Ice labs : unique rooms

Yeah perhaps the run ratio should be something like 1.3 per tile jumped. It kinda has more sense

However my greatest objection is the ridiculously small and hard obtain max jumping distance of 4 tiles. Its not event the length of a car and most houses and shops are separated by more than 4 tiles, making the feature nearly useless IMO.

The current layout basically reflects a suburban area, in which case it’s not reasonable to jump from rooftop to rooftop. When we do city-grid style mapgen, I expect 1-3 tile alleys to be the norm, and for there to additionally be fire escapes and similar to jump onto.

Yeah, suburbia shouldn’t be so parkour-friendly. With the other thread, though, we COULD jump from car-to-car, or, say, car-to-roof-to-car-to-roof.

Just bit of info, but in cases like this I find the most accurate measurement fro the size of a “tile” is about 1x1 square meters (which is what ranged hit chances and a fair bit of other stuff is balanced at), which puts 25 feet being in the 7-8 tile range.

Does that mean than once z-levels are in, an average floor will be 3 z-levels high?

Can we have jumping mutations? Frog legs anyone?

Most likely not, Sheb.

Z levels are generally made to be 2-3 meters high so that one ‘floor’ is one z-level.

so tiles are not truly cubic once you include height? Hum.

Yeah I definitely couldn’t jump from roof to roof in my neighbourhood, and it’s just a residential area. There’s sheds and garages on a lot of people’s properties that I could, though. If My house was on fire There’s a bunch of shit I could jump to from the window to get down safely - in a city building of decent size, jumping from the window is a comparatively terrible idea unless there’s a fire escape. You just have difference uses for the skill in different environments.

…also one could add a very large Ladder item to the game, with the ability to place it across one roof to another provided they aren’t over a certain length apart. It would probably be difficult terrain but that’s an option for unfit characters should health come to affect jumping skill. (I think it should.)

Concievably you could make jumping be a part of a more important parkour skill. It would take the place of the parkour expert option at character creation. It would make it possible to do things like scale walls, climb trees, jump increasingly long distances, and move past difficult terrain faster.

Why a new skill and why remove parkour expert? Don’t dodge skill applies for acrobatic feats?

Dodge is more or less its own thing. Its reaction time and moving out of the way. You can be amazing at dodging but fucking awful at climbing, which parkour would go under. If parkour was its own skill, parkour expert as its own trait doesn’t really work, given that parkour is more than just running over difficult terrain with speed. Really, one could create an entirely new stat for these two skills, and relate them to light ranged weapons, such as pistols, dodge, and parkour.

“Parkour Expert” sounds like something you train, not something you’re born with.

Totally agree with removing it and adding “Acrobatics” as a skill.

No, i’d like to be able to climb and jump with any character. I think that Parkour Expert should… maybe make you jump a bit more… obviously with the things that it has already.

Well, I don’t really see why being an expert at something is a “trait”. Isn’t it a skill? Getting better at parkour and being an expert shouldn’t be something you get from mutating, it should happen as you perform parkour.

Meh.

I was responding detahramet, in fact, i agree with you.

So uh, this got off track I think.

…Not really. With multi-Z level structures the skill at parkour is kinda important

But it deserves its own thread.

Ice labs need some of this:

[quote=“GlyphGryph, post:99, topic:2816”]Ice labs need some of this:

Whoa, nice doublepost. You think you own the forum or sommethin’?

:stuck_out_tongue_winking_eye: