Construct Overviews and Suggestions

by Malarious

Back to Common Grounds.

Korben2007-04-01 11:24:44
QUOTE(Visaeris Maeloch @ Mar 31 2007, 06:10 PM) 394527
As it stands, it's a losing proposition for the militarily weak orgs (Mag and Glomdoring). They will lose, and they won't lose by a little. You don't have situations where you can say "that was a close fight but gosh darnit we just barely lost." It was "wow we jjust spent 45 mitnutes getting our asses beat over and over again.. that sucked."

The problem is very basic: there's population and fighting power imbalances. Mechanically you can't fix that, and I don't know of a solution. Constructs magnify the problem because now you've actually got something to lose. The death of a demon lord or a supernal is really nothing.. Losing a construct is a BIG loss.

Unfortunately Magnagora is sort of forced by its RP to keep the Crypt up, as much as I'd like to get rid of it.


I'll say the same I've said for ages in Achaea. Any roleplay that says 'do something that'll make the game suck for you' or 'do something that'll make the game suck for someone else' is inimical to the game itself and shouldn't be there. The game exists for people to have fun, RP is an element of the game to enhance that fun. Having fun is more important than being dominated by some RP that's conflicting with your reason for being in the game to begin with.
Xenthos2007-04-01 13:26:00
QUOTE(Malarious @ Apr 1 2007, 05:31 AM) 394624
3) Should you be able to erect a second colossus? As it stands a colossi can walk away if damaged and cant be stopped (it ignores blockers, walls, and even barrier), do they really need to be able to make another one?

Once a colossus engages a construct, it should not be able to leave the room. If it is destroyed, the construct should not be able to be engaged by a second colossus from the same organization.
Unknown2007-04-01 14:45:33
QUOTE(Xenthos @ Apr 1 2007, 09:26 AM) 394645
Once a colossus engages a construct, it should not be able to leave the room. If it is destroyed, the construct should not be able to be engaged by a second colossus from the same organization.


I agree with this.
Catarin2007-04-01 15:18:19
Guards should not be allowed on the bubble. If you are getting killed the moment you enter the bubble then do not enter until you have sufficient force organized and then you all enter at once. Defenders already have extremely easy access to the bubble, giving a safe room on top of this just seems excessive.

Adjustments need to me made but they should not be made so far in favor of the defender that it makes raiding not feasible. You can speak of the ease of raiding all you like but you will see how easy it is when you mount your own raids so I won't speak of it more here. This is a two sided issue. It needs it to be worth it for the raider to actually raid and it needs to be worth it for the construct to be built. It should not turn into a situation where you are all but guaranteed to be able to keep your construct regardless of how capable you are of defending it.

Claiming you have to build a construct because of RP reasons is just silly. The crypt is built because it is a very good construct and confers an excellent benefit unto the entire citizenry of Mag. If all it did was give the "undead" tag but not actual lich, I sincerely doubt it would still be built even if it was great RP. That said I don't believe organizations have a "right" to build and keep these constructs but they should get some credit for trying as I said earlier. I don't like the idea of always getting a flat 1/4 build cost if your construct is destroyed. It should be based on how long you were able to keep it before it was destroyed. Otherwise it becomes a case where an org that really isn't able to defend their construct being able to just keep rebuilding it with minimal costs.

In terms of the change to only one colossus per weakening this would not be feasible at all unless the weakenings were extended to the point where a colossus would decay between weakenings or the ability to heal the colossus between battles was implemented. If this change was made the way things are now it would decrease the chances of ever being able to take down a construct due to the fact that at the end of a weakening, if a colossus was still standing, it would likely be pretty weak. The construct can be healed up quite a bit during the down times so it would immediately have a pretty big advantage over the attacking colossus. There would be a good chance of destroying it pretty quickly and then the rest of the battle can just be spent sparkleberrying as the invading force cannot attack the construct again that weakening.

