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Johnny Wasabi wrote:This still leaves open the possibility that the mere passive presence of Rangers in a location could change the result of time-based events in a default way. So for example, say you leave behind a couple Rangers in town X while you take the main group to head off a major problem in town Y. The election could be influenced (or delayed) by the presence of the Rangers, even though you don’t control them.
So, yes, it’s a powerful mechanic, and I think it’s something we may adapt to the single-player focus of the game to further the effects of player choice on the unfolding story. Thanks again for your thoughts and suggestions.
BlackGauntlet wrote:I think the short of what Johny meant is that, if OP's idea is adopted, our split parties could Dum Dum Duum... TIME TRAVEL!
Also, if the maps could be integrated into something like Ultima 6 (just one large map) and turns MUST be taken by each party (with an option to "Skip 'X' Turns") and NPC every round, I think it could be done, couldn't it?

ButchinMelancholy wrote:I think this topic and the ideas discussed in it have a little to do with this also.
Johnny Wasabi wrote:There are still development trade-offs to consider, and ultimately it's not up to me, but the comments have got me motivated to advocate reconsidering the option.
Interesting to see that people aren't so hung up on perfect time lines and are willing to forgive some fudging to make it feasible to control a widely split party.

Johnny Wasabi wrote:Thanks, ButchinMelancholy. That was interesting. I like the idea of NPC persistence and encountering them again for good or ill. Some nice ideas on this thread since I last posted as well. Interesting to see that people aren't so hung up on perfect time lines and are willing to forgive some fudging to make it feasible to control a widely split party.
There are still development trade-offs to consider, and ultimately it's not up to me, but the comments have got me motivated to advocate reconsidering the option.
Teams A & B part ways at Munition Rock.
Clocks are synced at A08:00 B08:00.
Team A goes north to Bomb Gulch. Arrive at A09:30. They walk around and talk to the inhabitants for three hours (A12:30). Setting off the bombs accidentally, they destroy the town but stay for a while sifting through the wreckage to find hidden gold. Finally, they leave a devastated Bomb Gulch at A13:30.
Player decides to switch to Team B (B08:00).
Team B goes east to the Valley of Spiders. Arrive at B09:00. They have a huge fight with the Spiders which ends at B09:15. Short game time, but it took a long time in real time ...
So the player switches back to Team A (A13:30).
Team A goes panning for gold in the river several miles north of Bomb Gulch and stay there until A16:00.
Player gets bored with that and switches back to Team B (B09:15).
Team B is still badly wounded from the fight. They rest until B12:00, when their Perception skills allow them to evade a fatal random encounter. Deciding that this area is too tough for a smaller group, the player decides to reunite his teams. Team B heads northwest to Bomb Gulch, arriving at B14:30.
Since Team A left Bomb Gulch at A13:30, they have already been through here (and neither clock needs to be adjusted). Team B finds a destroyed town whose hidden gold has been thoroughly pillaged. They head north, leaving the town at B15:00.
The teams are almost reunited, but Team B makes another Perception roll and discovers the entrance to a buried laboratory. Foolishly entering, they fall through a trapdoor and the player is terrified. Team B spends many hours trying to find their way out of this "dungeon" like environment. This lasts until B22:00 with no end in sight.
Eventually the player decides that Team B needs help so he switches back to Team A (A16:00). Team A heads towards the laboratory but is delayed by a fight, so they do not arrive until A18:30.
Team A enters the same map as Team B at A18:30 B22:00. Team A's clock is bumped forward and they lose 3½ hours as the clocks are synced at A22:00 B22:00.
Team A is able to save Team B from being overwhelmed by the strange denizens of the lab! Hooray for happy endings!Team B explores the lab until B22:00 as above.
Eventually the player decides that Team B needs help so he switches back to Team A (A16:00). Team A heads towards the laboratory but is delayed by a fight, an encounter with a lawyer, and an interminable phone call from a Ranger's chatty stepmother, so they do not arrive until A23:30.
Team A enters the same map as Team B at A23:30 B22:00. In this case, Team B's clock is bumped forward and they lose 1½ hours as the clocks are synced at A23:30 B23:30.
Lucius wrote:Keep in mind though with that clock jump in your "alternate ending" you could have a character that was critically injured and die due to that jump in time forward. Let's say your best medic was in team A so there was no way to help him until they arrived, but you end up screwed by the clock. I would be upset by that.

Zombra wrote:Lucius wrote:Keep in mind though with that clock jump in your "alternate ending" you could have a character that was critically injured and die due to that jump in time forward. Let's say your best medic was in team A so there was no way to help him until they arrived, but you end up screwed by the clock. I would be upset by that.
Nah, the clock would jump, but the intervening time would not pass. The characters would not be assumed to be resting or whatever; they'd just reset their watches, so to speak. This is the "fudging" that Johnny Wasabi referred to.
So in your example, the medic would arrive just in the nick of time. Artificial, but dramatically appropriate and fun
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