Unknown2006-02-11 07:01:43
QUOTE(Sylphas @ Feb 11 2006, 06:58 AM) 256864
That sounds a bit strong. I could easily see a skill that just pacifies a creature, though, like nymph.
Oooh, that could work. It's a little powerful, though, isn't it? It's sort of like a much better shock.
Sylphas2006-02-11 07:04:29
Maybe if it permanently did it. But nymph on aggressive creatures doesn't do anything, since they automatically go aggro immediately afterwards again. I was thinking something more where you could keep a few creatures passive if your empath was working on just that, but you'd be giving up healing to do so. Swarms would still wreck you, but if it was just a few things, it'd give you something else to do.
I just think grabbing the strongest critter you can find and hauling it around is just going to unbalance ship to ship combat even more.
I just think grabbing the strongest critter you can find and hauling it around is just going to unbalance ship to ship combat even more.
Unknown2006-02-11 07:06:42
QUOTE(Sylphas @ Feb 11 2006, 07:04 AM) 256868
Maybe if it permanently did it. But nymph on aggressive creatures doesn't do anything, since they automatically go aggro immediately afterwards again. I was thinking something more where you could keep a few creatures passive if your empath was working on just that, but you'd be giving up healing to do so. Swarms would still wreck you, but if it was just a few things, it'd give you something else to do.
I just think grabbing the strongest critter you can find and hauling it around is just going to unbalance ship to ship combat even more.
But isn't it just like Combateer's shock then?
And yeah... hmm. Maybe if you could get loyals they would take some of the damage from attacks until they died? That way it can't be used aggressively.
Sylphas2006-02-11 07:28:29
Hmm, most have missed Shock.
I'd probably just give them the ability to take part of the damage the ship is taking, as a passive skill they can toggle. -shrug-
I'd probably just give them the ability to take part of the damage the ship is taking, as a passive skill they can toggle. -shrug-
Furien2006-02-11 07:39:10
Considering the newbieness and all behind, and being from a completely different IRE game, I just hadta post. For once. No more reading.
I know that turreteers can temporarily disable a module, but why can't Empath's? I mean, if they can jam communications in a distance, why not be able to 'hack' into a module on an opponet ship? And screw it up, at least? Possibly, an Empath can have a long-lasting effect on a module in the radius, like disrupting a certain turret's balance (making it regain it slower...), until it gets out of the area. That sort of thing.
Sure, the Commander's have a skill for it, but why Commanders? Seems that Empath's would be more appropriate, to some degree. I've been imagining the Empath as some sort of 'overseer', managing everything behind the scenes. Like those old sci-fi movies. Jamming, Computers, Hacking, the like. Am I wrong?
I know that turreteers can temporarily disable a module, but why can't Empath's? I mean, if they can jam communications in a distance, why not be able to 'hack' into a module on an opponet ship? And screw it up, at least? Possibly, an Empath can have a long-lasting effect on a module in the radius, like disrupting a certain turret's balance (making it regain it slower...), until it gets out of the area. That sort of thing.
Sure, the Commander's have a skill for it, but why Commanders? Seems that Empath's would be more appropriate, to some degree. I've been imagining the Empath as some sort of 'overseer', managing everything behind the scenes. Like those old sci-fi movies. Jamming, Computers, Hacking, the like. Am I wrong?
Unknown2006-02-11 07:48:37
QUOTE(Furien @ Feb 11 2006, 02:39 AM) 256879
Considering the newbieness and all behind, and being from a completely different IRE game, I just hadta post. For once. No more reading.
I know that turreteers can temporarily disable a module, but why can't Empath's? I mean, if they can jam communications in a distance, why not be able to 'hack' into a module on an opponet ship? And screw it up, at least? Possibly, an Empath can have a long-lasting effect on a module in the radius, like disrupting a certain turret's balance (making it regain it slower...), until it gets out of the area. That sort of thing.
