Yrael2007-06-30 02:27:36
Let's say you're raiding. Noone's around to stop you. So after a specified amount of time in X Village/etherglomwilde/plane, a champion mob is deployed, which is basically some ungodly high damage creature with plenty of afflictions to toss out on top of it. Killable, but bloody bloody hard. Thoughts?
Krellan2007-06-30 03:25:10
QUOTE(Yrael @ Jun 29 2007, 09:27 PM) 421733
Let's say you're raiding. Noone's around to stop you. So after a specified amount of time in X Village/etherglomwilde/plane, a champion mob is deployed, which is basically some ungodly high damage creature with plenty of afflictions to toss out on top of it. Killable, but bloody bloody hard. Thoughts?
just kill the hunting avatars of avechna!
Unknown2007-06-30 04:51:55
Killing an Avatar of Avechna should so free you from the status that caused it to come after you. That would be so cool if you could form up a defence against an attacking Avatar to protect someone from being peaced and such, but it would still likely cost the lives of a few people in the process.
Shamarah2007-06-30 04:54:56
Avatars are invulnerable.
Krellan2007-06-30 18:23:10
lies. someone told me to find out for myself!
Unknown2007-06-30 20:38:36
Sounds rather WoWish...
Viravain2007-06-30 21:44:30
Avatars cannot be slain.
Problem solved.
Problem solved.
Sylphas2007-06-30 22:13:20
QUOTE(B_a_L_i @ Jun 30 2007, 04:38 PM) 421832
Sounds rather WoWish...
Er, WoW has plenty of good ideas. Not all of them work, most of them wouldn't work here, but just saying it's WoWish doesn't mean you just discount it.
Unknown2007-06-30 22:15:36
QUOTE(Yrael @ Jun 29 2007, 10:27 PM) 421733
Let's say you're raiding. Noone's around to stop you. So after a specified amount of time in X Village/etherglomwilde/plane, a champion mob is deployed, which is basically some ungodly high damage creature with plenty of afflictions to toss out on top of it. Killable, but bloody bloody hard. Thoughts?
We already have ways to discourage camping in enemy territory, off-prime at least, via the defensive constructs.Yrael2007-07-01 02:45:43
Alright then, Wessy, in Villages. You spend too much time murdering in Estelbar, and the population of Estelbar's controlling org is below X, a three foot fuzzball in four inches of plate steel carrying flails the size of its torso taps you on the shoulder for a brief friendly chat. It's killable, but it does *plenty* of damage and afflictions, too.
Unknown2007-07-01 03:21:26
Define 'to much time'. Are we talking 1 hour constant, or cumulative time over 1 IC month, or 1 IC year maybe? Cumulative would make more sense, but what if it’s over 1 year, and during that time the village changes hands, and it’s your nation’s now. Is it to be time spend in the village while a village enemy? In which case it protects the village from the villages enemies, but does nothing for the org controlling it, and might in fact be ‘defending’ itself from those who now control it.
If villages just started popping out champions for no reason I’d have a serious time believing it. Why is jim 50 times stronger then everyone else in the village he’s grown up with?
Perhaps if what happened was the village hired a mercenary, it would make more sense. The fee from the mercenary would mean the village was poorer, and tithed much less to their controlling org, maybe a 50% reduction for the next X amount of time (1 IC month/weave?). It should also cause a small drop in how the village likes their controlling org, since they’ve had to fend for themselves (if village feelings are even active anymore).
Also, if there was some sort of new mercenary guild (on avechna maybe?) they might be able to offer other services of some sort. Either to nations, or to individuals.
If villages just started popping out champions for no reason I’d have a serious time believing it. Why is jim 50 times stronger then everyone else in the village he’s grown up with?
Perhaps if what happened was the village hired a mercenary, it would make more sense. The fee from the mercenary would mean the village was poorer, and tithed much less to their controlling org, maybe a 50% reduction for the next X amount of time (1 IC month/weave?). It should also cause a small drop in how the village likes their controlling org, since they’ve had to fend for themselves (if village feelings are even active anymore).
Also, if there was some sort of new mercenary guild (on avechna maybe?) they might be able to offer other services of some sort. Either to nations, or to individuals.
Yrael2007-07-01 04:12:48
Alright, let's collect the ideas into one cohesive post rather than drooling them out.
