Unknown2007-08-02 03:06:44
Every 15 hours, we can raid the opposing nexus world to disable a construct for 3 hours, after (I'm guessing, based on this past mini-weakening) 2 hours of work.
I'm all for increasing the 'downtime' to 6 hours. Guess we can wait for a few more of the mini-weakenings to pass before adjusting times, though.
I'm all for increasing the 'downtime' to 6 hours. Guess we can wait for a few more of the mini-weakenings to pass before adjusting times, though.
Furien2007-08-02 03:14:46
Paraphrasing something I posted to Celest:
The Moon is a very fast planet that crosses the 12-signed zodiac belt in 30 days. 30/12 = 2.5 days the Moon spends in a single sign.
When the Moon goes into one sign, a mini battle will take place between the two (Serenwilde vs. Glomdoring or Magnagora vs. Celest) that lasts for 2.5 days (lusternian) which is probably the same as 3 hours.
I'd guess Glooms were on our construct for 20-30 minutes, and they got it to 58% energy (5,800 out of max 10,000). So it'd take about 1 hour per construct (less, if they have more poeple), so you could disable 3 constructs (if you were fast) in the weakening. The downside, is that the constructs will only go down for a few hours (3 lusternian days) and possible make them cost a bit more.
The problem is that the mini battle can happen again when the Moon moves 6 more signs. 6 * 2.5= 15. 15 Lusternian days is yet another mini battle. :/
The Moon is a very fast planet that crosses the 12-signed zodiac belt in 30 days. 30/12 = 2.5 days the Moon spends in a single sign.
When the Moon goes into one sign, a mini battle will take place between the two (Serenwilde vs. Glomdoring or Magnagora vs. Celest) that lasts for 2.5 days (lusternian) which is probably the same as 3 hours.
I'd guess Glooms were on our construct for 20-30 minutes, and they got it to 58% energy (5,800 out of max 10,000). So it'd take about 1 hour per construct (less, if they have more poeple), so you could disable 3 constructs (if you were fast) in the weakening. The downside, is that the constructs will only go down for a few hours (3 lusternian days) and possible make them cost a bit more.
The problem is that the mini battle can happen again when the Moon moves 6 more signs. 6 * 2.5= 15. 15 Lusternian days is yet another mini battle. :/
Krellan2007-08-02 03:16:32
QUOTE(Xenthos @ Aug 1 2007, 12:28 PM) 430594
Thanks for the clarification.
Further ideas: Make Colossi start at 3,000 health instead of 10,000 (they aren't going to survive from one Major Weakening to the next anyways). REMOVE the "Colossi get slower as they get more damaged" thing (it's essentially a non-issue at the moment anyways). Give the experience gain to those who focus negatively on a colossi when it's destroyed, and when an operator destroys a Colossus. Essentially, trying to give both sides the same reward for participating.
4180h in one weakening's pretty difficult to pull off (900 from sparkles, 280 from a keg, and 3000 base), but at least it's a lot more plausible than 11180.
Further ideas: Make Colossi start at 3,000 health instead of 10,000 (they aren't going to survive from one Major Weakening to the next anyways). REMOVE the "Colossi get slower as they get more damaged" thing (it's essentially a non-issue at the moment anyways). Give the experience gain to those who focus negatively on a colossi when it's destroyed, and when an operator destroys a Colossus. Essentially, trying to give both sides the same reward for participating.
4180h in one weakening's pretty difficult to pull off (900 from sparkles, 280 from a keg, and 3000 base), but at least it's a lot more plausible than 11180.
actually the average bombarding is 5 per ship in a major weakening so reduce your numbers a bit. Oh and instead of being all ridiculously difficult, though I agree with the remove colossi getting slower part as well as giving experience for destroying the colossus and now that I'm actually rereading it it's not being ridiculous difficult. But instead of reducing health, just add decay time. make it last through multiple weakenings as people have asked for before. helps us with upkeep and cost as well as when the XP factor is added in, will allow them to destroy the colossus. The advantage here is that it's guaranteed gained if you want it. people don't raid every weakening, so if they don't you can let the colossus decay more while your construct automatically fights it off, or you can go there and help destroy it and gain experience in the process. I think it'd help the newbies out too since focus construct is very low.