Xenthos2007-04-01 15:20:50
QUOTE(Catarin @ Apr 1 2007, 11:18 AM) 394674
In terms of the change to only one colossus per weakening this would not be feasible at all unless the weakenings were extended to the point where a colossus would decay between weakenings or the ability to heal the colossus between battles was implemented. If this change was made the way things are now it would decrease the chances of ever being able to take down a construct due to the fact that at the end of a weakening, if a colossus was still standing, it would likely be pretty weak. The construct can be healed up quite a bit during the down times so it would immediately have a pretty big advantage over the attacking colossus. There would be a good chance of destroying it pretty quickly and then the rest of the battle can just be spent sparkleberrying as the invading force cannot attack the construct again that weakening.

That's easy enough to fix-- you should always have to build a new colossus for each battle. Just make the old ones automatically die. happy.gif
Xavius2007-04-01 16:27:12
That's a fairly hefty cost to an attacking organization. Building a colossus is not a bored ultra-talented fighter deciding on the spur of the moment to go make people chase him around. It's an organized group devoting resources of their own. Given how powerful these constructs are and the conditions required to attack them, I think having them destroyed needs to be a very real possibility. Even the cheapest constructs are scary!
Xenthos2007-04-01 17:40:13
QUOTE(Xavius @ Apr 1 2007, 12:27 PM) 394682
That's a fairly hefty cost to an attacking organization. Building a colossus is not a bored ultra-talented fighter deciding on the spur of the moment to go make people chase him around. It's an organized group devoting resources of their own. Given how powerful these constructs are and the conditions required to attack them, I think having them destroyed needs to be a very real possibility. Even the cheapest constructs are scary!

It's a fairly hefty cost to build and maintain a construct as well... further, the destruction of a construct gives you half the power it took to build it. Having to build a new colossus, if you're seriously intent on destroying a construct, isn't that bad a thing. I'd expect the organization to fund the colossus construction as well.
Krellan2007-04-01 18:16:45
well I thought a safe room is a good idea. What's the point of defending if you're already outnumbered two to 1. You go up into a demesne that can sweep you away instantly or for communes completely split you up or if infused with rad completely throw your group apart. Also the problem is numbers each room has multiiples exits and in the case of city construct raids you could be instantly beckoned unless your coordinate an instanteous double block on every exit since the raiders can move to a different room to beckon from. Even then it's not completely safe since you can use fear and other means to move defenders from the 'safe' room or rad them out if you have runists. Besides everyone knows having the demesne is an advantage that you could easily win outnumbered if the smaller group had the demesne. So then the only way for them to 'gather' up enough forces to repel the raiders that just slaughtered them was if more people by chance logged in.
Anisu2007-04-01 18:21:29
QUOTE(Xenthos @ Apr 1 2007, 07:40 PM) 394696
It's a fairly hefty cost to build and maintain a construct as well... further, the destruction of a construct gives you half the power it took to build it. Having to build a new colossus, if you're seriously intent on destroying a construct, isn't that bad a thing. I'd expect the organization to fund the colossus construction as well.

Expect all you want, they don't
Xenthos2007-04-01 18:23:29
QUOTE(Anisu @ Apr 1 2007, 02:21 PM) 394708
Expect all you want, they don't

That would be a problem with the organization, then. happy.gif
Forren2007-04-01 18:30:50
No safe rooms, no guards, no discretionary powers in Nexus Worlds. Do we really want nexus world battles to be as nerfed as others are now?

You -should- lose if you are outmatched. Some of these constructs provide very overpowered benefits - they should be able to be destroyed. As of right now, you can't destroy a construct in a single battle. You need multiple conflicts in order to destroy it. I think the system is fair as is.
Krellan2007-04-01 19:02:39
i agree with that they should lose. and definately no discretionary powers. I agree wholely with that. constructs are optional. But the safe room at least people can sit around and decide if they want to help. Instead of young people just going up and dying instantly too. i mean in raids, people sit at the nexus and just wait till you leave if tehy can't win. They can do the exact same for the nexus world, but having anyone who shows up instantly slaughtered is just a complete turnoff even as much as I like to grief.
Daganev2007-04-01 19:08:10
Question/Suggestion


Can an org build a collosi to help defend its constructs? so that the defending party can use the collusi to help beat off the attackers?
Vaerhon2007-04-02 00:13:08
QUOTE(daganev @ Apr 1 2007, 07:08 PM) 394726
Question/Suggestion
Can an org build a collosi to help defend its constructs? so that the defending party can use the collusi to help beat off the attackers?


