Narsrim2005-03-27 08:13:32
Recently, I've seen an increasing number of complaints about demesnes. I offered these ideas in a former post but since it was in Idiots, I thought it might be worth giving them their own thread to be discussed.
#1 Change demesnes to be cleave-able. There would be a specific skill to do this in Aquamancer/Druidry/Geomancy. It would cost 5p and allow the caster to break a demesne in any spot effectively cleaving a demesne into two sections. The caster could then start breaking it in either direction... so no more demesne that wrap/loop into a city where the only break points are in the middle of a place that cannot be accessed because it has 20+ statues and 40+ guards protecting it. Furthermore, this would make demesne less "godlike" in group combat/influencing.
*notes*
The max room count for a demesne would be based off total melded rooms of all pieces (still 400)
Demesne effects set in one section do not spill over into the other. If you want effects up in both parts, you have to physically stand in that piece and set them up and then relocate the other piece and set them up their again. Furthermore, you could not summon/pathtwist from one piece to another.
#2 A skill in Environment around Mythical that for a 2-3p cost will allow anyone to break a demesne at a normal break point (you cannot cleave with this). It utterly removes the forest/flood/taint
#3 For every 30-50 rooms bigger a demesne gets, the effects fire off 10-25% slower.
#1 Change demesnes to be cleave-able. There would be a specific skill to do this in Aquamancer/Druidry/Geomancy. It would cost 5p and allow the caster to break a demesne in any spot effectively cleaving a demesne into two sections. The caster could then start breaking it in either direction... so no more demesne that wrap/loop into a city where the only break points are in the middle of a place that cannot be accessed because it has 20+ statues and 40+ guards protecting it. Furthermore, this would make demesne less "godlike" in group combat/influencing.
*notes*
The max room count for a demesne would be based off total melded rooms of all pieces (still 400)
Demesne effects set in one section do not spill over into the other. If you want effects up in both parts, you have to physically stand in that piece and set them up and then relocate the other piece and set them up their again. Furthermore, you could not summon/pathtwist from one piece to another.
#2 A skill in Environment around Mythical that for a 2-3p cost will allow anyone to break a demesne at a normal break point (you cannot cleave with this). It utterly removes the forest/flood/taint
#3 For every 30-50 rooms bigger a demesne gets, the effects fire off 10-25% slower.
Unknown2005-03-27 11:51:24
QUOTE(Narsrim @ Mar 27 2005, 09:13 AM)
#2 A skill in Environment around Mythical that for a 2-3p cost will allow anyone to break a demesne at a normal break point (you cannot cleave with this). It utterly removes the forest/flood/taint
82429
I really like this as an idea, maybe make it take a reasonable eq too, and the same restrictions for breaking demesnes as normal, and it wouldn't be too overpowered, but wouldnt mean that happening to have no mages on when a village changes, means you automatically lose
Shiri2005-03-27 12:06:08
No, because you could break THEIRS too.
Unknown2005-03-27 12:14:41
huh?
I realise that my sentence made no english sense, what I meant to say was...It means that you do not automatically lose in village influencing if you don't have any mages, as you could have other people who were able to at least slowly break the demesne down.
I realise that my sentence made no english sense, what I meant to say was...It means that you do not automatically lose in village influencing if you don't have any mages, as you could have other people who were able to at least slowly break the demesne down.
Shiri2005-03-27 12:33:54
Oh. Whoops. Either you edited that, or I misread it. Sorry if it's the latter.
Elryn2005-03-28 23:11:52
Incidentally, I'd like watch changed slightly so that instead of
"So and so enters your demesne."
you get
"So and so enters your demesne at The Garden of the Gods"
Anyway, I don't like #1, unless you make it so that it takes a group of mages/druids to pull it off, and it takes a long time, like breaking statues. Otherwise, it would be too powerful I think. It would basically be insta-cure for demesnes.
#2 would be alright, but make it take upwards of 5 power.
#3 sounds good.
"So and so enters your demesne."
you get
"So and so enters your demesne at The Garden of the Gods"
Anyway, I don't like #1, unless you make it so that it takes a group of mages/druids to pull it off, and it takes a long time, like breaking statues. Otherwise, it would be too powerful I think. It would basically be insta-cure for demesnes.
#2 would be alright, but make it take upwards of 5 power.
#3 sounds good.
Narsrim2005-03-29 08:07:46
More comments on my ideas!
Narsrim2005-03-30 04:44:55
If people are really ticked with demesnes, I'd hope they could respond to this thread.
Drago2005-03-30 04:47:46
They look good, especially the slowing down one.
Vesar2005-03-30 05:07:48
#1: Like it. But I think it should take a little bit of time to cleave it. Maybe 10 secs or so.
