Poor choice of words on my part. It wouldn't destroy the defensive capabilities, but it would destroy the area boundary tactic.
I believe that at least one scenario was mentioned. Let's change your 8 cases to reflect the recall around area borders, the main one affected.
In this, it is assumed that the chaser has the brains not to actively search for a mark when they lose sight of their quarry between areas, or if they do, not more than a room or two down any particular fork. Because really? You're going to chase after someone, enter an area and you don't see them, and begin searching for a mark that might not be there at all? Again, if they're that concerned or suspicious that the quarry recalled, they'd start heading for the pit, not searching the area for confirmation.
Recalling from battle or a few rooms away, there would be no change from present.
Close (<1/2 area):
(Off path) A where confirms the recall. At a distance, the chaser would only know of the recall providing his quarry wasn't at an area border. If it was, the chaser likely checks the next area over, too. Chaser is left with 2 options, press forward or assume a recall. The quarry gains at least the time taken to reach the connecting area less the time to bury the mark off path and at best a 50% chance for the quarry to put some real distance between them with the potential to end the chase entirely.
(On path), As above except yes, it might save a where, unless the quarry is at an area border. If it wasn't, no change from the present. If it was, the quarry only gains the time taken for the chaser to reach the mark + hometown.
Medium (1/2 to 1 area):
(Off path) The summary is accurate. No real change from present. At worst, there's two options for the chaser, press forward or head back to quarry's recall. At worst, a 50% chance for the quarry to put more distance between them, less the time taken to bury the mark. At best, the chase to end here if the chaser chooses poorly.
(On path) Shows the biggest change were this implemented as it prevents turning the chase evolving into a distant chase, or ending outright. Upon crossing the area threshold, the chaser finds the mark and immediately heads back toward the quarry's recall. Like the close chase, the quarry only gains the time taken for the chaser to reach the mark + hometown.
Distant (>1 area):
(Off path) The summary here is accurate, no change from the present unless the chaser looks for a mark which would likely be a monumentally bad idea. Chaser doesn't know if or where the quarry recalled. Flip of the coin either way. Chase is all but over with this much distance between them, regardless of outcome.
(On path) As Case 6 except the chaser gains an advantage in that they know there was a recall and so they're able to continue the chase from a potentially known start point with at least one direction that their quarry would have not likely used.
--
This greatly helps the chaser if they find a mark immediately and didn't know if the target had recalled and has some way to exploit knowledge of the recall. This benefit lessens the chance of loosing the quarry entirely and minimizes the lead the quarry might acquire from this tactic.
Has a noticeable effect, even if the chaser isn't concerned with finding a mark.
Slightly helps the chaser in that it forces the quarry to go off path before recalling, however short that may be.
For all, the mark will severely hamstring this tactic. For the experienced chaser, it would all but negate it. Searching for a mark is actually a time-wasting trap. Don't spend time looking for a mark.
--
There are very few situations in which a chaser is more dangerous than the recall lag, ESPECIALLY when you are weakened from a fight, when you're an experienced PK'er.
I haven't been pit humped in years. Must be one of the lucky ones.
Last time I died at my pit, I recalled from battle and my opponent didn't. Turns out, we shared the same hometown. :cry:
3 hours ago, Celerity said:
Now what would be interesting is if people had ways of exploiting the mark, should they find it. Like following them through. Recalling in the room with a mark recalls you to that mark's recall point with extra lag. Now we'd have something very interesting for both offensive and defensive purposes.
First thing I thought of was Jumper. That would indeed, make things interesting.
And I did say something about recalling a pet to leave a false trail back in July.