Because combateers are the 'fighters' and empaths are the 'healers' on a ship
Sure, the Commander's have a skill for it, but why Commanders? Seems that Empath's would be more appropriate, to some degree. I've been imagining the Empath as some sort of 'overseer', managing everything behind the scenes. Like those old sci-fi movies. Jamming, Computers, Hacking, the like. Am I wrong?
Because this isn't sci-fi, so it's not technical, it's a living ship grown from a hatched egg that calls a manse it's home, and through modules you can sort of talk to it and meld your wills to one so actions can be taken.
Furien2006-02-11 07:55:44
Yeah, yeah. Just imagining.
Shryke2006-02-11 07:56:22
Did I miss a post or can empaths still be disabled? If so, remove that power from combateers...
Sylphas2006-02-11 08:01:41
Would really like a skill in Commander that lets you access the other modules. Have so the module you're using, and every one of that type (turrets), have to be empty, and have it take like, triple balance or something, or aeoned or something. It would also consume command chair balance, so you can't do it all yourself. It would basically just save you having to get up and move if you just wanted to do something quick. Could also disable power effects from being used this way. Just something so you'd have a huge advantage for actually having the crew, but so you don't have to bounce all around your ship if you're alone.
Unknown2006-02-11 08:11:01
In a similar vein, would it be possible for extremely high-levelled Empaths and Combateers to pilot the ship from their stations? They couldn't do any other PILOT commands other than steer/dock/launch, on the same balance as the command chair, but it would mean that people other than Commanders could use the ship on their own or with few crew, and still be able to use their specialization in a limited sense.
Shorlen2006-02-11 08:13:20
These last two suggestions seem to be taking away from the underlying concept of ships - that they take a manned crew to operate. I would personally perfer if this never ceased to be the case - being able to run a set of ships from your dock seems against the concept, and so does manning two positions at once, in essence...
Unknown2006-02-11 08:15:02
But... I really want to be an Empath.
Ok ok, I can see how its better to encourage others to help if you want to get around. I guess the specializations are more like aptitudes than interests. Practical careers rather than something you'd choose based on personal preference.
Ok ok, I can see how its better to encourage others to help if you want to get around. I guess the specializations are more like aptitudes than interests. Practical careers rather than something you'd choose based on personal preference.
Tsuki2006-02-11 08:18:26
QUOTE(Avaer @ Feb 11 2006, 03:11 AM) 256891
In a similar vein, would it be possible for extremely high-levelled Empaths and Combateers to pilot the ship from their stations? They couldn't do any other PILOT commands other than steer/dock/launch, on the same balance as the command chair, but it would mean that people other than Commanders could use the ship on their own or with few crew, and still be able to use their specialization in a limited sense.
Don't really like this idea, and it also compromises the security of an aether ship. As is, you restrict the perms on the command chair and it's safe from being piloted off by someone. If this went in, you'd have to go around and restrict the perms for the grid and turrets as well, limiting those you might have no problem locking to the modules ... then reallowing them later. Just seems like more hassle than needed.
And yes, it also takes away from having a full crew coordinating with each other, which is one of the nicest things about how aether ships work.
Sylphas2006-02-11 14:08:50
:shrug: That's why I suggested all sorts of restrictions on mine, so that all it basically did was save time walking back and forth between modules.
Soll2006-02-11 14:35:15
Hmm. I think the Empath needs something a little better than Lifeline for the transcendent skill. A few suggestions:
Empath Transcendent skill ideas
Syntax: GRID SURGE
Ship Power: 1 ship power per damaged module, all personal power.
By temporarily joining yourself with a the Empathic Grid, you may sway your strength of will and Empathic mastery over a number of modules at once. Siphoning power from the ship, you will cause a massive surge of strength to pass through any damaged modules. This surge of power will completely restore all modules to full strength, but also drain the Empath of any available power. All modules will be returned to balance, and receive a temporary increase to their balance. The surge will also run through the hull, returning it to full strength.
With a slow blink, you meld your mind in a massive display of control to the Empathic Grid. Forcing your will throughout, you drain power from yourself and the ship to surge through all damanged module, which fizzle and crack audibly as they are restored to full strength.
