Unknown2005-12-22 01:44:56
Fires can be started via a nature skill, or via a quest.
There would be three different types of fire that can burn in a forest location.
L1: 'Dancing flames flicker throughout the undergrowth as the dry foliage burns.'
- Herbs gradually decrease, but plant growth is dramatically increased in the room for the next month.
- Takes one douse/rain to put out.
- Will not spread.
- Occasionally produces wood commodities.
L2: 'Intense heat radiates from the fires that engulf the forest!'
- Herbs die quicker.
- Takes one douse/rain to return to level 1 fire.
- Can spread to adjacent rooms
- Druid demesne skills are unusable
- Tree elevation is extremely dangerous
L3: 'A raging inferno tears into the forest!' --ok, you can think of better ones
- Herbs disappear
- Takes one douse/rain to return to level 2 fire.
- Can spread to adjacent rooms
- Can send embers into the air that might start another fire in the local area.
- Leaves the room 'Blackened and burned' so no herbs can grow until an ecologist can regrowth it (and ditch the powercost, sheesh)
- Occasional chance of destroying an unbonded totem (sends a message to ct)
- Occasionally sends message to local area (smoke rises)
- Can set players on fire
- Tree elevation is a death trap
Thoughts, flames?
There would be three different types of fire that can burn in a forest location.
L1: 'Dancing flames flicker throughout the undergrowth as the dry foliage burns.'
- Herbs gradually decrease, but plant growth is dramatically increased in the room for the next month.
- Takes one douse/rain to put out.
- Will not spread.
- Occasionally produces wood commodities.
L2: 'Intense heat radiates from the fires that engulf the forest!'
- Herbs die quicker.
- Takes one douse/rain to return to level 1 fire.
- Can spread to adjacent rooms
- Druid demesne skills are unusable
- Tree elevation is extremely dangerous
L3: 'A raging inferno tears into the forest!' --ok, you can think of better ones
- Herbs disappear
- Takes one douse/rain to return to level 2 fire.
- Can spread to adjacent rooms
- Can send embers into the air that might start another fire in the local area.
- Leaves the room 'Blackened and burned' so no herbs can grow until an ecologist can regrowth it (and ditch the powercost, sheesh)
- Occasional chance of destroying an unbonded totem (sends a message to ct)
- Occasionally sends message to local area (smoke rises)
- Can set players on fire
- Tree elevation is a death trap
Thoughts, flames?
Shiri2005-12-22 01:48:16
Argh, no, we don't need this stuff, we really don't. It was irritating as all hell on Achaea, and this just doesn't really -help- anything.
Bad idea. A quest to affect communes, fine, but we do -not- need fires, however ecologically accurate it may be.
And a NATURE SKILL? Are you KIDDING?
Bad idea. A quest to affect communes, fine, but we do -not- need fires, however ecologically accurate it may be.
And a NATURE SKILL? Are you KIDDING?
Unknown2005-12-22 01:49:11
Well, just via the quest then. :shrug:
Shiri2005-12-22 01:50:51
Even so, I don't know if you've seen how irritating these things are for everyone involved. It would be complete overkill compared to the gorgog thing, as without Oakstone style forest defences what would essentially be a harder-to-do inferno skill is irritating beyond measure.
Unknown2005-12-22 01:55:39
Well, in this implementation, if you just let the forest burn, the worst case scenario is that when it goes out naturally, you're left with only the bonded totems, and you can't plant herbs for a while. That's all - the totems are the worst problem, but then we have a guaranteed power supply for which the cities have no equivalent.
Reviewing:
1) There is a douse skill in environment.
2) There is a totem quest that is entirely useless now they're all grown.
3) The cities have a Gorgog quest to interfere with their power and annoy.
4) Totems are impossible to take down if the commune is minimally organized.
5) Our territory is slightly more guarded.
Reviewing:
1) There is a douse skill in environment.
2) There is a totem quest that is entirely useless now they're all grown.
3) The cities have a Gorgog quest to interfere with their power and annoy.
