transferred most of scratch sheet to README
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@ -12,12 +12,13 @@ RenderTexture:
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Load Diff
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gcIncremental: 0
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@ -634,6 +698,7 @@ PlayerSettings:
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metroFTAName:
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metroFTAFileTypes: []
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metroProtocolName:
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vcxProjDefaultLanguage:
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XboxOneProductId:
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XboxOneUpdateKey:
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XboxOneSandboxId:
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@ -652,6 +717,7 @@ PlayerSettings:
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XboxOneCapability: []
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XboxOneGameRating: {}
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XboxOneIsContentPackage: 0
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XboxOneEnhancedXboxCompatibilityMode: 0
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XboxOneEnableGPUVariability: 1
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XboxOneSockets: {}
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XboxOneSplashScreen: {fileID: 0}
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@ -660,10 +726,7 @@ PlayerSettings:
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XboxOneXTitleMemory: 8
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XboxOneOverrideIdentityName:
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XboxOneOverrideIdentityPublisher:
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vrEditorSettings:
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daydream:
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daydreamIconForeground: {fileID: 0}
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daydreamIconBackground: {fileID: 0}
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vrEditorSettings: {}
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cloudServicesEnabled:
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UNet: 1
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luminIcon:
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@ -677,12 +740,22 @@ PlayerSettings:
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luminVersion:
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m_VersionCode: 1
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m_VersionName:
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hmiPlayerDataPath:
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hmiForceSRGBBlit: 1
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embeddedLinuxEnableGamepadInput: 1
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hmiCpuConfiguration:
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apiCompatibilityLevel: 6
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activeInputHandler: 0
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windowsGamepadBackendHint: 0
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cloudProjectId:
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framebufferDepthMemorylessMode: 0
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qualitySettingsNames: []
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projectName:
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organizationId:
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cloudEnabled: 0
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enableNativePlatformBackendsForNewInputSystem: 0
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disableOldInputManagerSupport: 0
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legacyClampBlendShapeWeights: 0
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hmiLoadingImage: {fileID: 0}
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platformRequiresReadableAssets: 0
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virtualTexturingSupportEnabled: 0
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insecureHttpOption: 0
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121
ProjectSettings/SceneTemplateSettings.json
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121
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"type": "UnityEngine.AnimationClip",
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{
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"userAdded": false,
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"type": "UnityEngine.Cubemap",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.GameObject",
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},
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{
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"userAdded": false,
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"type": "UnityEditor.LightingDataAsset",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.LightingSettings",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Material",
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"defaultInstantiationMode": 0
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{
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"userAdded": false,
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"type": "UnityEditor.MonoScript",
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"defaultInstantiationMode": 1
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},
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{
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"userAdded": false,
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"type": "UnityEngine.PhysicMaterial",
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"defaultInstantiationMode": 0
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},
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{
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"userAdded": false,
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"defaultInstantiationMode": 0
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"userAdded": false,
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"defaultInstantiationMode": 1
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"userAdded": false,
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Texture2D",
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},
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{
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"userAdded": false,
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"type": "UnityEngine.Timeline.TimelineAsset",
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"defaultInstantiationMode": 0
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}
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],
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"defaultDependencyTypeInfo": {
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"userAdded": false,
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"type": "<default_scene_template_dependencies>",
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"defaultInstantiationMode": 1
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},
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"newSceneOverride": 0
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}
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150
README.md
150
README.md
@ -5,12 +5,15 @@
|
||||
- [Shores of Solara](#shores-of-solara)
|
||||
- [Content](#content)
|
||||
- [Story](#story)
|
||||
- [Combat](#combat)
|
||||
- [Starting out](#starting-out)
|
||||
- [Inventory](#inventory)
|
||||
- [Opening](#opening)
|
||||
- [Systems](#systems)
|
||||
- [Inspirations](#inspirations)
|
||||
- [Combat](#combat)
|
||||
- [Inventory](#inventory)
|
||||
- [Fast Travel](#fast-travel)
|
||||
- [Miscelaneous Notes](#miscelaneous-notes)
|
||||
|
||||
***
|
||||
|
||||
### Story
|
||||
|
||||
In the heart of the Pacific Ocean lies a remote island known only as "Solara." It is a place that time forgot, a land untouched by the hands of any ruling government. But within its wild and untamed beauty, a fierce struggle for power, freedom, and salvation unfolds.
