Some raiding changes I'd like

by Unknown

Back to Ideas.

Unknown2006-02-01 07:14:19
1. Remove penalty of increased experience loss on death in enemy territory.
I want to encourage conflict between the various organizations. I think conglutination mostly and often guards/statues gives defenders enough advantages so that raids are risky enough without excessive administrative penalty.

2. Allow mages/druids to unmeld hostile demesnes in Ethereal/Elemental, just not alter the environment.
The fact that a defensive demesne in Etherwilde & Etherglom cannot be removed is a critical advantage that makes raids on the Avatars/Aspects next to impossible when there are reasonable defensive forces. This change would keep the spirit of the elemental forces preventing hostile demesnes, but without creating unstoppable perma-demesnes.

3. Make guards unable to cross into opposing demesne environments, and make them prevent opposing demesne environments while they are alive.
This may sound like a strange suggestion, but it means that if an enemy mage taints half of Northern Serenwilde, a single defender can't walk in 50 frost hags to obliterate them. They'd have to remove the demesne first, not use the guards as offensive forces to make removing the hostile demesne a cinch. To counter problems with stuck guards, and also as an increase in defensive power to balance this decrease, guards would prevent melding of their room by hostile mages/druids.

4. Allow capture of sentient denizens, to be held for ransom.
Killing everything in sight is fun and all, but what if above a certain cityrank you gained the ability to restrain an enemy sentient (taking some time, and with certain obstacles of course), so that if you can lead them back to your nexus they will be counted as a prisoner of war. A coded system of appropriate ransom would then be engaged and announced on the politics board. Tokota might require Serenwilde to pay a ransom of 50,000 gold if he was captured, a wandering elfen in the commune might cost Serenwilde only 15,000 to return. Maybe these could be paid in power or gold.

Ok, go on, point out the flaws. tongue.gif

Edit: Alternatively, what suggestions would you make to affect raiding?
Unknown2006-02-01 07:19:42
I like the idea of number 4, sort of, except it sounds way too risky. Magnagora/Serenwilde would tramps all over Celest/Glomdoring, take their denizens and then either make a heap of cash or severly limit their ability to do their thing. It just seems to cement even further which are the greater powers.
Unknown2006-02-01 07:21:55
I'd also like a way to discourage Titans/Demigods from participating in raids against another organization, but I'm not sure how. I think once they get to that level they should have other goals and challenges that don't involve the massacre of relatively lowbie defenders.

Edit: Hmm, that's true Quidgy... maybe there could be a reverse gain system involved (I think that's what Gwylifar called it), whereby the more prisoners you have, the more costly or impossible it becomes to hold them.

There would also have to be multiple ways of releasing them - ransom, rescue, or maybe something tied in with influence?
Narsrim2006-02-01 07:51:59
1. I don't think this matters all that much. If you die and pray in enemy territory, the penalty at least to me doesn't seem to be too much more.

2. I don't this matters as much either. I just raided Ethereal Glomdoring to kill the Crow Aspects in a hostile demesne. We destroyed them. I think the "Avatars are invincible as is" statements stem from the fact that most people say that have never attacked or killed one or demon lords/supernals.

3. This defeats the entire purpose of guards. It alarms me that someone can post in one thread saying demesnes are too important and then suggest this. This would make demesnes the end-all be-all of raiding. That would suck terribly. Furthermore, those 50 guards aren't free. They cost gold and power.

4. I agree with Quid.
Unknown2006-02-01 08:00:09
QUOTE(Narsrim @ Feb 1 2006, 07:51 AM)
1. I don't think this matters all that much. If you die and pray in enemy territory, the penalty at least to me doesn't seem to be too much more.

Then why have it at all?
QUOTE
2. I don't this matters as much either. I just raided Ethereal Glomdoring to kill the Crow Aspects in a hostile demesne. We destroyed them. I think the "Avatars are invincible as is" statements stem from the fact that most people say that have never attacked or killed one or demon lords/supernals.

Did you face any enemy Shadowdancers? I would have thought anyone attempting to fight an Avatar/Aspect while being constantly wisped would be extremely difficult. Without any way to change the environment, it would seem to me that raiding the Etherwilde is usually suicide. Edit: Hmm, which reminds me that the suggested change doesn't actually address what I wanted it to. I wanted a way for enemies to block wisp... I'll need to give it some more thought.
QUOTE
3. This defeats the entire purpose of guards. It alarms me that someone can post in one thread saying demesnes are too important and then suggest this. This would make demesnes the end-all be-all of raiding. That would suck terribly. Furthermore, those 50 guards aren't free. They cost gold and power.

