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...additional exits, or exit strategy.

Posted: Wed Jun 15, 2016 5:21 am
by Berzerker Jay
So once you take refuge in a massive building, you're potentially trapped if anything has happened to take an interest in you. I tend to think architects may be conceiving of the benefits of a back door to larger buildings. A stormhouse or a small shack I can understand having one entrance, but the others?

It seems like a strategic element missing from the game.

Re: ...additional exits, or exit strategy.

Posted: Wed Jun 15, 2016 3:52 pm
by Sol Lignum
Yeah, and jumping through windows animation :)

Re: ...additional exits, or exit strategy.

Posted: Wed Jun 15, 2016 10:30 pm
by Berzerker Jay
Actually, jumping from a roof should be an option, too, though one that should definitely hurt (moderated by Toughness), as well as leave your character to get back to their feet.

I'm not sure if this would imbalance the game, but it certainly would add a humorous element when someone tries to escape the bandits by jumping down and accidentally breaking their leg.

Re: ...additional exits, or exit strategy.

Posted: Sun Jun 19, 2016 5:07 am
by LootedWhileAwake
Berzerker Jay wrote:Actually, jumping from a roof should be an option, too, though one that should definitely hurt (moderated by Toughness), as well as leave your character to get back to their feet.
I ran into this situation having my character escaped from a cage on the roof wall...it was basically teleportation since I escaped without going through a door. But I felt like I could have jumped down and not had to walk through the guards downstairs. There were plenty of them glitched upstairs but shh... they wouldn't of noticed.

Re: ...additional exits, or exit strategy.

Posted: Sun Jun 19, 2016 10:38 pm
by swillo
This has been a pet peeve of mine for many "3D" Games. There really is no "3D" element to the game play. In my old 2d games like jagged alliance, xcom, and all the old fashion games, I have dozens, you could open up a wall, crawl through a window, create an escape by anchoring a rope and climbing down it.

But for some reason when we went to 3d game engines all those cool options vanished. The models are too rigid and you can't dig through or blow open a wall. You can only enter or exit one way. You can't have two story walls with turrets on more then one level. You can't have destroyable walls and structures.

Heck xcom used to let you use a hover suit to fly around town two stories up, then fly up to the third floor and enter the window of a building. I would like to see that kind of ability in a "3d" game engine. Then I would be really impressed.

Re: ...additional exits, or exit strategy.

Posted: Mon Jul 11, 2016 2:41 pm
by Mattk50
kenshi's pathfinding has a lot of trouble with multiple gates and entrances to buildings... i question how well it would fare under worsening conditions.

Re: ...additional exits, or exit strategy.

Posted: Tue Jul 12, 2016 2:29 am
by Berzerker Jay
Well we're going to have to either fix those pathfinding issues or deal with that there are three entrances to a hive building.

Re: ...additional exits, or exit strategy.

Posted: Wed Aug 03, 2016 12:03 am
by Set
Or you can face the enemy and stand with honour!!

I don't know, if you are in a big building you can run in circles to give you enough time to reach the entrance/exit with no damage

an example:

Image