QUOTE(Xenthos @ Aug 1 2007, 01:18 PM) 430618
Given the way it's set up, it appears that you would use disabling for the little constructs (mostly Cosmic / Ethereal / Elemental defense) and major battles for the bigger constructs (Crypt, Angelfont). The Moon Altar would be a gray area, I can see wanting to disable it in certain situations. The question is whether or not they'd occur near enough to a minor weakening to work.
I'd hope nobody would waste time disabling the immolation construct, but we'll see.
I'd hope nobody would waste time disabling the immolation construct, but we'll see.
actually, if seren was going to raid during a mini weakening, I'd be leading them to go after the immolation construct unless we were going to go on an avatar raid afterwards. Reasoning for this is because it should be giving power to Glom by now and if it's disabled there's a chance to raise the upkeep or maybe in this case decrease the gain and eventually raise the upkeep. What is the chance for that anyways?
Anyways as Catarin said many people find aetherfighting to be the best part. It definately is for me and I know of many of the people I actually crew with. we hate the sitting part, but we get to shoot each other which is fun. I even enjoy just running across creatures and killing them too.
really I think bombarding is fine, they have to sit, there's a few ways to stop it that my mind is theorizing of, course it's theoretically since I haven't tested it or tried it, but it sounds good. Someone said something about flying in and out of shooting range is one of them.
hrm what else is there. OH jinsunjolt, someone said already that there has to be someone on the ship to jolt it which is true, the one thing you got wrong was that it doesn't require a target. jolt hits everything with someone on it. of course it's a chance hit and not guaranteed. So then targetting would have to be done afterwards when you see a ship actually get hit. Ship targetting is hard! esepcially with iloysia, it's sneaky. most the inexperienced ones have no idea what to target cause it doesn't show the ship's targeting name in the ship name. and you have to use ship look info to see and most just don't know about it. with that aside though, is it a bug? I always thought that's the way it's intended. because flashpoints get destroyed if you blow a ship up, but if you can blow up an unmanned ship that's kind of lame to say the least. If you had no chance of escaping a raid then you would never raid. People are way too concerned about experience to do that. Just think if you had no option to escape a village, would anyone ever raid guards? nope. Sure you might have to thin your forces to fly a ship, but you could do it with one person against an unmanned ship. or even better, use a whistle or borrow a whistle. don't even have to fly with that.
all in all I'm looking forward to the new changes a lot. They seem promising and give me more interest. After demigod, you really tend to lose a lot of interest in bashing unless you're Exeryte
Unknown2007-08-02 03:37:13
I wasn't sure if this thread was the right place for general aetherspace suggestions, so I put mine here, but I think nexus worlds should be much more integrated into the aether system.
The battle earlier was quite fun (even if I'm rather inept ), but I can't really see how aetherships are going to be used other than transport or massive orbital bombarders when there is little resistance.
The battle earlier was quite fun (even if I'm rather inept ), but I can't really see how aetherships are going to be used other than transport or massive orbital bombarders when there is little resistance.
Xenthos2007-08-02 03:54:30
QUOTE(Krellan @ Aug 1 2007, 11:16 PM) 430798
actually, if seren was going to raid during a mini weakening, I'd be leading them to go after the immolation construct unless we were going to go on an avatar raid afterwards. Reasoning for this is because it should be giving power to Glom by now and if it's disabled there's a chance to raise the upkeep or maybe in this case decrease the gain and eventually raise the upkeep. What is the chance for that anyways?
From what I can tell, it would take you about 4 hours every single day just to keep it from not giving us any more power... and it's already maxed out anyways, so you'd be burning 4 hours a day for no gain at all...
The reason for disabling it seems to be to remove the benefit (that is, Ethereal / Elemental / Cosmic protection, or soul rez). There's no real point to disabling immolation.
