jcmcbeth / Planets

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Hail improvements #23

Open jcmcbeth opened 3 years ago

jcmcbeth commented 3 years ago

You should be able to hail effectively when there are multiple hotel rooms in an area. I would think that if there are multiple it should function like do_land sort of does. It will provide you with all the options and you pick one as an argument.

Maybe to preserve the current functionality hail goes to the first hotel in the area by default when no arguments are provided. This being an arbitrary selection that is consistent. If you were to implement a method to where it goes to the closest one it could appear to be inconsistent and they player may not know which one is closest so they may not know what to expect.

Then we could add a 'hail list' or 'hail destinations' that can provide you with the possible options.

Another potential improvement is to base the cost on the distance the player is from the hotel. This could be very simple or very complicated depending on how you want to do it.

Hail is such a great quality of life feature but it does lack "realism", so is there a balance there? Should it be limited? Should it cost more?

I would like to see hail not work with hotels on disconnected graphs for the particular reason that I want the newbie area to have a hotel that is only accessible from the newbie area and this would be a way to implement that. Although I could just put the newbie academy in another area.