Sensing Range

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    Lucid
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    Sensing Range

    Post by Lucid on Tue Jun 15, 2010 4:41 am

    I don't want to scare everybody and give away too much information but with the current sensing ranges there are about 80 lines worth of encounters during the first day round. I can see that the rounds would get faster as the war continues but I'm not sure if anybody wants to start big fights during the first few days. As such going through all of them seems to take lots of time depending of the times people can view this site daily.

    The current sensing ranges are depending on magical awareness are.
    • 1-3 means you can't even sense spiritual traces in the same square as you.
    • 4-7 means you can only sense things in the same square as you.
    • 8-12 has range of one square outside your location.
    • 13-15 has range of two squares outside your location.
    • 16 has range of three squares outside your location. This is the human maximum.


    If it's okay for the majority I will change the sensing ranges to way smaller ones. High magical awareness however will allow easier tracking targets on same spot if there are lots of normal people interfering with your sense. I'll also try to create sensible events to get more info about other masters.
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    Belmont

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    Re: Sensing Range

    Post by Belmont on Tue Jun 15, 2010 5:05 am

    I do not mind the current values but I would support a decrease of one square. However I think that any further decrease might result in the game dragging out.
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    Lucid
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    Re: Sensing Range

    Post by Lucid on Tue Jun 15, 2010 5:12 am

    Belmont wrote:I do not mind the current values but I would support a decrease of one square. However I think that any further decrease might result in the game dragging out.
    I don't believe finding info about other masters is that hard depending on the choices you make and ideas you might have. Skills and servant abilities come useful in that matter as well. Getting abilities that support information gathering would have been useful.
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    Xenovent

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    Re: Sensing Range

    Post by Xenovent on Tue Jun 15, 2010 5:18 am

    Lucid wrote: Getting abilities that support information gathering would have been useful.

    Agree. I kind of thought encounters were the only way to get info on masters and servants, either encountering them directly (or sensing them out) or spying on other people as a fight is going on (a la Assassin style).

    Meroy

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    Re: Sensing Range

    Post by Meroy on Tue Jun 15, 2010 5:46 am

    Sure, if it can make me play
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    RMX

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    Re: Sensing Range

    Post by RMX on Tue Jun 15, 2010 7:35 am

    Maybe if you made sensing ranges not work diagonally it would be better than just reducing the overall range.
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    Re: Sensing Range

    Post by Lucid on Tue Jun 15, 2010 7:58 am

    Belmont doesn't want too drastic changes.
    Xenovent and Meroy support any changes I make?
    RMX can you rephrase what you mean?

    Also our Byte Master Jad made some changes to the movement system checker. Now it checks also the spots moved between hours. Before it could only check areas on one spot during one hour. But now it checks every spot and the sensing ranges of those spots during each square they move on the map between hours.

    If that doesn't make sense just think that it's more realistic now.

    Also to prove my point I'd like to point that we're still waiting replies for movements of hours 6:00 and 7:00.

    Father Vincent

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    Re: Sensing Range

    Post by Father Vincent on Tue Jun 15, 2010 8:21 am

    So either all you faggots decided to boost up your sensing range insanely or Grim needs to spread us out more. I'm fine with whatever happens.
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    kaede

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    Re: Sensing Range

    Post by kaede on Tue Jun 15, 2010 8:22 am

    Do whatever changes you feel are necessary.
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    Belmont

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    Re: Sensing Range

    Post by Belmont on Tue Jun 15, 2010 8:27 am

    I changed my mind, I support lower values.
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    RMX

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    Re: Sensing Range

    Post by RMX on Tue Jun 15, 2010 8:27 am



    Something like this for range 2 for example
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    Lucid
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    Re: Sensing Range

    Post by Lucid on Tue Jun 15, 2010 8:31 am

    RMX wrote:

    Something like this for range 2 for example
    Well I guess that's the majority already, let's go with the lower values. I'll edit everybody character sheets accordingly. Also I'll ask Jad about your idea RMX.