|
||||
@ -36,29 +39,8 @@ The stage is set, and the clock is ticking. To bring peace to the island and lib
|
||||
In "Shores of Solara," survival is not enough; to shape history, you must become a force of nature, an agent of change in a world teetering on the edge. The battle for power, the quest for redemption, and the pursuit of salvation converge in a gripping tale of courage, sacrifice, and the unyielding human spirit.
|
||||
|
||||
***
|
||||
### Combat
|
||||
After entering the unprotected zone, which starts at Zone 1, a player becomes invisible to others for a duration of two minutes.
|
||||
|
||||
As you venture closer to the center, the level difference of players you can engage in player-versus-player (PVP) combat with increases. For instance, in Zone 30, you can engage in PVP with players who have a level difference of up to 30 levels.
|
||||
|
||||
To clarify, if you are in Zone 30 and your character is level 45, you can engage in combat with any player whose level falls within the range of 15 to 75. Players outside of this level range will not appear on your screen unless they are part of your party. In such cases, the level range is determined by the highest level player in your party.
|
||||
|
||||
Initiating PVP action will give you a "WANTED" status. When you come within one mile of another player with a "WANTED" status, you will receive a radio call alerting you to be on the lookout for a wanted PMC (Private Military Contractor) in the vicinity.
|
||||
|
||||
Players who acquire the "WANTED" status will retain it for a duration of 30 minutes from their last shot fired at another PMC. Being "WANTED" makes a player visible to anyone, regardless of the level difference.
|
||||
|
||||
If a player dies while marked as "WANTED," they will drop all their possessions. However, if they die without the "WANTED" status, they will retain the items stored in their secure and medical pockets, along with their most valuable weapon.
|
||||
|
||||
Additionally, when a player dies and drops their items, they have 30 minutes to return to the spot where they died to retrieve their items. However, during this time, these items can also be picked up by other players. If another player picks up these items, the original owner will not be able to retrieve them. If the items are not picked up by anyone within 30 minutes, they will despawn from the map.
|
||||
|
||||
In the event that items despawn, the player can buy them back from an NPC for 3/4 of the base full value of the items.
|
||||
|
||||
**add**
|
||||
- If level difference for pvp is out of range for 2 players, then they will be invisable/ghost to eachother and can not damage one another.
|
||||
- melee is 1 hit kill in back, 2 hit kill anywhere
|
||||
|
||||
***
|
||||
### Starting out
|
||||
### Opening
|
||||
|
||||
Welcome to "Shores of Solara," (SOS) where your journey begins with a crucial decision. As you step onto the untamed shores of this remote island, you must choose your path by aligning with one of three distinct factions, each closely tied to a safe city within Solara.
|
||||
|
||||
@ -75,27 +57,20 @@ The journey beyond the safety of the city walls is not for the faint of heart. T
|
||||
To prepare you for the challenges ahead, you'll be briefed on the mechanics of death in Solara. Your fate upon death depends on whether you are marked as "WANTED." Should you fall in battle while bearing this infamous status, you will forfeit all your possessions. However, if you meet your demise without this label, your most prized items will remain safe in your secure and medical pockets.
|
||||
|
||||
The island of Solara is teeming with opportunities and secrets waiting to be uncovered. Should you find yourself unsure of your next steps, simply ask around. There are countless individuals on this island who are more than willing to trade favors for assistance, turning every interaction into a potential stepping stone on your path to redemption and power. The world of "Shores of Solara" is your oyster, and your choices will shape its destiny.
