They seem to be firing multiple times.
Also I received them, even though I'm not new. (I'm assuming that this is because they were just added, so we are all going to see them.)
|-||kroack||11m||machine! I have invented a time|
|c||Mench||5s||Doing a bit of everything.|
|c||MirageGM||23m||The original cryptid.|
|-||Spark||15s||C'est la vie!|
|j||Johnny||50s||New Code Written Nightly. Not a GM.|
|And 35 more hiding and/or disguised|
Is there some reason that people are currently able to jump if they are in combat?
Just because one person stops attacking doesn't mean the other person isn't still attacking them.
A flee check seems like exactly what should happen. Unless a flee check cannot be added to 'jump' similar to how 'move' already works.
Non-game wise, if you can succeed a flee down a street from an assailant, you can probably bail off of a roof or rail. Not sure if code support is easy here though!
I think that if you have some equipment like this and you end up coding in the "flee" checks for trying to escape roof top engagements (jumping off roofs) that maybe the flee check should be easier to pass if you have this type of mobility gear on you and ready to use.
Gliders are cool, but take zero (player) skill to use. I don't want to push the envelope of what's considered 'required gear' to wear to be a combat character more than it already is in a lot of circumstances.
I get that there's probably some salt from the veterans here about this getting changed, since this was a long-standing thing, but this was one of those instances of uber cheese that isn't consistent with the rest of the games mechanics. Meta's shifted because of it, and I don't want to just see super expensive items adding this back and returning us to pre-nerf cheese levels.
At that point, I feel like it might graduate to something that should be capable of getting you out of harms way if it's intended for gliding off great heights by design already.
Just my 2 cents.