Not all classes get hunt - but most raiders WILL have it.
Usage: "Hunt <target>" will return one of the following:
1) Your Target is <direction> from here
2) "Unable to find a path" if there is no path exists, or there is a portal in the way.
3) No such mob exists (Keyword wrong, mob dead, or not in the area)
4) Your target/mob is gquesting
Nitty-gritties:
- Hunt will hunt the exact target, not the nearest one. (Eg. "hunt shop" = "hunt 1.shop")
- If there are 2 or more equi-distant paths, hunt wil return one randomly.
- Hunt will show paths through locked doors, even if no key exists.
- If you fail the Hunt % check, it will work as if you haven't got hunt (see below).
If you don't have hunt, and you DO try it, it will return one of the 4 values above!
- A randomly chosen direction from the available exits, which may or may not be correct.
- If it returns one of the other 3 responses, it is ACCURATE!
What raiders hunt:
In the hall:
- Shopkeepers/other mobs
- Clan members/defenders/traitors
- Raiders who are already in
In the maze:
- Clan guards
- Raiders who are marking doors/portals
- Jail sitters (see Sitting:step 4,brown arrows)
Positive & Negative hunting
- Positive: Hunting people where you want to go (eg shopkeepers)
- Negative: Hunting people where you don't want to go (eg jail)
Huntproofing:
Methods
Portals
- Simplest & commonest method
- Will return "unable to find a path" if it in the way
- Furthermore, they render "scan" useless.
- Wayfind is also useless as it will report only the general area (the clanhall), not the specific room.
- Every clan should have one just before the clanhall, and before a set of intermediate/end guards.
One-way exits
- Have one-way-forward exits
- These prevent mappers from hunting BACKWARDS to see where they come from
- Normal exits won't confuse experienced raiders, and will allow them to backtrack as well.
Equidistant rooms
- More tricky to implement and seldom used
- Based on the fact that hunt will return a random path chosen from the intermediate paths
- Useful in saving portals, but can only be used in limited situations, and often with locked doors.
Locked doors
- Another portal saving device, often combined with key-trapping(see later)
- Based on the fact that hunt disregards doors
- Can cause a raider to walk into a room, only to find they lack the key
- Best combined with equidistant rooms, so that random directions are returned.
- A good example is given under key-trapping
Example: Equidistant + Doors
NB:Explanation given under key-trapping.
But put yourself in the guard room hunting someone in the maze.