|
||||
|
||||
***
|
||||
### Inventory
|
||||
|
||||
- todo: a description of the inventory system
|
||||
- right click hold drop one from stack per slot, left click drag to split stack evenly among slots
|
||||
-
|
||||
- make a dot crosshair when close to an item and pickup item comes up when the crosshair is within the pickup ranges looking at the item
|
||||
- right click fill bag on containers like materials bag and tool belt
|
||||
- while a stack or item is picked up: right click drops/equips one from the stack. left click drops the whole stack. if no stack is held right click brings up menu
|
||||
- when loaading ammo: If you hold a stack of ammo and hover over a mag, right clicking will load one in the mag, - left click will load the whole stack one by one, (instantly in safe city)
|
||||
- cells should all be measured in length width hieght LWH
|
||||
-
|
||||
***
|
||||
### Systems
|
||||
|
||||
todo: oraganize these into their own sections
|
||||
|
||||
- crafting
|
||||
- weapon building
|
||||
- reloading
|
||||
- med crafting (lab)
|
||||
- materials (workbench)
|
||||
- ammo (reloading)
|
||||
- weapons (workbench)
|
||||
- equipment (sewing bench)
|
||||
- cooking (kitchen or campfire)
|
||||
- Fishing Minigame
|
||||
- inventory
|
||||
- money
|
||||
- Character starts with 5,000,000 Sats
|
||||
@ -112,9 +87,32 @@ todo: oraganize these into their own sections
|
||||
- vaulting
|
||||
- energy
|
||||
- hydration
|
||||
- progression
|
||||
- NPCs
|
||||
- Hostile
|
||||
- Scavenger
|
||||
- PMC
|
||||
- Passive
|
||||
- Trader
|
||||
- Funa
|
||||
- Mammal
|
||||
- Wolf
|
||||
- Bear
|
||||
- Deer
|
||||
- Squirrels
|
||||
- Racoon
|
||||
- Fox
|
||||
- Opossum
|
||||
- Bird
|
||||
- Eagle
|
||||
- Reptile
|
||||
- Aligator
|
||||
- Snake
|
||||
- Fish
|
||||
- Bass
|
||||
- Bees, other insects? swarm ?
|
||||
- **Progression**
|
||||
- death / combat? described above
|
||||
- health
|
||||
- **health**
|
||||
- tasks
|
||||
- npc
|
||||
- item retrieval
|
||||
@ -135,9 +133,67 @@ todo: oraganize these into their own sections
|
||||
- His location will determine where he can fast travel to from there (see map)
|
||||
- when spawning into an area, you spawn out of sight from any other players you and everything else is invisible for 10 second timer
|
||||
|
||||
***
|
||||
|
||||
### Combat
|
||||
|
||||
After entering the unprotected zone, which starts at Zone 1, a player becomes invisible to others for a duration of two minutes.
|
||||
|
||||
As you venture closer to the center, the level difference of players you can engage in player-versus-player (PVP) combat with increases. For instance, in Zone 30, you can engage in PVP with players who have a level difference of up to 30 levels.
|
||||
|
||||
To clarify, if you are in Zone 30 and your character is level 45, you can engage in combat with any player whose level falls within the range of 15 to 75. Players outside of this level range will not appear on your screen unless they are part of your party. In such cases, the level range is determined by the highest level player in your party.
|
||||
|
||||
Initiating PVP action will give you a "WANTED" status. When you come within one mile of another player with a "WANTED" status, you will receive a radio call alerting you to be on the lookout for a wanted PMC (Private Military Contractor) in the vicinity.
|
||||
|
||||
Players who acquire the "WANTED" status will retain it for a duration of 30 minutes from their last shot fired at another PMC. Being "WANTED" makes a player visible to anyone, regardless of the level difference.
|
||||
|
||||
If a player dies while marked as "WANTED," they will drop all their possessions. However, if they die without the "WANTED" status, they will retain the items stored in their secure and medical pockets, along with their most valuable weapon.
|
||||
|
||||
Additionally, when a player dies and drops their items, they have 30 minutes to return to the spot where they died to retrieve their items. However, during this time, these items can also be picked up by other players. If another player picks up these items, the original owner will not be able to retrieve them. If the items are not picked up by anyone within 30 minutes, they will despawn from the map.
|
||||
|
||||
In the event that items despawn, the player can buy them back from an NPC for 3/4 of the base full value of the items.
|
||||
|
||||
**add**
|
||||
|
||||
- If level difference for pvp is out of range for 2 players, then they will be invisable / ghost to eachother and can not damage one another.
