It was a new game, up to that encouter I had no fight. I started at a cabin. The farm field was the closest point of interest, so I went there first. I played a biker (body encumbrance 1), with base speed at about 100 (no modifiers). The farm field wasn’t far away.
Stats : STR 12, DEX 10, IQ 14, SEN 10.
I only had the base equipment of a biker with two cans of clamchowder, so I carried only 2/6. No hunger or thirst.
Was there no warning of them being hostile? I don’t mind cows being horrendously deadly, because they kind of are, but. If they’re farm animals accustomed to people, maybe they shouldn’t get mad so easily.
Using the rope and pulley to upon the barn costs 900 move points. That means your character is basically unable to move for at least 8 turns after the door has opened/closed (same with the garage door). Plenty of time for the cow (speed 130) to attack. I usually stand behind the rope and pulley, the attacker must than move around or bash through it.
But that still does not explain the aggressiveness.
[quote=“BevapDin, post:12, topic:7442”]Using the rope and pulley to upon the barn costs 900 move points. That means your character is basically unable to move for at least 8 turns after the door has opened/closed (same with the garage door). Plenty of time for the cow (speed 130) to attack. I usually stand behind the rope and pulley, the attacker must than move around or bash through it.
But that still does not explain the aggressiveness.[/quote]
If that is really how the move cost works then that could explain some of my mysterious 1 turn deaths as well. If the enemy in questions is located on the other side of the door, then it does not make sense that it gets free turns while you operate the winch if it can not actually reach you until the door is open. This should be true of other door opening mechanisms as well (like consoles) though I am unsure how much move, if any, they consume to use. Note that I am assuming the cow in question was located in the shed, and if that is not what happened then my next case should cover that.
Additionally, just being attacked while operating a mechanism that takes time like this should probably y/n prompt you to stop doing that thing… why would you continue to operate something like that while under attack? I guess my concern in this case is that the idea of move points just being “consumed” by the action leaving you completely unable to react for several turns with no ability to respond to any form of assault might need to be changed.