Autosneak

Terron
Posts: 802
Joined: Sat Jan 14, 2017 11:36 pm

Autosneak

Postby Terron » Sat Apr 07, 2018 11:01 pm

two things here.

1) int stat doesnt add much to autosneak limits. by this, i mean 10 int allows you to run 30 squares 24 int allows you to run 44.
most stats atleast influence their abilities by alot more. if u compared 10 str to 24 or agi chr etc youd notice that their impact is 150-300% better than a 10 stat. while autosneak isnt even a 50% increase.

2) autosneak counter should be added to your basic text on movement. an example: [10:59] [14] <Stone Avenue> Buildings rise upward and small faces sometimes peek out from the curtains of the windows that are situated on this side of the avenue.

the 14 showing moves remaining. should be like bright orange or pink like debuff notification
"Once the game is over, the king and the pawn go into the same box"

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daedroth
Posts: 1178
Joined: Mon Jun 06, 2016 5:53 am

Re: Autosneak

Postby daedroth » Sun Apr 08, 2018 12:20 pm

There should defiently be some indicator your character is getting "tired" (I mean s/he would notice right?) from sneaking.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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JadeFalcon
Posts: 383
Joined: Wed Jun 29, 2016 8:29 am

Re: Autosneak

Postby JadeFalcon » Mon Apr 09, 2018 5:01 am

Agreed with both suggestions.
Not even sure what is the sneak formula tbh
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NiteHawk
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Joined: Wed Apr 20, 2016 7:33 am

Re: Autosneak

Postby NiteHawk » Mon Apr 09, 2018 5:14 am

I like the autosneak counter thing, so that's a possibility for sure.


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