How does it defeat the purpose? Guards still guard what they are assigned to guard. They even do it better than before if they are stationary. Assuming the size changes go in, I think this is reasonable in giving the attackers a chance to raid an enemy organization. Let's face it, you can just walk those 50 guards, however expensive they are, and give your enemy zero chance of holding out. If you can think of a better way of preventing or delaying this, other than demesnes, feel free to suggest it.
Unknown2006-02-01 08:05:32
Oh! And I forgot the most important one:

5. Make cubixes exit at nexii rooms for Elemental and Cosmic planes.
They should NOT be as essential for raiding as they are.
Narsrim2006-02-01 08:14:18
QUOTE(Avaer @ Feb 1 2006, 04:00 AM)
Then why have it at all?
252495



Because the desire of the administration at one point (and perhaps still) was to move PK off-Prime

QUOTE
Did you face any enemy Shadowdancers? I would have thought anyone attempting to fight an Avatar/Aspect while being constantly wisped would be extremely difficult. Without any way to change the environment, it would seem to me that raiding the Etherwilde is usually suicide.


It is suicide to raid anywhere when there are lots of enemies on who can in any way hinder you. No Demon Lord was every slain when people were aware the process was underway. The same goes with the Avatars.

QUOTE
How does it defeat the purpose? Guards still guard what they are assigned to guard. They even do it better than before if they are stationary. Assuming the size changes go in, I think this is reasonable in giving the attackers a chance to raid an enemy organization. Let's face it, you can just walk those 50 guards, however expensive they are, and give your enemy zero chance of holding out. If you can think of a better way of preventing or delaying this, other than demesnes, feel free to suggest it.


It defeats the purpose because guards are supposed to be the major passive defense force for home turf. With your suggestion, anyone could wait till no one was around, fly into a city/commune, land, start mass melding all around a nexus, and literally HOLD a city/commune because they couldn't get any additional support. Talk about a nightmare. The potential for abuse is through the roof on this one. And quite obviously, the point of guards are that enemies are NOT supposed to be to hold home turf.
Narsrim2006-02-01 08:16:03
QUOTE(Avaer @ Feb 1 2006, 04:05 AM)
Oh! And I forgot the most important one:

5. Make cubixes exit at nexii rooms for Elemental and Cosmic planes.
They should NOT be as essential for raiding as they are.
252497



You miss the point of why cubixes are essential for raids. It isn't the getting in part, it is the easy getting out part. What difference would this make for say Celestia?

Daevos touches cubix, ghosts, walks into the bowels of Celestia, unghosts, army tesseracts... and then they can still just poof out when needed. I see very little impact.
Unknown2006-02-01 08:17:43
QUOTE(Narsrim @ Feb 1 2006, 08:14 AM)
Because the desire of the administration at one point (and perhaps still) was to move PK off-Prime
252502


How does extra experience loss in enemy territory have anything do with PK off-prime? You can get enemied to most areas worth fighting over anyway.

As for the guard/demesne thing, ok... maybe that's not the solution. I still think there should be a way of preventing instantly killing off all raiders, though.
Unknown2006-02-01 08:20:06
QUOTE(Narsrim @ Feb 1 2006, 08:16 AM)
You miss the point of why cubixes are essential for raids. It isn't the getting in part, it is the easy getting out part. What difference would this make for say Celestia?

Daevos touches cubix, ghosts, walks into the bowels of Celestia, unghosts, army tesseracts... and then they can still just poof out when needed. I see very little impact.
252503


Celestians, being the clever sort that they are, put eye sigils around the nexus. Uh oh, Daevos is in trouble now! (assuming eye sigils stop ghosts... I think they do)

It doesn't solve all problems, but it does solve some. Since the escaping capacity isn't affected, I don't see much issue with changing where the cubix exits. It makes it far more useful for defenders of those planes as well.
Narsrim2006-02-01 08:24:04
QUOTE(Avaer @ Feb 1 2006, 04:17 AM)
How does extra experience loss in enemy territory have anything do with PK off-prime? You can get enemied to most areas worth fighting over anyway.

As for the guard/demesne thing, ok... maybe that's not the solution. I still think there should be a way of preventing instantly killing off all raiders, though.
252504



One problem I have with your suggestions is that they seemed to based off no actual experience raiding. Thus, they are entirely based on speculation and generally inaccurate. Glomdoring has over 60 guards in Ethereal Glomdoring. I raid it at least every day of the week (usually multiple times) looking for shadowbound Fae and Daughters of Night. 60 guards for an area that isn't 60 rooms big... am I instantly killed off? Hardly, I die about 1/25 raids. Therefore, I don't see the guard issue at all.

