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Showing results for tags 'trace'.
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_ _ _ Traces_ ____ ___ __ _ _ Players, NPCs (...and animals...) leave tracks when walking/running on snow, dirt, sand or flour/powder poured on the ground every player can see running tracks characters with hunting/foraging level 5 are able to see walking tracks characters with hunting/foraging level 9 can see sneaking tracks direction of footprints is visible traces fade out progressively (similar to blood) until they disappear after a time calculated by the weight, sneaking skill (and type of shoes) of the character (edit) during rain-/snowfall traces fade much faster foraging/hunting skill (alternatively a new trait like "tracking") enables players to gather information about tracks by right-clicking on them, for example: level 1-2: weight (...kind of shoes [ link to shoes-suggestion by heporlathic -> http://theindiestone.com/forums/index.php/topic/16623-shoes-blisters-and-prison-weapons-bonus/ ] ) level 3-4: kind of animal (kind of vehicle) level 5-6: travelling speed, male/female level 7-8: leg injuries, fitness/strength level level 9-10: character name if you have seen him before (edit) a high sneaking skill (alternatively a new trait like "traceless") enables players to move around almost tracelessly while sneaking the heavier a character is (including inventory) and the faster he moves the longer his tracks are visible walking barefoot or wearing low profile shoes lets tracks disappear faster covering a track is possible by rightclicking -> "remove track", the tile will be "fresh" again then zombies don't leave tracks since it would cost too much server storage capacity/ processing power i guess? If it was possible it'd be awesome though... Some gameplay possibilities traces would provide: reconstructing individual player routes and actions would be possible (tracking down players, investigating "crimes", evaluating player behaviour etc.) a foundation for an immersive hunting/trapping system (I'm coming up with an idea for an animal-, hunting- and trapping system based on tracks) winter would become a season attractive for hunters and trappers (whereas farmers have their high-time in summer/autumn) you could tell how frequented a certain area is by examining the amount of tracks there and consider that when choosing your base location finding poorly hidden lootspots/ bases would be easier pouring flour/sand/dirt on the ground could leave a tile that conserves traces (so you could f.e. tell if somebody has entered your base when you return home from your stroll or you could gather information about the attendance of areas/buildings of interest) Some information on the pure technical feasibility of this topic by a developer would be nice, just to know if it makes sense to pursue this idea. Love the game so far! What do you think of this concept?