Krellan2007-08-02 03:56:06
heh it's mostly cause no one but Celest and Mag can compete with your awesome ship. Celest actually might have an equally capable ship, but in any case Mag could compete as well because those two have the most experience and likely people specialized. Seren with few specialized empaths equals a loss against specialized combateers.
also one reason I wanna get in more fights with the cities. They will actually come after you with a crew no matter what the odds (at least from Mag's side) Celest goes in with stormscape and Aquila and you see Mag on the Fang going in countless times dying mostly, but occasionally they pull off a win. ship battles are so rare that even just blasting the other ships hull without using afflcitions is exciting. I say this because those are actually the only things that have happened in the couple battles I was involved in. Nejii used marworble or marmuckle (whichever is the aeon one) but missed so I didn't count it.
also one reason I wanna get in more fights with the cities. They will actually come after you with a crew no matter what the odds (at least from Mag's side) Celest goes in with stormscape and Aquila and you see Mag on the Fang going in countless times dying mostly, but occasionally they pull off a win. ship battles are so rare that even just blasting the other ships hull without using afflcitions is exciting. I say this because those are actually the only things that have happened in the couple battles I was involved in. Nejii used marworble or marmuckle (whichever is the aeon one) but missed so I didn't count it.
Xenthos2007-08-05 03:09:03
So, Morgfyre-- you've gotten a fair bit of input from both sides about it now.
I still think that bombard needs some downward adjustment and colossi should have a bit of an upward adjustment. The arguments against it have basically been that we shouldn't be removing aether-battles, but I truly don't see some downward adjustment removing aetherbattles.
Aetherships would still be required to get there, to land, and would still be useful for the extra support damage.
I'd like to know what your thoughts are on it now, since the thread's died down. This's one of my major concerns with constructs, and something that I'm very interested in an update on.
I still think that bombard needs some downward adjustment and colossi should have a bit of an upward adjustment. The arguments against it have basically been that we shouldn't be removing aether-battles, but I truly don't see some downward adjustment removing aetherbattles.
Aetherships would still be required to get there, to land, and would still be useful for the extra support damage.
I'd like to know what your thoughts are on it now, since the thread's died down. This's one of my major concerns with constructs, and something that I'm very interested in an update on.
Shiri2007-08-05 03:11:34
How can ships be used for extra support damage? If you have enough people to -continually- sustain both a colossus focusing force and a bombarding team you'd absolutely demolish them anyway. Normally you need every staff member on the ground and can barely sustain a force to bombard as is - bombarding is currently an alternative when you would be totally ganked on the ground.
Morgfyre2007-08-05 07:45:08
I don't think we'll change Bombardment damage at this time.
Xenthos2007-08-05 13:25:16
QUOTE(Morgfyre @ Aug 5 2007, 03:45 AM) 431526
I don't think we'll change Bombardment damage at this time.
Thanks for the update.
Unknown2007-08-09 02:51:20
Just one suggestion for a change I'd like made: When a construct reaches 1000 jolts, it lets the organization know it's being attacked on CT.
This would make it possible for the opposing organization to still disable the construct silently, but the last thousand jolts (2-3 minutes) would be a bit harder to do - just gives some chance for the defending organization to defend.
This would make it possible for the opposing organization to still disable the construct silently, but the last thousand jolts (2-3 minutes) would be a bit harder to do - just gives some chance for the defending organization to defend.
Krellan2007-08-09 03:08:18
why? I like it this way, everyone was complaining about forced conflict and too much conflict. This doesn't force you to defend so much cause you don't lose anything significant.
Xenthos2007-08-09 11:41:37
QUOTE(Krellan @ Aug 8 2007, 11:08 PM) 432500
why? I like it this way, everyone was complaining about forced conflict and too much conflict. This doesn't force you to defend so much cause you don't even know anything needs to be defended.
Fixed!
Krellan2007-08-09 22:37:42
pfff you should've just added that. you also don't lose anything significant