Board Thread:Suggestions forum/@comment-25841881-20151102005534

This suggestion is meant to build off of one of my previous suggestions. Now that you have read that, I can begin my explanation of this idea. In addition to fast traveling parties, I have a few more fast-traveling suggestions.

Fast Travel Stillness Time

Currently, as long as you can stay still for 10 seconds and not get hurt, you can fast travel. That can cause difficulties and annoyances during times when you are simply traveling, not running, and cause annoying escapements of people due to the fact that they see you before you have a chance to damage them. I think, that to solve both problems, we could make it so that the normal staying-still time is reduced to something around 5. To prevent players from abusing this as an easy-escape from death, it will be increased, and decreased, by certain factors. All of these only take effect when you are not currently fast traveling. Your fast travel staying-still time, or fast travel stillness time, would be passively reduced by about.

1 seconds every 10 ticks, provided it is above the default of 5. Dying would automatically set that value back down to 5 seconds.

Presence of a nearby(30 blocks) NPC currently hostile to you would raise it by .5 seconds every 20 ticks. Presence of a nearby(50 blocks) player, possible with differently themed alignment/title, would cause it to increase by 1 second every 30 ticks. To prevent this from causing your friends to prevent you from fast traveling, you would have a new option in your ME options menu, which would open a banner-like list GUI. You would be able to add new players, or new alignment standards, to that list, and players on it would be unaffected by your aura of negative fast travel ability. Oppositely, you could take a pacifist view and invert that list, and ONLY players on that list would be affected by you, allowing you to not prevent most people from fast traveling, and only mark a few targets to be affected.

Also, every 1 damage you take would increase your fast travel stillness time by .5 seconds.

Every 4 damage you deal to an entity capable of dealing damage back would prevent other factors from increasing your fast travel stillness time for 25 ticks, this 4-damage count being reset every 20 ticks. Any time you kill a player who does not affect your fast travel stillness time, you would gain 20 seconds on your fast travel stillness time(Karma!).

Any time you damage a player whose fast travel stillness time is not affected by you, they would be affected by you for an 800 tick span.

Any time you damage a player who does not affect your fast travel stillness time, they would affect it for a 1600 tick span(Karma, again!).

Whenever you are trying to FT, but your fast travel stillness time is being increased, it would wait 3 seconds, then stop you from fast traveling, and decrease your fast travel stillness time by 6 seconds.

This would allow players to prevent you from fast traveling by being near you, but still allow you to escape if you kept trying.

Any time a new factor started passively influencing your fast travel stillness time, it would cancel your current fast travel.

Also, when a player-launched projectile(Arrow, bolt, spear, etc.) lands within 5 blocks of you, your fast travel stillness time would instantly be increased by 2 seconds.

Finally, fast travel stillness time would have a cap of around 60 seconds, to prevent people from having to wait too long to FT, simply because they got surrounded by an invasion.

Traveling With Mounts As is, there is no benefit to fast traveling with a mount, except for that it comes with you. I believe that a few changes to this would be good. First off, while fast travel stillness time is fresh in your mind, I will cover how it is integrated with that.

When you are riding a mount, fast travel stillness time is automatically halved, in effect not value, when you try to fast travel. There is a downside to this. Any player-related fast travel stillness time increases(i.e. nearby enemies, taking damage) would have a doubled effect, so they would increase your fast travel stillness time by twice as much.

When you fast travel on a mount, your cooldown time would be set to (WAYPOINT COOLDOWN TIME)/(MOUNT SPEED/4.3)

Additionally, to prevent this from being overpowered, mounts would have a negative effect on cooldown time reduction. The game would calculate how much to reduce it by like normal, but it would then reduce it by half of that. To prevent this from creating odd anomalies where players are unable to reduce it to the minimum cooldown time, it would check if the reduction would set it to less than the minimum time, like normal, except then, if it would, it would check to see if the cooldown time was the minimum time, and if it wasn't it would set it to the minimum time.

Party Changes and Integration I believe I made a few mistakes on my Localization Changes Fast Travel Parties. I also have to explain how they would work with the changes listed here.

Right now, I have it saying that you would always be told someone was joining your fast traveling. I believe that it should only tell you if you have your fast travel partying on, so that players hijacking your fast traveling can come with you undetected. Also, I believe that if you influence their fast travel stillness time, or they influence yours, their name wouldn't be shown regardless of whether you have parties on or off. This would allow hijacking of parties.

Parties with more than 4 known travelers(as in the initiator of the fast travel and the displayed names) would have their traveling slowed down to (1+[KNOWN TRAVELERS-3]/8)*(INITIATORS WAYPOINT COOLDOWN TIME)

Any hijackers would have a chance to get lost and be dropped off somewhere along the way to the waypoint. The chance would be determined by something similar to (INITIATOR FT TIME-HIJACKER FT TIME)/(INITIATOR FT TIME)*([NUMBER OF MOUNTED PARTY MEMBERS*2{*1 if there are only mounted members}+NUMBER OF DISMOUNTED PARTY MEMBERS]/3+1) If they do get dropped off, then they would be teleported to the surface at a random spot from .5(1-CHANCE OF BEING DROPPED OFF) to 2(1-CHANCE OF BEING DROPPED OFF).

Parties would be arranged by relative X and Z locations when they arrive at the waypoint. The leader/initiator would be sent directly to the waypoint, and the others would be teleported to different locations depending on where they were compared to the leader before fast traveling. If they were 25 blocks behind, they'd be 25 blocks behind. This would also apply to any hijackers, but they'd be sent to a random spot from .75*DISTANCE TO LEADER to 2*DISTANCE TO LEADER.

The party fast travel stillness time would be set to the highest out of all of the party members.

If all of the party were mounted, it would function like normal mounted fast travel, but with more people, and using the slowest speed of mount to calculate the cooldown time.

If only some of the party were mounted, it would function as if they were all dismounted. The players that are mounted would have their cooldown time decrease by two jumps, instead of one.

If all of them are mounted, then the ones with a mount at least twice the speed of the minimum mount, which is used to calculate cooldown time, those ones would have their cooldown time decrease being normal, instead of the normal mounted halving.

Thanks for reading! 