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Any reason not to run?

Posted: Mon Apr 09, 2018 9:02 pm
by moomin
hey guys,

Does the game provide any incentive to walk? For instance, do you actually burn more NUs when running when compared to walking - or something? Any benefit at all to having a chilled walk over manically/unrealistically/immersion-breakingly running everywhere like a lunatic?

At the moment, I run everywhere and there doesn't seem to be a cost. I only walk at those moments when I want to create an immersive mood (fe: when approaching raider/bandit demands at my gates...lol)

It would be great if there was an actual game mechanic that encouraged and maybe made walking beneficial. Does the game do any such thing? It's hard for me to tell and someone might know the answer...so immah asking :)

Re: Any reason not to run?

Posted: Mon Apr 09, 2018 9:23 pm
by swillo
NO.
:D
The only time I walk is when I have slower units and I want to use a follow formation.

Thought I do like the idea of using up food faster. Since we don't have fatigue to worry about that would be a nice way to use the current game mechanics to make simulate it a little bit.

But honestly the map is SOOOOO huge, walking would take SOOOOO long it would probably get frustrating pretty quick.
Not that I would notice since most the time my guys are half injured and limping anyway. :D

Re: Any reason not to run?

Posted: Mon Apr 09, 2018 10:44 pm
by moomin
yeah, it's kinda a thing you immediately want in theory but might not want in practice ;) Like you say - the map is soooo huge walking is impractical most of the time.

However, if devs were careful maybe they could give walking some advantages. So, fe, maybe keep everything as it is now, only add: if a character is walking he uses less NUs and also maybe heals faster (so, maybe half current healing rate if character is running). Less NUs is obvious to imagine why. For the healing bonus, I would imagine that the character is able to tend more easily to his wounds than if he was running. (changing bandages, cleaning it a little, etc)

That way the game could add a little more strategy to movement overall, instead of as it is now where you just run all the time with no thought.

But yeah, would definitely need to be careful with implementing it :)

Re: Any reason not to run?

Posted: Tue Apr 10, 2018 1:01 am
by philthymcnasty
These are all great points. I do nothing but run, as there is no advantage for walking at the moment. So aside from a food usage bonus, and a healing bonus, there should also be an aggro bonus as well. If you are running you should attract every danger imaginable, and even aggro law enforcement.

Re: Any reason not to run?

Posted: Tue Apr 10, 2018 8:03 pm
by dirkleton
I mean, it'd be cool if characters needed to rest and sleep and running made them tire out quicker, for sure.

Re: Any reason not to run?

Posted: Wed Apr 11, 2018 9:03 am
by Sol Lignum
I have a strong deja-vu effect, and a feeling it has been discussed before in alomst the exactly same topic. Hm.

But while the game doesn't force you to walk anyhow, in a meantime, nobody's stoping you from switching from running for immerzionz either, i do it all the time :)

But some clever mechanism for penaltizing running a bit would've been a great addition. Just as you said, even a slightly higher NU burning for jogging and running.

Re: Any reason not to run?

Posted: Thu Apr 12, 2018 1:56 pm
by swillo
It would certainly have to be on a sliding scale. The more you run the stronger you get so the less it taxes you and the less NU's you would need.
As far as agroing people I don't think it should agro them, but they certainly should be able to see you better. Walking you are quieter and hard to hear and see. someplace between stealth and running full out in plate armor. :D

Re: Any reason not to run?

Posted: Fri Apr 13, 2018 3:40 am
by tkobo
I sneak all the time.I sneak right thru enemy bases....I sneak right across enemy regions....

While not exactly walking,its very useful.Cant outrun all those nasties your going to pass on your way back to base because your carrying your new training dummy to his new home ? Sneak.If they dont chase you,you wont have to outrun them

Re: Any reason not to run?

Posted: Sat Apr 14, 2018 4:36 pm
by Grimmrok
dirkleton wrote:
Tue Apr 10, 2018 8:03 pm
I mean, it'd be cool if characters needed to rest and sleep...
STOP RIGHT THERE, MISTER!

Re: Any reason not to run?

Posted: Thu Apr 26, 2018 5:34 pm
by bleep
Hi there :)

I don’t know if what I do is off-topic, but I use non-running for various production timing. An example is that I have members manually mining (I like having them labor… bahaha!) and others making iron plates, the iron plate members run at their jobs. For the member making steel bars, when they run, they deplete my iron plates. I used to weigh them down with backpacks of iron ore put into their inventory, to slow them down and build strength; my iron plate stock went up. So, when they got strong, I removed the weights and had them walk.

Re: Any reason not to run?

Posted: Fri Apr 27, 2018 1:29 am
by Kwikwilyaqa
Grimmrok wrote:
Sat Apr 14, 2018 4:36 pm
dirkleton wrote:
Tue Apr 10, 2018 8:03 pm
I mean, it'd be cool if characters needed to rest and sleep...
STOP RIGHT THERE, MISTER!
Yeah, please stop!

People seems to not understand that this kind of mechanic work well in games like Elder Scrolls or Fallout, but not in a squad based game. It's literally eight in-game hours of boredom every day creepily watching 30 characters sleeping - this is Kenshi, not a Voyeur Simulator... Not to mention that you gonna need to put 30 bedrolls, a tent and god knows what every single day if you are exploring. Then dismantle. Then repeat. By day 50 you put and dismantle 3000 times that shit, wasting 400 in-game hours (more than 16 in-game days - not to mention the time to put and dismantle stuff) doing absolutely nothing.