---
Syntax: GRID BOND ~
Ship Power: 5 ship power, all available ship power on implosion.
When docked, you may create a bond between both ship and dock. When the structural integrity of your ship is breached, the bond will flare into existance to maintain the sanctity and life of all within. With its last strength, the algontherine entity will fly instantaneously through the ether and become docked at its bond, all within alive and safe. After this feat, the entity will require a while to rest before it may be launched again. When you dock manually, this defence will fade and the power will return to the ship.
With a slow blink, you create a strand of aether which invisibly ties the hull of ~ to ~.
As the hull of ~ is breached, a white aura pulses around it. Time seeming to slow to a standstill, a deep pulsing sound rumbles throughout the ship, which suddenly lurches forward before docking instantaneously at ~.
Empath Transcendent skill ideas
Syntax: GRID SURGE
Ship Power: 1 ship power per damaged module, all personal power.
By temporarily joining yourself with a the Empathic Grid, you may sway your strength of will and Empathic mastery over a number of modules at once. Siphoning power from the ship, you will cause a massive surge of strength to pass through any damaged modules. This surge of power will completely restore all modules to full strength, but also drain the Empath of any available power. All modules will be returned to balance, and receive a temporary increase to their balance. The surge will also run through the hull, returning it to full strength.
With a slow blink, you meld your mind in a massive display of control to the Empathic Grid. Forcing your will throughout, you drain power from yourself and the ship to surge through all damanged module, which fizzle and crack audibly as they are restored to full strength.
---
Syntax: GRID BOND ~
Ship Power: 5 ship power, all available ship power on implosion.
When docked, you may create a bond between both ship and dock. When the structural integrity of your ship is breached, the bond will flare into existance to maintain the sanctity and life of all within. With its last strength, the algontherine entity will fly instantaneously through the ether and become docked at its bond, all within alive and safe. After this feat, the entity will require a while to rest before it may be launched again. When you dock manually, this defence will fade and the power will return to the ship.
With a slow blink, you create a strand of aether which invisibly ties the hull of ~
As the hull of ~
Mirk2006-02-11 23:52:33
QUOTE(Soll @ Feb 11 2006, 08:35 AM) 256961
Syntax: GRID BOND ~
Ship Power: 5 ship power, all available ship power on implosion.
When docked, you may create a bond between both ship and dock. When the structural integrity of your ship is breached, the bond will flare into existance to maintain the sanctity and life of all within. With its last strength, the algontherine entity will fly instantaneously through the ether and become docked at its bond, all within alive and safe. After this feat, the entity will require a while to rest before it may be launched again. When you dock manually, this defence will fade and the power will return to the ship.
With a slow blink, you create a strand of aether which invisibly ties the hull of ~
As the hull of ~
Isn't that just the recovery idea that Estarra originally had for the empath trans skill?
Suhnaye2006-02-12 00:29:49
Pretty much
Suhnaye2006-02-12 01:02:49
I realized something in another thread that should be added either to the basic or commander skills. A skills to call your ship back to your home dock if its been abandoned on an Aetherbubble, or a dock you don't know of. This would be for those times when its left on a bubbles dock or something and you die while hunting, or else in case someone else takes it out, and dies on a bubble, or docks it on a different plane somewhere, and you don't know how to find it. Only the manse owner should be able to call it.
Shryke2006-02-12 01:30:19
Pretty sure I posted that somewhere up there
Estarra2006-02-12 03:56:07
QUOTE(Suhnaye @ Feb 11 2006, 05:02 PM) 257064
I realized something in another thread that should be added either to the basic or commander skills. A skills to call your ship back to your home dock if its been abandoned on an Aetherbubble, or a dock you don't know of. This would be for those times when its left on a bubbles dock or something and you die while hunting, or else in case someone else takes it out, and dies on a bubble, or docks it on a different plane somewhere, and you don't know how to find it. Only the manse owner should be able to call it.
Ships will eventually implode on their own and refrom back on its home dock.
The "lifeline" skill idea was meant to make it easier if you die on a bubble.
I'm really not fond of the idea of "calling" your aethership to you.