I have been thinking lately about an aspect of the game that I find slightly irritating. Two characters traveling toward each other on a road, its a common thing. However, its slightly broken in that unless we as players stop and scan the direction we are walking between movements we can not "see" what or who is coming down the road. In real life this would not happen, we tend to watch where we are headed. I offer that we could add a bit of autoscan to movement. Where when a man walks north, he sees the new room, and is offered a brief description (one line) as to what lays further in that direction, and let the system do a quick scan and add "Soandso" is on the road. As opposed to an entered scan command the autoscan would not tell you how far down the road "Soandso" is, but would allow you to know someone is coming down the road. This would take a lot of time, the autoscan may be a fairly easy trick for E to figure out, but the "what lies in this direction" tag would have to be applied to every exit. All I know is I hate passing people on the road before I even know they were on the road and would love to see it changed somehow.
Autoscan
Excellent suggestion.
Dramatically affects PK and being able to get the jump on someone. You should have a general idea of who is in the area and WHERE they are, already.
Maybe turn the scout skill into something like this.
Yes this affects PK.
But, it affects both sides. It gives a casual traveler not involved in battle the advantage of foresight. Supports the innocent's ability to react to an oncoming foe. Call it a defensive change.
Likewise, it aids the murderous chaser following their fleeing target. You would not need to look WHERE he had gone until he disappeared in front of you during the chase. Call it an offensive change.
In the end its about flavor. Suggesting a modification that delineates our world as superior in its technological utilization of a text based environment.
Not a good change because of how it would affect PK.
I dont like it.