06-22-2018, 07:14 PM
Oh, yeah, whoops, my bad. I'll explain how the Spires version works to explain where I'm coming from.
In Spires, you can spend Energy (a resource everyone gets akin to SL2's Stamina) to be able to get a list of nearby people, then when a new person appears in their scouting range, they'll get the option to pursue the person and the person who triggered the alert will be told as such if the scouter chose to make good on that pursue. You'll slowly drain energy the longer you spend Scouting, so you can't just keep it up forever.
And since Spires has a pursue/flee system built into it, it uses that, and if the approacher fails to flee, they're locked in place so the scouter can reach them. Or well, they should be, but they're just told to wait. They'll usually get punted back by an admin if they ignore that.
How I'd imagine it'd work in SL2 is to just ping the scouter when new people enter their range, and maybe send a message to people who trigger it so they can choose to slow down if they're IC and feel like going with that.
It's meant to circumvent people bowling past you OOCly to avoid IC confrontation, since it only takes about 3-4 seconds to totally cross a person's screen and that person could be spending several hours in that one spot, odds are they don't have that much time to burn looking only at the SL2 window for all that time. But since SL2 doesn't have any sort of 'ur always IC' rule attached, it isn't as necessary a system, but it'd be helpful for situations where people will try to do this anyway, like a patrol at a gate or something. Or just ever noticing people finding your hiding spot/knowing when to tab back in.
In Spires, you can spend Energy (a resource everyone gets akin to SL2's Stamina) to be able to get a list of nearby people, then when a new person appears in their scouting range, they'll get the option to pursue the person and the person who triggered the alert will be told as such if the scouter chose to make good on that pursue. You'll slowly drain energy the longer you spend Scouting, so you can't just keep it up forever.
And since Spires has a pursue/flee system built into it, it uses that, and if the approacher fails to flee, they're locked in place so the scouter can reach them. Or well, they should be, but they're just told to wait. They'll usually get punted back by an admin if they ignore that.
How I'd imagine it'd work in SL2 is to just ping the scouter when new people enter their range, and maybe send a message to people who trigger it so they can choose to slow down if they're IC and feel like going with that.
It's meant to circumvent people bowling past you OOCly to avoid IC confrontation, since it only takes about 3-4 seconds to totally cross a person's screen and that person could be spending several hours in that one spot, odds are they don't have that much time to burn looking only at the SL2 window for all that time. But since SL2 doesn't have any sort of 'ur always IC' rule attached, it isn't as necessary a system, but it'd be helpful for situations where people will try to do this anyway, like a patrol at a gate or something. Or just ever noticing people finding your hiding spot/knowing when to tab back in.