4) Totems are impossible to take down if the commune is minimally organized.
5) Our territory is slightly more guarded.
Unknown2005-12-22 02:06:17
I like the idea of being able to cause forest fires.
However, it should not by any means, be easy
However, it should not by any means, be easy
Shamarah2005-12-22 02:06:59
I like it, but it shouldn't be a nature skill, just a quest. Otherwise I can see Seren and Glom running into each other's forests to areas with no totems, burning, and running away. Every day. Constantly.
Verithrax2005-12-22 03:03:18
Two words: Pyromancer skill
Diamondais2005-12-22 03:10:03
QUOTE(Verithrax @ Dec 21 2005, 11:03 PM)
Two words: Pyromancer skillÂ
238908
Yes, eventually a Pyromancer skill if the Guild comes out. But until then, perhaps, if the idea is accepted, high Environment?
edit: If used for a skill I meant, better off as just a quest
Acrune2005-12-22 05:30:40
Have ignite do it
Unknown2005-12-22 05:45:05
God no do not make it a skill, that is just insane. As a quest, maybe, but never ever a skill.
Acrune2005-12-22 05:51:04
Make it the first skill in environment, so all the newbies have fun skills to play with upon exiting the portal.
Gregori2005-12-22 05:51:39
Forest fires in Achaea were aggravating because unless you were constantly patrolling you never would find them.
Greyda once sent a skill in to Landon that would have been a perfect method of detection but it was rejected. However, I think implemented here if fires went in, it would be great.
Basically it was a "forestal" skill that allowed you to detect fires from a distance. Now if any of you happen to live in regions where forest fires happen frequently, you would know that a forest fire is easily noticeable from a vast distance. You can quite literally see the smoke from hundreds of miles away, smell it in the air, and in some cases feel the air become dryer.
Greyda once sent a skill in to Landon that would have been a perfect method of detection but it was rejected. However, I think implemented here if fires went in, it would be great.
Basically it was a "forestal" skill that allowed you to detect fires from a distance. Now if any of you happen to live in regions where forest fires happen frequently, you would know that a forest fire is easily noticeable from a vast distance. You can quite literally see the smoke from hundreds of miles away, smell it in the air, and in some cases feel the air become dryer.
Sylphas2005-12-22 06:30:16
no. Fires had little impact in Achaea really, but your RP meant you -had- to be there. There are so many times I had to drop a novice intro or something and track out to a fire. It's insanely irritating.
EDIT: OMFG. I just realized that if I ever go back to Achaea, I'm going to have to run to a fire as a skillless Jester with a bucket. And I thought it was bad with Track and Icewyrm.
EDIT: OMFG. I just realized that if I ever go back to Achaea, I'm going to have to run to a fire as a skillless Jester with a bucket. And I thought it was bad with Track and Icewyrm.
Gregori2005-12-22 06:56:40
I have just recently been given very good reason for a change of heart.
NO FIRES!
FIRES BAD!
NO FIRES!
FIRES BAD!
Unknown2005-12-22 07:27:31
I like it, it's about the same level as the cities running around killing gorgogs, just give them like a experiance for putting out the fire, and it's all good. Either that or instead of fire, we just freeze the forests somehow, and all the plants die, and the pixies and shadows get frozen and die, and when you fall over, you take like 500 damage *nod*
Unknown2005-12-22 07:29:02
Leave our trees alone, they're pretty.
Sylphas2005-12-22 07:34:51
So a nature skill starts and stops fires, and we get experience for it? I changed my mind. Please let me sit in an empty room doing that over and over again while I'm chatting with Nejii, racking up experience for socializing.
Unknown2005-12-22 07:36:20
I thought it was established that it was a bad idea for a skill to start it, since there is no skill that starts the gorgog quest, or pops one out of the ground.
Sylphas2005-12-22 07:51:58
Ah, so opening the rift gives better bashing, but screwing the communes doesn't? And if you do add something, it can't actually roam the woods, because gorgogs don't spawn in your cities.