So I've been playing a lot of Civ 5 lately, and it occurred to me to drag up the idea of Terrain impacting movement, again.
I think it would make things far more immersive, interesting, and dynamic, if things like hills, mountains, forests, jungles, and so on, impacted movement speed, and/or if roads allowed for slightly faster travel.
This has been mentioned in the past, but I have a suggestion that makes it somewhat better than simply granting or penalizing moves (although this could be part of it).
The core concept is adjusting the "hasty" timer based on the terrain modifiers of the room you enter. Thus, you can still only move twice at a time, but you'd be able to move sooner on a road, or significantly slower, through jungle or mountains, etc.
Suggestion: ("movement time" is the amount of time until you can move again without getting the "hasty message")
Roads: -25% movement time, and ignore forest, desert, and water terrain modifiers.
Forest: +20% movement time
Marsh/Swamp: +20%
Hills/Desert: +20%
Water: +33%
Jungle: +33% (halved if a road is built)
Mountains: +50% (halved if a road is built). Alternatively, have movement through mountains/jungles expend movement (like Dash) unless on a road.
A config option could be easily added to show when this delay takes place (which would help significantly in adjusting mapper/autowalking routes).
This would make construction/maintenance of roads far more interesting and important, and would make travel and combat far more immersive and dynamic. The system would also be pretty simple to implement, albeit would require some minor adjustments to the game engine's movement timer system.
3
Comments
Kinda like river currents...
Roads would make it faster to travel, overall, and various Survival or class skills could reduce, negate, or even improve various terrain travel speeds. Sentinels, for example, might get a 25% increase in travel through forest and jungle environments, and Dwarves might ignore hill/mountain terrain.
The idea isn't to slow down travel in general, it's simply to create a spectrum of travel speed instead of a constant 2 moves per second. You could easily increase travel speed overall, but add delays to various terrain types, which would make caring about terrain and geography actually slightly important.
Worth mentioning that a 10% or 25% increase isn't that big of a deal. You're talking about 1.1 seconds to move twice instead of 1.0 seconds. It's not enough to dramatically change anything but it's enough to make them relevant.
Edit: I want to acknowledge that idea comes from you having a playing experience elsewhere and genuinely wanting to add something you enjoy in Achaea. I hope I didn't sound like I was discounting your opinion of that in any way.
Album of Bluef during her time in Achaea
I cannot begin to share the depth of my loathing of walking let alone the level of hell I would be in if movement restrictions were expanded. In fact, it would pretty much be the nail in the coffin for my continued playing.
Results of disembowel testing | Knight limb counter | GMCP AB files
But this. IS. ACHAEA! *kicks into pit*
I could see a case being made for the idea inside cities and on certain battlegrounds. If we had a battleground ala nishnatoba with varying terrains. it could be pretty fun.
If nothing else, I don't see why roads couldn't increase movement speed. Perhaps 1 extra movement per "hasty" if all of your moves were on a road.
Just because something might sometimes be annoying doesn't make it "bad". Running out of herbs is annoying. Not having every artefact in the game is annoying. Being dead is annoying. Encouraging avoidance of "annoying" things, or of actively seeking positive results, in the game (and in life) is called incentivization, and results in a rich, reactive world, instead of a linear, boring one.
It also adds some complexity to the game, ideally at the right amount that it makes things more fun, without being a nuisance. Achaea is one of the more complex games I've experienced, which is, undoubtably, what I like about it the most.
If I wanted a simple, monochromatic, linear game, I'd play WoW, or various other "simple" MMOs. I prefer the challenge of having to think of many, many things at once, and developing my skills to the point where I can effectively incorporate all information at hand into a competent strategy. So far, game geography has been virtually ignorable, with the exception of indoor/outdoor vs jesters/occies, and harvesting. I see absolutely no reason in a game where massive amounts of detail that already exists, that it should be utterly pointless, and only serve as a backdrop for optional roleplay. If your character is walking through a mountainous jungle, it should be slower than traveling on a flat highway. Saying otherwise, at risk of sounding like a jerk, is pretty much just laziness speaking.
Album of Bluef during her time in Achaea
This idea is a really good idea in theory but I think in practice it would lead to some problems. The first is I think it might make Achaea more frustrating to true newbies by delaying movement and making it harder to run away from monsters, and I vividly remember being one and being a true newbie was brutal. Anything that drives away new blood probably is not good, and I think this might be in that category.
A similar problem is with combat for advanced players -- I think a lot of people get frustrated when their controls lock/don't respond for some reason. Being killed because you got jumped in a mountain range and couldn't escape fast enough will make people angry. Especially if the opponents had movement penalties nullified due to arties and you didn't.
Then moving into that, you have the artie factor... I would guess if this was implemented people could dodge the penalties by using winged steeds that are Collared and Rings of Flying. Or, something like Landstrider Boots, which would eliminate the delays. So you get the resentment factor as non-artied people get angry because they have movement delays where the artied crowd does not.
A lesser but still valid problem is that assembling for something important might be impacted. Something like a ritual to a God or Goddess probably wouldn't be because typically you'd have powerful players using stuff like Deliverance to help people come there, or simply the God or Goddess summons the stragglers. But there might be times when people don't have access to that, and having to wait an extra 20-40 minutes because the person is in the boondocks on Meropis and slowly dragging back... yeah.
Again, I am not saying the idea is shit because it adds a lot of realism. It just worries me that this sort of realism will hinder player fun rather than add to it. Achaea is already a very complex game with a steep learning curve. Hindering mobility might therefore not be a step in the right direction.
That's all irrelevant, anyway, clearly we'd bring back the Church to build the new highways, and they'd probably contract the dwarves to do the actual work.
Results of disembowel testing | Knight limb counter | GMCP AB files
@Addama
Album of Bluef during her time in Achaea
Movement reduction via terrain (other than rubble and other factors that already make movement crappy) would be interesting to have, but would probably end up being a pain in the figurative butt rather than engaging (hello, rivers).
Now, a movement speed BUFF to certain terrains (like the aforementioned roads) would be nice. And if the current speed were to be the slowest (or at least relatively slowest) speed then I would support the idea.
In short - Nice idea, but implementation would be nothing more than a pain if not done right.
according to wikia - horse's max achieved speed is at 43.97 and the airspeed for a golden eagle is 200 mph. Of course, there is no logic in achaea, however, i want get somewhere faster in air in the wilderness.
Atavians = Awkward bastards with arms and legs and a body and oh gods how are you even flying?