The cost of dying [known]

All completed [not open] bug issues are located here.
User avatar
Alexandrea
Posts: 12318
Joined: 02 Nov 2011, 04:47
CrowNet Handle: xRobynxHoodx (aka AlexQ)
Location: The Clocktower
Contact:

Re: The cost of dying

Post by Alexandrea »

Mooncalf wrote:Okay I've finished coding it now. Anyone who hasn't moved 10 turns from the start of the battle will auto-flee. However, you will not auto flee if you've moved even once.
10.... ? :| May I ask why so many?
Crownet Handle: xRobynxHoodx
SoA ☽O☾ DTM ☽O☾ Q2
Image
OOC=Ally///C.S. & RP List///Dressed by Razzlynn
#ethicalmica
User avatar
Mooncalf
Administrator
Administrator
Posts: 4547
Joined: 17 Mar 2011, 12:20

Re: The cost of dying

Post by Mooncalf »

Alexandrea wrote:
Mooncalf wrote:Okay I've finished coding it now. Anyone who hasn't moved 10 turns from the start of the battle will auto-flee. However, you will not auto flee if you've moved even once.
10.... ? :| May I ask why so many?
Because it takes NPCs 3 or 4 turns for them to reach you, minimum, and that's only if they don't defend the bottleneck. 6 is enough to kill somebody, true, but only if you're not defending your team member, and distracting the enemy.

Plus, less than 10 and there's a danger of somebody who is just 5 minutes late auto-fleeing.

My advise is, if somebody hasn't turned up, take slow turns and try to defend a location while you wait for them. Then they'll have fled by the time the enemy attack, if they enemy even attack at all (some are defensive minded).
- Mooncalf AKA David AKA Moonie
- Founder and creator of Path of the Vampire
Post Reply