Teleport Changes!

You'll find all the important updates, news, and announcements here.
Post Reply
Sn0wfa11
Posts: 308
Joined: Tue Apr 01, 2014 5:51 pm
MC name: Sn0wfa11

Teleport Changes!

Post: # 11331Post Sn0wfa11 »

Hi guys! Brief update on something in the lore. This is not intended as a rebuke to anyone, but it is a change we felt it was necessary to make. Here goes!

Currently, while there are limits to the range a pixelmon can teleport and the number of beings it can bring with it, there are no limits on the frequency at which, nor the location to which, one can teleport. This presents two problems in rp.

The first of these is a massive ‘first mover’ advantage, in theory, one in which an unseen adversary could easily strike a debilitating blow against a target and harm them beyond the point where retaliation is possible feasibly- while this would be powergaming and has not been abused recently, it is nonetheless a potential problem, especially inasmuch as IC presumably characters have and could be aware of this obvious problem even if it fails, thanks to OOC rules and y’all following them, to be actualized.

Second, and more importantly, teleport enables easy response and escape. What does this mean? It’s completely understandable to use teleporting pixelmon to hastily receive assistance from, say, the police, or combat-oriented characters, especially if your character is young, or weak. I’ve certainly done this. That said, it creates an unfortunate problem. Right now, and going forward, we’d like to be able to have multiple varieties of antagonism, so that everyone can participate. It’s sometimes wonderful to have a strong antagonist who can take on much of Toro at once. Other times, it’s wonderful to have incompetent goons rob a bank and a 10 year old stop them with level 30 pixelmon- because this is that kind of setting, and that’s enjoyable rp for many people. To put this another way, we wish to be able to adjust difficulty and (perhaps more importantly) tone of events and mini-events to characters who might appear.

This is disrupted by teleport currently: any time anything happens, not only is it easy to obtain help, but many strong characters have various ways of quickly receiving word of events independent of those present asking for assistance. Again, this too, is understandable- but it does preclude difficulty and tone adjusting in certain circumstances. We’d like to fix this.

Thirdly and finally there are associated combat problems with teleport.

We’re changing how this move works. Here’s how, and what it’ll mean. First, these changes are not a clarification, but an outright change, and accordingly, something your characters will be aware of. In short, teleport worked one way yesterday, and works differently today. You’re welcome to react to this, and there are IC reasons why this is now true. We’ve done it this way both because we have an IC reasoning and thus ought use it but moreover because this is a sufficiently sizable change to necessitate doing it in this way.

The changes are as follows. Functionally, teleport is now limited by location. It functions in much the same way that it does in the games (Teleport brings you to a Pixelmon Center, one you were last at) but with the addition that ‘anchor’ locations, if you will, places you can go, need not only be Pixelmon Centers. To put it better then, Teleport now works like /home. A pixelmon may arrange a location previously to teleport to, by doing psychic things associated with Teleport while physically present at the anchor location. Teleport is now a one way move that brings the pixelmon and those it brings with it to any of several anchor points previously established by that pixelmon. It cannot go elsewhere. These ‘anchor’ points are limited in number, like /home is- if they were not this change would mean relatively limited. Considering you will soon be able to obtain access to additional homes in the plugin, this is neatly symmetrical with what you can OOCly do anyway.

TL;DR We’re changing teleport. It is now a one-directional teleport to a previously established anchor point. This can be done through the ordinary /home function in minecraft. This change in teleport’s function is an IC occurrence, one your characters are welcome to notice and comment on. If you have any questions, ask us, or leave them as a response to this post.

Furthermore, Teleport's range is now a flat 2000 'blocks' (meters, but also not given Toro's weirdness with length scale on a macro level) for all pixelmon, independent of level.

Lastly, a pixelmon can 'know' up to two of these 'anchor points' at any one time. They require preparation that takes approximately several hours, and thus cannot be set up on the spot in a pinch.

The Psychic lore page will be updated to reflect these changes soon.
Image
Post Reply

Return to “News and Announcements”