Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Mon Sep 17, 2007 1:57 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
The term 'dirt kicking' doesn't just mean to kick dirt. It can involve anything: kicking something, throwing something, etc. I know that if I knew how to 'dirt kick,' I would have dirt in a pouch to throw at the enemy.


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PostPosted: Mon Sep 17, 2007 2:03 pm 
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Joined: Wed Mar 27, 2002 9:59 am
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Location: Tempe, AZ
Muktar wrote:
The term 'dirt kicking' doesn't just mean to kick dirt. It can involve anything: kicking something, throwing something, etc. I know that if I knew how to 'dirt kick,' I would have dirt in a pouch to throw at the enemy.


That makes no sense at all - there is never dust or dirt collected in a building with open entrances. Especially in a medieval fantasy setting.


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PostPosted: Mon Sep 17, 2007 2:03 pm 
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Joined: Wed Jun 08, 2005 4:55 pm
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Location: Ithaca, NY
So, when it says:
Code:
Dulrik is blinded by the dirt in his eyes!

it really means:
Code:
You throw a nearby cat at Dulrik's face!  He can't see!

Uh, yeah, I think if it meant anything but dirt, it probably wouldn't be called dirt kick, and given that you have to be on the ground (not flying), I'm pretty sure it also means kicking, not throwing.


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PostPosted: Mon Sep 17, 2007 2:13 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
I never liked the gimping of dirt kicking. So, I am talking about pre-gimp vs now. Also, if we are talking about realism, then there wouldn't be any dirt kicking. Next time you are outside, try and kick the dirt. See how effective it is. Then grab some dirt and throw it at them while close.


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PostPosted: Mon Sep 17, 2007 2:16 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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Location: Floating in Previous Player Ether
Actually, dirt kicking is super effective if you're on a beach, or in a field of loose sand (places unseeded by grass). It really depends on the quality of soil/dirt where you're located.


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PostPosted: Mon Sep 17, 2007 3:20 pm 
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Goldlantern wrote:
Actually, dirt kicking is super effective if you're on a beach, or in a field of loose sand (places unseeded by grass). It really depends on the quality of soil/dirt where you're located.


So on the beach can you consider it sand kicking instead of dirt kicking?


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PostPosted: Mon Sep 17, 2007 4:13 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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Location: Floating in Previous Player Ether
:/


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PostPosted: Mon Sep 17, 2007 6:44 pm 
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Joined: Sat Oct 01, 2005 11:32 pm
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Back to the issue of snares. I'd like to see a snare direction thing. Like a clanging bell to the XXX announces a snare went off. Might be hard to code but amazingly helpful to scouts and great to those who want to avoid snare fields.

I don't think you should be able to snare while snared. Though its rather interesting as your Dex drops nearly 10 a snare you're trapped in. Snares and camo on beach would be great.

I'm not sure how I would feel on other types of snare.


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PostPosted: Mon Sep 17, 2007 7:06 pm 
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Location: Floating in Previous Player Ether
The solution to "knowing where the snare is going off at", is to remember where the hell you laid your snares, and not plant so many in an area that it takes over a minute to check them. This is one thing I don't think needs changing.


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PostPosted: Tue Sep 18, 2007 3:19 am 
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Joined: Sat Feb 28, 2004 5:14 pm
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Id like to see traps enter SK.
Start with a basic 4 traps
Snare - affects no flying - Scout only (has the bell alert)

Trip wire - affects no flying more effective against faster moving foes - scout and rogue. Causes PE loss and a trip attack. (has a bell alert)
You're feet get tangled on a wire.


Spike trap - affects non flying more effective against faster moving foes - Scout and rogue a small amount of Hp damage but also causes the foe to leave an (object) trail of blood (direction) in each room they move out of until they reach 100% HP. For simple tracking. (no other alert)
Some sharp spikes strike your legs <wound message>.

Spring foliage - affects flying only less effective against faster moving foes - scout only causes a flying foe to lose some PE (no alert)
Some foliage springs into your way.

Rogues are limited to setting traps in cities (not main roads)
Scouts are limited to wilderness as current snare.
Alertness lets you know if there is a trap you didnt spring.
Detect hidden lets you see trip wire and spike trap in a room.
Detect buried lets you see snares.
Spring foliage can been seen using detect hidden while not flying.


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