    Magical Awareness Map Sensing Ranges
    • 1-7 means you can't even sense spiritual traces in the same square as you.
    • 8-14 can sense things in same square as you. Depending on how high the stat is it's easier to pinpoint the target in high crowd areas.
    • 15-17 has range of one squares outside your location.
    • 18-20 has range of two squares outside your location.
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    Jad

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    Re: Sensing Range

    Post by Jad on Tue Jun 15, 2010 9:52 am

    I'm in for a maximum of 2 squares sensing ranges.
    And i find RMX's sensing pattern really interesting. I see Lucid is in favor for it too so tomorrow I'll have a crank at it.
    Oh and I dunno why but got to quote this:

    [23:41] Jad> i find rmx's idea for the sensing pattern good
    [23:42] Grimwind> is it possible
    [23:42] Jad> tell me to and i'll have a whack at it
    [23:42] Jad> of course it is
    [23:42] Grimwind> could you make your post first?
    [23:42] Jad> time + beer = anyhting is possible
    [23:42] Grimwind> >:D

    Meroy

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    Re: Sensing Range

    Post by Meroy on Tue Jun 15, 2010 10:20 am

    I personally don't like RMX idea.
    I think its fine as it is.
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    Jad

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    Re: Sensing Range

    Post by Jad on Tue Jun 15, 2010 10:41 pm

    Hadooooooken.

    Heh still at work but unbelievably I actually did the piece of code that scans the map according to the pattern RMX described.
    When I get back a program update will come xD
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    Xenovent

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    Re: Sensing Range

    Post by Xenovent on Wed Jun 16, 2010 12:52 am

    That's awesome. Thanks for your efforts Jad!

    Meroy

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    Re: Sensing Range

    Post by Meroy on Wed Jun 16, 2010 3:56 am

    Rmx's idea seems unlogical because if we count diagonals as 1 square for movement, it should be the same for sensing range.

    I don't you if you're using that one, but I'm completly against it -.-

    Well, since it only does matter for people with sensing range of 2, its not that bad.
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    Re: Sensing Range

    Post by Lucid on Wed Jun 16, 2010 7:41 am

    Objection over-ruled! By the way it also affects those with sensing range of 1.
    We're moving to the new program next night round.

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    Re: Sensing Range

    Post by Meroy on Wed Jun 16, 2010 8:14 am

    How does it affect people wirth sensing ange of 1? They can't sense people in diagonal? That really makes no sense since you can't sense people who are 1 move away from your square.
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    Jad

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    Re: Sensing Range

    Post by Jad on Wed Jun 16, 2010 8:51 am

    sensing range of 1 means you can sense one square up/down/left and right thus forming a cross sensing range of 2 is the image done by RMX (oh and the program is not limited to 2 squares max you can add 5/10/100 only thing there will be more data to check ... I left it this way for any further usage [this project or others])

    Meroy

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    Re: Sensing Range

    Post by Meroy on Wed Jun 16, 2010 9:14 am

    This is where it really makes no sense.

    Lets take for example someone with a sensing range of one since its more simple.

    So this master, with his sensing range of one, is currently at his house. Another master decides to go attack him. If that master comes from one of the 4 sides, the first master will sense him comming and be able to prepare accordingly. However, if this attacking master likes to abuse the rules, he'll come from north east, for example. What would happen? The person in the house would not sense the other master until he is in the same square that he is.
    Now thats the issue with the game, but there is also the problem with usual logic.
    With the currently rules, if my movement speed is 2 squares, I can move two squares left, two squares up, or two squares up and left at the same time. This means that the distance between moving 2 squares diagonally or horizontally is considered to be equivalent. Then why would it be different for sensing people?

    If I had to specify some of my abilities because ''they don't make sense'', I don't see why we'd use a sensing system that doesn't make sense either. Sure its a game, but a RP usually follows a certain logic.
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    RMX

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    Re: Sensing Range

    Post by RMX on Wed Jun 16, 2010 9:27 am

    I only dropped the idea for discussion. Sounds like you guys got carried away and didn't weight the pros and cons
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    Lucid
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    Re: Sensing Range

    Post by Lucid on Wed Jun 16, 2010 4:39 pm

    Gosh. Don't drop ideas you're not ready to back-up.

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    Re: Sensing Range

    Post by Meroy on Wed Jun 16, 2010 4:58 pm

    Which one are you keeping?

    So far its 2 for the initial system, and 0 for the weird one?

    My friend agrees its illogical with rmx's suggestion. If it matters :)
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    Jad

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    Re: Sensing Range

    Post by Jad on Wed Jun 16, 2010 5:43 pm

    Please remember that if your master/servant can't detect in diagonal neither the other one will, unless he has sensing range of 2 or higher.
    To be honest I like RMX's sensing pattern ... it looks more ... credible.
    You could think of this as a counter for diagonal movement witch would allow you to fast-scan the map. This way encounters are reduced making the game longer, also it becomes more of a strategy movement ... now you can guess each others movement patterns and you must protect your ass more.
    Although I would suggest reverting to the old ranges since this new pattern arrived.
    We could eliminate the diagonal attack by auto-moving vertically/horizontally guess this is up for debate.

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