Flight

by Unknown

Back to Ideas.

Unknown2006-09-30 04:51:20
There are many areas in Lusternia in which flight is extremely important - collecting flying fae in Faethorn and the Dramube and Snow Valley quests are some examples. For those races without the natural ability to fly, or a relevant guild skill, attaining flight is exceedingly difficult.

- There are no artifacts that allow flight available to all characters.
- There are no common skills that allow flight.
- There are no quests that allow flight.
- Mounts that allow flight require around mythical Riding, and cost at the very minimum 120,000 gold. They can also easily be slain while you are not around, or often while you are, with little you can do about it except to purchase a 250 credit artifact. All up, an investment of around 500 credits for completely generic, fairly crappy flight. I'd rather buy a customized pet, personally.

Therefore, I would like to suggest the following two skills be added to Lowmagic and Highmagic respectively.

QUOTE

AB LOWMAGIC WINDS
Syntax: INVOKE WINDS/DISPERSE WINDS

Calling the rite of winds will summon a stable updraft of air that will lift you high into the skies. This whirlwind will hold you in place as long as you do not attempt to move, but you will be easily dislodged from your precarious position. Dispersing the winds in your location will bring you safely back to the ground.


AB HIGHMAGIC ATZILUTH
Syntax: EVOKE ATZILUTH/BANISH ATZILUTH

Evoking the emanations of the world will surround you with a levitating force that will carry you high into the skies. The magic will support you in place as long as you do not attempt to move, but you will be easily dislodged from your precarious position. Banishing the Atziluth forces will lower you safely to the ground.


Essentially, for equilibrium loss slightly longer than what it takes to FLY, you would be able to enter the sky elevation and stay there as long as the winds don't push you out of the location, or you attempt to move into an adjacent location yourself (in both cases you would plummet to the ground). Any abilities which normally knock you down will work every time, and anyone can either disperse or banish at the ground level to bring you down as well.

This would allow individuals to reach airborne NPC's that they otherwise couldn't, but very slowly and with much less ease than anyone with proper flying mounts or actual wings.
Richter2006-09-30 05:03:22
I'd be happy with an artifact, that I could customize into fancy demon wings. happy.gif
Unknown2006-09-30 05:08:10
Sounds good.
Unknown2006-09-30 05:12:04
QUOTE(Richter @ Sep 30 2006, 05:03 AM) 337064

I'd be happy with an artifact, that I could customize into fancy demon wings. happy.gif

I would be too. tongue.gif I was also thinking though about Aeromancers. Eventually, we're going to have mages who use the sky elevation as part of their demesne offense, and I think it would be unfair to expect people to buy an artifact just to reach their primary elevation.

Like climbing, a common skill would be good. Any alternative suggestions that leave racial and mount flight superior are welcome, of course.
Anarias2006-09-30 05:55:56
I like it. I was skeptical until I read that you couldn't leave the room without falling.
Unknown2006-09-30 06:21:28
QUOTE(Avaer @ Sep 29 2006, 07:12 PM) 337067

I would be too. tongue.gif I was also thinking though about Aeromancers. Eventually, we're going to have mages who use the sky elevation as part of their demesne offense, and I think it would be unfair to expect people to buy an artifact just to reach their primary elevation.

Like climbing, a common skill would be good. Any alternative suggestions that leave racial and mount flight superior are welcome, of course.


Personally, I think Aeromancers will primarily be on the ground level , just with harsh winds blowing through the area or some such rather than taint/water. Maybe some ability that brings you to the skies, but you wouldn't fall, and while that ability is active you could rise or fall on the air currents or some other random command to switch elevations. It just seems logical to me that they would balance it around assuming their opponent couldn't fly.
Unknown2006-09-30 06:44:17
I'd like to see aeromancers being air based as well - would be more interesting, though it would require some balancing. Maybe give them a handful of abilities and/or effects that only work in the sky, and a skill that allows you to hoist your foe into the sky, making you vulnerable but also allowing you access to your full offensive range. Sort of like druids and the tree elevation; you can run around the trees and an enemy that can't climb isn't likely to get you, but you can't sap (or hit with murder, if a blacktalon). It would be a more extreme version of that. Something like...

AEROCAST LIFT

By conjuring a cushion of concentrated air, you can lift your target high into the sky and support them on an unstable platform. Any attempt to move off the platform will result in them plummeting. You may also dispell the platform from beneath someone's feet using the 'dissolve' ability.

