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Author Topic: Tides  (Read 1314 times)
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Zeek
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« on: January 30, 2008, 04:39:28 PM »

pretty basic suggestion.

It six hour intervals, the tides will change, either going out, or coming in. For our purposes, say the current map reflects high tide; when the tide goes out, all areas of shallow water become a terrain type known as "wet sand", all areas of deep water become areas of shallow water, and a select amount of open ocean becomes deep water. Six hours later, the tide comes back in, and the map returns to it's current state, with any character who happens to be in deep water being "swept out to sea" and killed.

To make this a little bit more interesting, new islands could be created that are only accessible at low tide, or new items could be findable only in wet sand (kelp, choral, etc).
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Mill Wilkinson
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« Reply #1 on: January 30, 2008, 08:10:03 PM »

New islands? During the low-tide you go through now accesible water and six hours later find yourself trapped to an island with Armadox? Nice
I think this needs some serious criticism from our active suggestion-discussion. How about?
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Javier Sortani
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« Reply #2 on: January 31, 2008, 02:09:11 AM »

I don't see why characters who get swept out to sea would die.  After all, a character can survive for weeks in deep water, so long as no one finds and kills them.

Also, I have a bad feeling about this and maps.
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Blahmicho
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« Reply #3 on: January 31, 2008, 04:20:15 AM »


I think this idea is simply wonderful!

It would make exploring more interesting and beach travel much more fun. I do agree that you shouldn't be killed if the tide changes while you're out there, though.

It would also help with clearing out some of the ridiculous amounts of sand graffiti.
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« Reply #4 on: January 31, 2008, 07:38:19 AM »

how about only getting killed if your where the deep water was?
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« Reply #5 on: February 01, 2008, 12:32:11 AM »

Also, I have a bad feeling about this and maps.
Yes, definitely. The ubermap would have to be re-made to alter every time the tide changed, as well as recording "wet sand". Since the ubermap hasn't been updated with the shipwreck and the tower and I think a couple other things, it probably won't be updated with this.
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Zeek
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« Reply #6 on: February 07, 2008, 08:53:40 PM »

how about only getting killed if your where the deep water was?

maby i wasn't clear, but that's the idea. if you happen to be in deep water when it becomes open ocean, you die. this is largely because players cannot currently enter open ocean squares, but i also like the bit of danger this adds to swimming out too far.
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AlexanderRM
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« Reply #7 on: February 08, 2008, 01:58:54 AM »

how about only getting killed if your where the deep water was?

maby i wasn't clear, but that's the idea. if you happen to be in deep water when it becomes open ocean, you die. this is largely because players cannot currently enter open ocean squares, but i also like the bit of danger this adds to swimming out too far.
That brings up the problem of the tidea changing so suddenly. Maybe it should be gradual?
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Zeek
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« Reply #8 on: January 27, 2010, 09:27:25 PM »

What with the introduction of rakmogak since it was introduced, i think this deserves a bump.
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Swarm
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« Reply #9 on: January 27, 2010, 09:56:04 PM »

What with the introduction of rakmogak since it was introduced, i think this deserves a bump.
hrhrhrhrh I think they should add another island West of shartak island; fairly substantial size. 

--------------------------
Should they only die if they are on the border of passable water (next to the impassable ocean) when the tide goes out (shallow tide). 
What other items could you find in the wet sand?  The wet sand block should look a tiny bit different and be darker.  Would the tide move you?
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« Reply #10 on: January 28, 2010, 01:13:58 AM »

On the items subject, he said coral and kelp, but I'd expand that out to include all kinds of junk too. Driftwood from shipwrecks (maybe even an actual shipwreck? The mast of which is safe at high tide?), bottles that've been dropped overboard, crabs of course, fish caught in tidal pools, clams and therefore pearls...
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Swarm
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« Reply #11 on: January 28, 2010, 01:22:58 AM »

On the items subject, he said coral and kelp, but I'd expand that out to include all kinds of junk too. Driftwood from shipwrecks (maybe even an actual shipwreck? The mast of which is safe at high tide?), bottles that've been dropped overboard, crabs of course, fish caught in tidal pools, clams and therefore pearls...
How about you find a cave that can only be entered during low tide.... It would go somewhere extra cool...
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Zeek
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« Reply #12 on: January 28, 2010, 01:45:42 AM »

there's an idea, and if the tide comes in while you're inside you die.
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Rob Zombie
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« Reply #13 on: January 28, 2010, 01:55:48 AM »

Two equally valid and brutal ideas 

Cave = Giant Squid Hatchery
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Maybe I'll finally be able to fight one 
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Swarm
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« Reply #14 on: January 28, 2010, 02:04:12 AM »

Two equally valid and brutal ideas 

Cave = Giant Squid Hatchery
* Rob Zombie keeps his fingers crossed.
Maybe I'll finally be able to fight one 
I was thinking more of a long and extensive passageway, and if you don't make it to a certain point before it floods in again at low tide, you will lose 2 HP for every action until you get out.  It would lead to a room with stuff; maybe another island.
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