fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • April 27, 2024, 11:31:26 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1]

Author Topic: Opening a forced encounter faster.  (Read 1510 times)

Opening a forced encounter faster.
« on: May 03, 2013, 03:08:54 pm »

Just some small quality of life feature.
We've already got an ability to disband an encounter or accept it in some cases, higher outdoorsman buffs this ability. Accepting/disbanding opens/abandons the encounter instantly.
My suggestion applies to the other case, where we are forced into an encounter. We then have to wait a few seconds before it opens. What if there was a countdown and during this time we could instatly open the map without waiting? Seems like nothing but on a larger scale it could surely speed things up.

Could even work without the turn-based/real-time choice, since we have ~combatmode for that. Just "Accept" or something like that.
Logged

Gimper

  • You gotta be kidding me... shoo shoo mighty hacker
  • Offline
Re: Opening a forced encounter faster.
« Reply #1 on: May 04, 2013, 06:56:07 am »

That totally defeats the purpose of "Forced Encounters". Otherwise they'd be called "Choice Encounters". Forget it, they will never change it.

Mike Crosser

  • Gambling: 60%
  • Offline
Re: Opening a forced encounter faster.
« Reply #2 on: May 04, 2013, 11:25:55 am »

When you fail.
« Last Edit: May 27, 2013, 11:44:13 am by Mike Crosser »
Logged
Re: Opening a forced encounter faster.
« Reply #3 on: May 04, 2013, 02:06:00 pm »

Please, read my suggestion again, both of you. Maybe you should ignore the pic this time.
Logged

Mike Crosser

  • Gambling: 60%
  • Offline
Re: Opening a forced encounter faster.
« Reply #4 on: May 04, 2013, 04:21:11 pm »

Fail
« Last Edit: May 27, 2013, 11:44:42 am by Mike Crosser »
Logged
Re: Opening a forced encounter faster.
« Reply #5 on: May 04, 2013, 06:39:26 pm »

The map loading part is the important part.
How it works now: We get a forced encounter. We wait 3, 4 seconds and then the map loads.
How it works after my suggestion is implemented: We get a forced encounter. We also get a button: Accept. If we click the button, the map loads instantly. If we don't, it loads after 3, 4 seconds.

The turn-based/real-time choice is optional.
Logged

Mike Crosser

  • Gambling: 60%
  • Offline
Re: Opening a forced encounter faster.
« Reply #6 on: May 04, 2013, 08:49:08 pm »

And fail again...
« Last Edit: May 27, 2013, 11:44:55 am by Mike Crosser »
Logged
Re: Opening a forced encounter faster.
« Reply #7 on: May 04, 2013, 09:54:58 pm »

Are you being sarcastic?
The suggestion doesn't affect what you mean at all.

If you still don't understand the suggestion, because it seems so:
it just lets us skip the part where the red lightning flashes(see pic).
Logged

Mike Crosser

  • Gambling: 60%
  • Offline
Re: Opening a forced encounter faster.
« Reply #8 on: May 04, 2013, 10:31:11 pm »

Are you being sarcastic?
The suggestion doesn't affect what you mean at all.

If you still don't understand the suggestion, because it seems so:
it just lets us skip the part where the red lightning flashes(see pic).

Hmm yes after rereading I've realised my mistake,welp sorry for that confusion.
But yeah I see your point,IMO the suggestion is still good,practical,chocolate,etc.

PS if this message appears twice
its due to my connection bugging out

Senocular

  • The Real Roleplayer
  • Offline
Re: Opening a forced encounter faster.
« Reply #9 on: May 05, 2013, 09:09:24 pm »

The red flashing lightning is canon.
Logged
Favorite forum posters:
Mike Crosser, the underground
Pages: [1]
 

Page created in 0.066 seconds with 18 queries.