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Bloodsea navigation

Posted: 30 Jun 2022 17:02
by Drazson
Hello all,

Following a discord discussion I suggest enabling everybody to move in the bloodsea using the usual directions <n>, <north> and numpad accordingly. There might be different commands like <order> and <sail> but I see them only being in the way of being able to navigate normally.

Cheers

Re: Bloodsea navigation

Posted: 01 Jul 2022 00:48
by Tapakah
Drazson wrote:
30 Jun 2022 17:02
Hello all,

Following a discord discussion I suggest enabling everybody to move in the bloodsea using the usual directions <n>, <north> and numpad accordingly. There might be different commands like <order> and <sail> but I see them only being in the way of being able to navigate normally.

Cheers
In Tinyfugue we used to do:

Code: Select all

/def sneakon = alias n sneak north%;alias s sneak south%;alias w sneak west%;alias e sneak east%;alias ne sneak northeast%;alias nw sneak northwest%;alias se sneak southeast%;alias sw sneak southwest%;alias d sneak down%;alias u sneak up%;/echo ===== SNEAKING ======
/def sneakoff = unalias n%;unalias s%;unalias w%;unalias e%;unalias ne%;unalias nw%;unalias se%;unalias sw%;unalias u%;unalias d%;
Can't similar thing be applied to sailing?

Re: Bloodsea navigation

Posted: 01 Jul 2022 08:45
by Drazson
If it's assumed that people will "alias out" of the commands they're supposed to be using - and indeed it's not bearable to go around with them - why have the commands in the first place besides the fact that somebody went out of their way to implement them? If it is a problem (and I suggest it is, since people that actually use <order/sail east> seem to not exist) isn't it correct to suggest a fix instead of a workaround? (Even if some kind of fishing needs to be taken care of first)

Re: Bloodsea navigation

Posted: 05 Jul 2022 15:24
by Quantum
I think I will question Tapakah further on this one.

If we are expected to make a group of triggers we can activate when sailing, then what is the purpose of making travel harder? What's the point?

Q

Re: Bloodsea navigation

Posted: 05 Jul 2022 20:59
by nils
Realism!

Re: Bloodsea navigation

Posted: 08 Jul 2022 06:38
by Tapakah
Realism has nothing to do with that, and the sarcasm, as usually, is misplaced.

Standard room directions are embedded deeply in the room code. It's much simpler to implement the non-standard movement via 'sail' than via redefinition of the standard exits. The difference, I think, is even bigger, when trying to catch non-existing and conditional directions.