course, but it could be a good direction to go.

    image

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

    image

  • BowbowDAoCBowbowDAoC Member UncommonPosts: 472
    double post, sorry

    image

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

    image

  • RealLifeGobboRealLifeGobbo Member Posts: 218

    A little late in the debate, but I like what all you guys are saying!!!

    Another thing which could be interesting to see is magic being buffed by the terrain.

    For example:
    - A swamp is dark and mysterious place, so "dark magic" get's a buff.
    - The forest would buff "nature spells"
    - Plains/mesa would buff "healing spells"

    You get the idea! :-)

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  • NanulakNanulak Member UncommonPosts: 372

    Absolutely love the idea.  What this will create is players following the road because it is faster and ambushes will be easier to set up since you know the route the enemy will most likely take.  Those who are patient and take the slower route will be far safer in their journeys.

    Nanulak

  • waynejr2waynejr2 Member EpicPosts: 7,769
    Lot of miniature wargames use terrain for movement and other effects.  It adds to the S&T.
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

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  • binskkibinskki Member CommonPosts: 153
    Originally posted by naezgul

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

     

    "Too many people going LD!  Everbody take off your cloaks!!"

    ;)

     

    /agree, naezgul, lol.

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