If I had the people, I could mow down those guards and take out one of those Avatars pretty easy. However unlike Magnagora, I just don't have access to that many high ranked and high skilled persons. Give me Daevos, Kaervas, Athana, Ixion, and Murphy for a weekend. We'll kill all three.

EDIT:

As for the first question, the extra experience lost serves just to further deter people or at least I think that was the intent.
Narsrim2006-02-01 08:25:40
QUOTE(Avaer @ Feb 1 2006, 04:20 AM)
Celestians, being the clever sort that they are, put eye sigils around the nexus. Uh oh, Daevos is in trouble now! (assuming eye sigils stop ghosts... I think they do)

It doesn't solve all problems, but it does solve some. Since the escaping capacity isn't affected, I don't see much issue with changing where the cubix exits. It makes it far more useful for defenders of those planes as well.
252506



Eye sigils do nothing to ghosts. Absolutely nothing. Furthermore, how hard is it to just walk in or sprint or fly or burrow or god knows what else.
Unknown2006-02-01 08:31:04
And if cubixes no longer work in enemy territory?

Edit: And you're quite right, I very rarely raid. I cannot survive direct combat, so I don't usually put myself in such a position.
Narsrim2006-02-01 08:32:37
QUOTE(Avaer @ Feb 1 2006, 04:31 AM)
And if cubixes no longer work in enemy territory?
252511



That will never happen. While I think it would be a rather devious twist, one purpose that people purchases cubixes is to raid or at least for easy escaping. Nexus Distortion doesn't even stop prism/cubixes so I don't see something this drastic ever going into effect.
Unknown2006-02-01 08:36:49
QUOTE(Narsrim @ Feb 1 2006, 08:32 AM)
That will never happen. While I think it would be a rather devious twist, one purpose that people purchases cubixes is to raid or at least for easy escaping. Nexus Distortion doesn't even stop prism/cubixes so I don't see something this drastic ever going into effect.
252512


So the only reason is that it would be unpopular?
Narsrim2006-02-01 08:44:35
QUOTE(Avaer @ Feb 1 2006, 04:36 AM)
So the only reason is that it would be unpopular?
252513



Yep. I'm not saying it is a good reason, but considering each cubix is $600, it is good enough to foul up most changes that surround them - even with the best intent.
Unknown2006-02-01 08:47:17
QUOTE(Narsrim @ Feb 1 2006, 08:44 AM)
Yep. I'm not saying it is a good reason, but considering each cubix is $600, it is good enough to foul up most changes that surround them - even with the best intent.
252516


Hardly. I've paid my $600 and wanted to be able to at least have the same measure of safety doing so as running through Nil... but the price alone wasn't enough. tongue.gif

Besides, I'm sure if it was changed people would be given the chance to trade it in for something else at full price.
Narsrim2006-02-01 08:50:10
QUOTE(Avaer @ Feb 1 2006, 04:47 AM)
Hardly. I've paid my $600 and wanted to be able to at least have the same measure of safety doing so as running through Nil... but the price alone wasn't enough. tongue.gif

Besides, I'm sure if it was changed people would be given the chance to trade it in for something else at full price.
252518



Perhaps; however, I am not aware of a single example in another other IRE game. I'm sure they have some policy on it, but I'm not totally aware of what that is.
Daganev2006-02-01 08:52:32
If cubixes went to teh nexus on elemental and cosmic planes, and didn't work in enemy territory, then whats the difference between a cubix and Trans Planar? Access to astral? woo!
Unknown2006-02-01 08:57:39
QUOTE(daganev @ Feb 1 2006, 08:52 AM)
If cubixes went to teh nexus on elemental and cosmic planes, and didn't work in enemy territory, then whats the difference between a cubix and Trans Planar?    Access to astral? woo!
252523


You can use them to escape from anywhere outside of enemy territory, you can use them to access every Astral sphere quickly (which seems to be their main intended purpose), you can use them to quickly move between the planes, even if you are a warrior, and you can access many useful locations on prime.

Edit:
QUOTE
Transplanar Cubix: 2000 credits
  - Lets you enter the astral fulcrux locations with access to all the
    astrospheres as well as the higher planar fulcrux which doorways to
    the cosmic planes. You can also reach the lower and prime planar
    fulcrux locations.
  - It will only work from the known planes of existence (prime,
    ethereal, elemental, cosmic and astral planes).
  - Syntax: TOUCH CUBIX

Not one of those benefits is removed, unless you are enemied to both cities & Nil/Celestia, or both communes & Faethorn.

In fact, it says nothing about raiding or escaping.