No. But a construct is more than capable of destroying a colossus on its own, given support by people on the ground or aethership bombardment, just as a colossus can destroy a construct given similar support.
Catarin2007-04-02 03:50:18
QUOTE(Krellan @ Apr 1 2007, 12:02 PM) 394723
i agree with that they should lose. and definately no discretionary powers. I agree wholely with that. constructs are optional. But the safe room at least people can sit around and decide if they want to help. Instead of young people just going up and dying instantly too. i mean in raids, people sit at the nexus and just wait till you leave if tehy can't win. They can do the exact same for the nexus world, but having anyone who shows up instantly slaughtered is just a complete turnoff even as much as I like to grief.


Why can't this safe room just be the nexus itself that you use to access the nexus world? It's perfectly safe with guards and all the other city defenses and people can organize at will with practically no danger whatsoever. Then, once they are ready, enter the world. Why is there a need for another room inside the nexus world itself?
Krellan2007-04-02 05:45:03
QUOTE(Catarin @ Apr 1 2007, 10:50 PM) 394860
Why can't this safe room just be the nexus itself that you use to access the nexus world? It's perfectly safe with guards and all the other city defenses and people can organize at will with practically no danger whatsoever. Then, once they are ready, enter the world. Why is there a need for another room inside the nexus world itself?


are you kidding.. i mean I said it a few times. Defenders need to be able to assess the situation. sure they can def up on prime but they run the very likely risk of going blindly into an unknown number of raiders/demesne potential beckoners from toher rooms hailstorm whores from other room and traps.
Unknown2007-04-02 12:39:00
QUOTE

You -should- lose if you are outmatched. Some of these constructs provide very overpowered benefits - they should be able to be destroyed. As of right now, you can't destroy a construct in a single battle. You need multiple conflicts in order to destroy it. I think the system is fair as is.
This seems ironic coming from a member of New Celest, who decided that the constructs weren't powerful enough to be worth the cost. You now seem to be saying that they are not only worth the cost, but they are worth the cost plus the extra risk that they will be destroyed and will have to be built over again from scratch...Also, I haven't been around for a weakening yet, but if you can't destroy a construct in a single battle, how did Celest take down two of Mags constructs in one weakening?

QUOTE
Why can't this safe room just be the nexus itself that you use to access the nexus world? It's perfectly safe with guards and all the other city defenses and people can organize at will with practically no danger whatsoever. Then, once they are ready, enter the world. Why is there a need for another room inside the nexus world itself?


I think demesnes pose the biggest problem with this. It is impossible for a group to mount an organized offensive (or defensive) if they are swept by a demesne which cannot be broken at their point of entry. Let's say you are leading a large, superior group of Celestians to defend against a smaller Mag group. If I place a demesne around the entrance to the nexus world, you would not be able to break it when you first came up. What's more, you wouldn't be able to look around and find out where it could be broken. This is made much worse, as Krellan mentioned, by runists who can embed rad, or hexen who draw fear/etc hexes to confuse things. I agree that there should be one safe room, so that the group can come up and look around, and figure out what they're up against.
Unknown2007-04-03 19:53:24
Why do the forums still say Krellan had the last post? Is it hard-coded to completely disregard whatever I post now? unsure.gif
Vaerhon2007-04-03 21:50:12
QUOTE(mitbulls @ Apr 2 2007, 12:39 PM) 394931
This seems ironic coming from a member of New Celest, who decided that the constructs weren't powerful enough to be worth the cost. You now seem to be saying that they are not only worth the cost, but they are worth the cost plus the extra risk that they will be destroyed and will have to be built over again from scratch...Also, I haven't been around for a weakening yet, but if you can't destroy a construct in a single battle, how did Celest take down two of Mags constructs in one weakening?