|
||||
- melee is 1 hit kill in back, 2 hit kill anywhere
|
||||
|
||||
***
|
||||
### Inventory
|
||||
|
||||
- todo: a description of the inventory system
|
||||
- right click hold drop one from stack per slot, left click drag to split stack evenly among slots
|
||||
- make a dot crosshair when close to an item and pickup item comes up when the crosshair is within the pickup ranges looking at the item
|
||||
- right click fill bag on containers like materials bag and tool belt
|
||||
- while a stack or item is picked up: right click drops/equips one from the stack. left click drops the whole stack. if no stack is held right click brings up menu
|
||||
- when loaading ammo: If you hold a stack of ammo and hover over a mag, right clicking will load one in the mag, - left click will load the whole stack one by one, (instantly in safe city)
|
||||
- cells should all be measured in length width hieght LWH
|
||||
|
||||
***
|
||||
|
||||
### Fast Travel
|
||||
|
||||
**A player can only innitiate fast Travel once every 30 minutes**
|
||||
|
||||
1. Travel from any Safe City to another Safe City:
|
||||
Safe Cities are designated as secure and well-connected locations, allowing travelers to easily journey from one to another without restrictions. This provides a convenient and safe means of transportation between these urban centers.
|
||||
2. Travel from any City to the nearest Safe City:
|
||||
If you find yourself in a City and wish to reach a Safe City quickly, you have the option to fast travel to the closest Safe City. This facilitates efficient travel for adventurers seeking refuge or resources.
|
||||
3. Travel from any City, Safe City, or Town to the nearest City, Safe City, or Town:
|
||||
In urban environments like Cities and Safe Cities, as well as in smaller settlements like Towns, you can fast travel to the nearest location of your choice within the same category. This versatility allows you to adapt your travel plans to your immediate needs.
|
||||
4. Travel from any Town to the nearest Safe City, City, or Town:
|
||||
For those journeying from Towns, there is the flexibility to fast travel to the closest Safe City, City, or Town. This broadens your options when departing from less populated areas.
|
||||
5. Exemption for Safe Cities:
|
||||
A unique exception exists for Safe Cities. After fast traveling to a Safe City, you have the privilege to fast travel from that Safe City to another location immediately or at any time in the future. This exception acknowledges the exceptional security and infrastructure within Safe Cities.
|
||||
6. Discovery Requirement:
|
||||
To utilize fast travel, you must have previously discovered the destination you wish to reach. This means that you must have visited and become familiar with the location before you can fast travel to it.
|
||||
7. Specific Travel Permissions by Settlement Type:
|
||||
Village to Village or Town: If you are in a Village, you can fast travel to another Village or Town, making it easier to explore nearby settlements.
|
||||
Town to Safe City, City, Town, or Village: Travelers in Towns have the flexibility to choose from various destination types, accommodating a range of travel goals.
|
||||
City to City or Safe City: For those within Cities, fast travel options include traveling to other Cities or Safe Cities, reflecting the connectivity of these bustling urban centers.
|
||||
|
||||
***
|
||||
|
||||
| Weight | Status | Effect |
|
||||
| -------- | -------- | -------- |
|
||||
| 60-79.99 | Heavy Load | you make more noise `25%`, reduced jump height `50cm`, stamina drain increased `50%`, fall damage increased `5%`, movement speed decreased `25%` , walking drains your stamina.|
|
||||
@ -145,6 +201,14 @@ todo: oraganize these into their own sections
|
||||
| 110-150 |Critical Overweight | movement speed decreased `75%` ; energy drain increased ; turn speed reduced, max stance height reduced |
|
||||
|
||||
***
|
||||
##### Inspirations
|
||||
|
||||
|
||||
##### Miscelaneous Notes
|
||||
|
||||
- Havenbrook based on Fallador, Survivalists safe city based on ardougne, Ravens safe city based on varrock.
|
||||
- various towns and villages roughly scaled from rs towns barb village, draynor ...
|
||||
- Fauna drops food
|
||||
- deseases from wilderness or bad or uncooked food
|
||||
- birds drop feathers that can be used for fishing
|
||||
- snake skin, aligator skin (luxery barter good)
|
||||
- mamals are a good source of leather. pelts must be broken down
|
||||
|
Loading…
Reference in New Issue
Block a user