There is, say, less than 5 members of X organisation online. Forren decides "It's bastard time!" pulls on his blue tights and blue shirt with "SG" on the front and starts slaughtering furrikin farmers. After one each, say, minute has been killed, at a minimum, for seven minutes, Jim, the furrikin lugging around enough metal to sink a small ship, taps Forren on the shoulder and begins laying into him. Giving, say, bonecrusher afflictions. Forren either runs away, dies to Jim, or kills Jim. If Jim dies, he just goes back to what he's doing, which is skipping merrily through flames and bones and corpses, singing at the top of his lungs. If you did this in, say, Angkrag, you'd have some sort of Necromancer mob happily trying to shrivel you into nothingness. Southgard, the Dwarven King's chosen champion, Delport, a mage of some kind. You could explain them away as planar manifestations of the emotions and desires and lives that have collected in the air in every village, affecting the void, and manifested in their own little creche planes as something even weaker than the half formed yet able to leave, then chewed their way to Prime. Each time they die, they reform on their little invisible creche plane slowly, and a year later drop back into the village.
Perhaps scale them in terms of power. Take the level of the person happily butchering Furrikin, and if it's less than 60, spawn Tom, the village strongfurrikin. 60-75? A mercenary the village hired. 75-Demigod? Jim, the angry planar entity. In regards to your costing idea - Say, Tom wouldn't cost anything, and would spawn automatically after they've decided they're tired of being repressed, but the mercenary's fee, and the power required to form an aetheric beacon to lead Jim back to Estelbar in a year, rather than a century or two. If they hadn't paid the fee for either the mercenary, or Jim, Tom would pop up anyway if the conditions were satisfied.
There is, say, less than 5 members of X organisation online. Forren decides "It's bastard time!" pulls on his blue tights and blue shirt with "SG" on the front and starts slaughtering furrikin farmers. After one each, say, minute has been killed, at a minimum, for seven minutes, Jim, the furrikin lugging around enough metal to sink a small ship, taps Forren on the shoulder and begins laying into him. Giving, say, bonecrusher afflictions. Forren either runs away, dies to Jim, or kills Jim. If Jim dies, he just goes back to what he's doing, which is skipping merrily through flames and bones and corpses, singing at the top of his lungs. If you did this in, say, Angkrag, you'd have some sort of Necromancer mob happily trying to shrivel you into nothingness. Southgard, the Dwarven King's chosen champion, Delport, a mage of some kind. You could explain them away as planar manifestations of the emotions and desires and lives that have collected in the air in every village, affecting the void, and manifested in their own little creche planes as something even weaker than the half formed yet able to leave, then chewed their way to Prime. Each time they die, they reform on their little invisible creche plane slowly, and a year later drop back into the village.
Perhaps scale them in terms of power. Take the level of the person happily butchering Furrikin, and if it's less than 60, spawn Tom, the village strongfurrikin. 60-75? A mercenary the village hired. 75-Demigod? Jim, the angry planar entity. In regards to your costing idea - Say, Tom wouldn't cost anything, and would spawn automatically after they've decided they're tired of being repressed, but the mercenary's fee, and the power required to form an aetheric beacon to lead Jim back to Estelbar in a year, rather than a century or two. If they hadn't paid the fee for either the mercenary, or Jim, Tom would pop up anyway if the conditions were satisfied.
Forren2007-07-01 06:12:38
I'm not sure why this is necessary.
Yrael2007-07-01 06:22:42
To try to deter dead hour raids when you've got maybe a pair of novices and one or two mid level non combatants online?
Shiri2007-07-01 06:33:15
I don't think it's likely to do that. If the mob is killable, they'll kill it. If it isn't, they'll run off to another village, or cosmic/Ethereal/elemental and start killing things there. Plus, it's mostly not the villagers people kill anyway. This wouldn't help anything.
Sylphas2007-07-01 07:27:20
I endorse this idea simply because it's point was illustrated via use of a kick ass furrikin.
Arix2007-07-01 08:10:42
sorry, I was busy trying not to imagine Forren in tights
Unknown2007-07-01 09:18:55
QUOTE(Arix @ Jul 1 2007, 04:10 AM) 421962
sorry, I was busy imagining Forren in tights
Fixed! Arix2007-07-01 10:50:21
IT'S BASTARD TIME! *griefs Wesmin*
Also, I have to say, I like Yrael's idea
Also, I have to say, I like Yrael's idea
Unknown2007-07-01 12:10:55
Good idea on paper, but not really feasible. If it's just one mob, the raider will run away from it. And if it's killable, then as it was said above, he'll kill it. Also as said above too, raiders aren't in villages for the villagers (USUALLY) - killing makes them enemied to the village, which means less influencers when the village revolts.