Would essentially be the same as what Elryn suggested, but more accessable. Yeah, I'm way off topic now...

EDIT: Also, Atziluth should be enchantable.
Unknown2006-09-30 07:26:08
I remember something from the histories:

QUOTE( 'Lusternian History @ The Taint Wars')
FORCE COMMANDER SKORI PAVOK: Situation critical, Chairman. After our brief success in a skirmish with the dracnari wyvern riders, we have been taking substantial losses from pyromantic assaults. Our aeromantic support team is not providing adequately support in our subsequent offensive movements.

SECRETARY LILALI SKYSOARER: Didn’t I say it was stupid to use aeromancers on an elemental plane that wasn’t air? Did Pavok mention we’ve lost nearly half the aeromancers in Aeromantic Command!


That seems to hint to me that most, or all of their effects are in the air, now in the elemental plane of air (I picture it as a three dimensional cube area, maybe 5 levels with a few islands of land at random areas, with the added bonus of having no 'ground' elevation save at those few spots. Falling might send you on a loop where you just keep falling past yourself being blown around randomly by winds until by luck you hit a ground area and get a concussion.) there would be little ground, so you wouldn't be able to get away from the effects. As for those poor wyvern riders, well they were flying, so they got squished. I picture an aeromancer's waterbourne equivalent being immunity to anything that would move them out of the air. They would be highly defensive, but although one of their active effects might pick you up, you'd have to be flying and going after them to kill them, and to take the blunt of their demense. Thus they would be horrible as typical demesne holders, and provide almost no support outside the plane of air, and their home city (it's a city of massively tall crystal towers remember, lots of air to work with.)

Well that's my interpretation of it at least, horribly nightmarish coding to gain multiple air elevations with no corresponding ground elevations aside.
Unknown2006-09-30 07:44:44
I would have expected Aeromancers to get FLY and LAND with Airbourne, along with inability to plummet. Same way Geos get burrowing and Aquas get diving.
Thrasymachus2006-09-30 14:32:11
QUOTE(Ytraelux @ Sep 30 2006, 07:44 AM) 337086

I would have expected Aeromancers to get FLY and LAND with Airbourne, along with inability to plummet. Same way Geos get burrowing and Aquas get diving.


Thats always what I thought would happen imho
Unknown2006-09-30 15:12:05
I think Aeromancers would get the inability to be thrown out of skies as Airborne, but wouldn't be able to fly by their own until they get their turtle/wyrm equivalent, which'd let them fly.
Xenthos2006-09-30 15:15:05
QUOTE(Cuber @ Sep 30 2006, 11:12 AM) 337131

I think Aeromancers would get the inability to be thrown out of skies as Airborne, but wouldn't be able to fly by their own until they get their turtle/wyrm equivalent, which'd let them fly.

I think aeromancers would be able to fly on their own, given that the very first skill in Crow lets the crow-user fly.
Unknown2006-09-30 15:25:52
QUOTE(Xenthos @ Sep 30 2006, 05:15 PM) 337132

I think aeromancers would be able to fly on their own, given that the very first skill in Crow lets the crow-user fly.


Because Crow is SO a mage skillset.

Aquamancers can't waterwalk by themselves, they have to summon a turtle to do it. Waterbourne just prevents them from drowning. I think Aeromancers will work in the same way.
Shamarah2006-09-30 19:01:57
It should just be an artifact. I'm sure when aeromancers come out (which probably won't be for a very long time) they'll look into balance issues with flight.
Unknown2006-09-30 21:07:30
Waterbourne is a passive ability and an active one rolled into one. It lets you breathe underwater without a def, AND LETS YOU DIVE. Diving is like entering the true domain of the Aquamancer. Burrowing is like entering the true domain of the Geo. Flying is the same for Aeros. (No idea what Pyros'll get though... chin.gif)
Tervic2006-09-30 21:32:42
QUOTE(Ytraelux @ Sep 30 2006, 02:07 PM) 337226
Waterbourne is a passive ability and an active one rolled into one. It lets you breathe underwater without a def, AND LETS YOU DIVE. Diving is like entering the true domain of the Aquamancer. Burrowing is like entering the true domain of the Geo. Flying is the same for Aeros. (No idea what Pyros'll get though... chin.gif )


Pyromantic conflagrations. Of doom.