#2: Hate it. I don't think anyone but Magi should be able to break a demesne.
#3: Like it. But what I like even more is the "Sphere" concept someone came up with earlier on another thread. You know, the effects follow the caster in a sphere of about 20 rooms or so from the caster.
Note: I would not like to see the slow effect AND the movable sphere implemented together. That's overkill.
#2: Hate it. I don't think anyone but Magi should be able to break a demesne.
#3: Like it. But what I like even more is the "Sphere" concept someone came up with earlier on another thread. You know, the effects follow the caster in a sphere of about 20 rooms or so from the caster.
Note: I would not like to see the slow effect AND the movable sphere implemented together. That's overkill.
Unknown2005-03-30 05:38:49
I don't think I really like #1. It has the potential to be used offensively, if the demesne is split and two and the mage can hold different battles on different fronts. Sorry if I read it wrong and that is not what is intended, but that's what came ot mind for me.
I love the second idea but make it have some kind of willpower drain also?
LOVE #3. It would make demesne creation more tactical and fairer, I think.
I love the second idea but make it have some kind of willpower drain also?
LOVE #3. It would make demesne creation more tactical and fairer, I think.
Narsrim2005-03-30 05:42:25
QUOTE(Quidgyboo @ Mar 30 2005, 01:38 AM)
I don't think I really like #1. It has the potential to be used offensively, if the demesne is split and two and the mage can hold different battle son different fronts. Sorry if I read it wrong and that is not what is intended, but that's what came ot mind for me.
I love the second idea but make it have some kind of willpower drain also?
LOVE #3. It would make demesne creation more tactical and fairer, I think.
I love the second idea but make it have some kind of willpower drain also?
LOVE #3. It would make demesne creation more tactical and fairer, I think.
85020
How is having a demesne cleaved that goes from A->B->C->-D to A->B and C->D in -any- way more useful when the room max is still 400? I think it would be far less effective because you'd have to maintain effects in two parts instead of just one. The more fronts you have to travel to keep effects up, the harder it is.
Unknown2005-03-30 05:45:20
QUOTE(Narsrim @ Mar 30 2005, 04:42 PM)
How is having a demesne cleaved that goes from A->B->C->-D to A->B and C->D in -any- way more useful when the room max is still 400? I think it would be far less effective because you'd have to maintain effects in two parts instead of just one. The more fronts you have to travel to keep effects up, the harder it is.
85022
I just envisage the mage using X skill in one half of their demesne for whatever reason and using Y in another part for whatever reason. I dunno, I guess it makes no difference I'm just being anal (damn fake red meanings).
Narsrim2005-03-30 05:46:40
QUOTE(Quidgyboo @ Mar 30 2005, 01:45 AM)
I just envisage the mage using X skill in one half of their demesne for whatever reason and using Y in another part for whatever reason. I dunno, I guess it makes no difference I'm just being anal (damn fake red meanings).
85026
But ideally, the Mage would set X and Y skill in either the big demesne or be forced to set both separately in the fragments.
Shiri2005-03-30 11:35:41
I'm going with the slowing thing here. (But upgrade illusions/stag!!)
Soll2005-03-30 11:45:18
I love #1 because it would give people a chance to stop things happening similar to what occured in Delport a few months back, where Silvanus set up a huge Demesne all the way through Delport, and back in Magnagora that just couldn't be destroyed (As far as we knew) so it would make them a little less godly in influencing campaigns, and harder to totally maintain over time.
Silvanus2005-03-30 19:37:28
QUOTE(Soll @ Mar 30 2005, 05:45 AM)
I love #1 because it would give people a chance to stop things happening similar to what occured in Delport a few months back, where Silvanus set up a huge Demesne all the way through Delport, and back in Magnagora that just couldn't be destroyed (As far as we knew) so it would make them a little less godly in influencing campaigns, and harder to totally maintain over time.
85155
I actually stopped in the Sea of Dsepair because I couldn't find Magnagora... *eyeshift*
Unknown2005-03-31 06:09:03
Heh, well we should implement my Demesne Influecing idea of having the villages ripping up all demesnes until their influenced by a certain city, they only ripping up the enemies, now that would be fun!
Shamarah2005-03-31 12:05:24
While #1 sounds like a good idea on paper, if you think about it, someone will be able to just run into the room where the mage/druid is, cleave, and then wala, the demesne is gone and the mage/druid is out of their demesne.
Unknown2005-04-01 11:46:30
The only thing i'd like to see changed to Demesnes is if Motes are embeded in the Dream Realm, they actually hit people there and there alone, dunno if it'd be hard to code, but it sorta makes sense, i guess