Best understanding from someone not in Magnagora is that neither had been healed over the previous weakening, leaving Magnagora with two constructs in name but not in health.

QUOTE(mitbulls @ Apr 2 2007, 12:39 PM) 394931
I think demesnes pose the biggest problem with this. It is impossible for a group to mount an organized offensive (or defensive) if they are swept by a demesne which cannot be broken at their point of entry. Let's say you are leading a large, superior group of Celestians to defend against a smaller Mag group. If I place a demesne around the entrance to the nexus world, you would not be able to break it when you first came up. What's more, you wouldn't be able to look around and find out where it could be broken. This is made much worse, as Krellan mentioned, by runists who can embed rad, or hexen who draw fear/etc hexes to confuse things. I agree that there should be one safe room, so that the group can come up and look around, and figure out what they're up against.


Demesnes aren't invincible, even if they hold the point of entry. The situation you propose is just the same as launching an assault from an aethership through a hostile demesne including the dock - hard, but not impossible. The one weakening I've been at when we made it to the nexus world had to get through a demesne covering the dock. Protection, shield, block, icewall and disciplined use thereof are enough to mount an offensive through a demesne. It's still hard - we took several casualties fighting to the construct, and several more fighting out, those last due almost entirely to the demesne ticking inopportunely - but not impossible.
Catarin2007-04-03 22:48:04
QUOTE(mitbulls @ Apr 2 2007, 06:39 AM) 394931
This seems ironic coming from a member of New Celest, who decided that the constructs weren't powerful enough to be worth the cost. You now seem to be saying that they are not only worth the cost, but they are worth the cost plus the extra risk that they will be destroyed and will have to be built over again from scratch...Also, I haven't been around for a weakening yet, but if you can't destroy a construct in a single battle, how did Celest take down two of Mags constructs in one weakening?


Celest chose not to build its special construct because of several reasons, one of which being wanting to be sure it could be properly defended first. Magnagora apparently felt that building their crypt was worth the risk of it getting torn down and that they would be able to successfully defend it. What is worth it to Magnagora and what is worth it to Celest are two different things. No one made Magnagora build the crypt and then rebuild it after it was torn down. It is Magnagora's choice whether to keep building the construct but I think it's been made pretty obvious that defending a construct is not something to take lightly.

Celest was able to destroy two constructs in one weakening because of a lack of organized opposition. The construct had not been healed up much at all since the last battle, no one operating the constructs, Celest holding the room, etc. I believe things have been tweaked somewhat to make it harder to take one down in the one battle though it's quite possible it just seems harder because people are becoming better at defense.

QUOTE(mitbulls @ Apr 2 2007, 06:39 AM) 394931
I think demesnes pose the biggest problem with this. It is impossible for a group to mount an organized offensive (or defensive) if they are swept by a demesne which cannot be broken at their point of entry. Let's say you are leading a large, superior group of Celestians to defend against a smaller Mag group. If I place a demesne around the entrance to the nexus world, you would not be able to break it when you first came up. What's more, you wouldn't be able to look around and find out where it could be broken. This is made much worse, as Krellan mentioned, by runists who can embed rad, or hexen who draw fear/etc hexes to confuse things. I agree that there should be one safe room, so that the group can come up and look around, and figure out what they're up against.


It is not impossible, it is difficult. In this situation the early bird gets the worm. Whoever is there first and has the demense has the advantage. If it is indeed as impossible to deal with this sort of advantage than I'm not sure how you expect raiders to mount an offense if the defenders got the drop on them unless they get a safe room too. Defenders already have a very significant advantage in the fact that when they die they don't have to fly on a ship to get back heh.