Aetherspace/craft ideas

by Krellan

Back to Ideas.

Krellan2007-11-26 22:17:18
These are just some ideas for the future. I'd like to try and talk to envoys about them, but obviously there's lots already needed to be done and those take priority. Not to mention, coders are probably busy with monks and all, so I'm hoping just to record these and maybe spark some ideas from others and then when the monks are done and coders have some freetime, maybe they can implement some of these ideas as well

I find aetherspace a lot of fun. I also feel that a lot find it boring and monotonous after awhile, but I think that most will find it fun at least the first time. The basic skills are the first three you get so the cost of entry is like two levels gained worth of lessons. Krellan's family has been working on a ship and going on trips and more people are starting to give it a try and liking it. And they continue to since they're lower level and they actually gain experience and enjoy the crews insanity.

It really tones down for higher levels though. I've posted already how a group of gorgogs in aetherspace is = to gorgogs on the prime gorgog cave, except in normal situations it is split 5 or even more ways because it's split amongst the crew. I think it'd be really helpful so that everyone gains the original amount of experience is worth, or just increase the experience of all creatures by 5. So when a crew hunts a group of gorgogs, they each gain that 707 essence for one gorgog on prime in the end after either the split or just giving the original value (whichever would be easier to recode).

Another plus I can foresee from something like that, would that when you make aetherspace more of a viable bashing ground (I already find it more enjoyable than bashing alone for exp day) you increase the interest and I've heard of people wanting their own ships too. Ships are fairly expensive and that's good, they should be expensive for a monster ship. But the more interest, the more people you'll have flying, the more aether battles will happen and more people will be willing to fight in space during the weakenings.

The next thing I wanted to address was some things Avaer/Elryn touched on. I didn't agree with all of his points, so I'll only talk about the ones I feel are important to change. Mostly on the commander skillset being greater than all others. I believe that some of the admin have stated they want Nexus worlds to be the main focus of conflict? or a big focus anyways. I know they didn't say anything specifically about aetherspace, but I'm going to assume they want aetherbattles to happen on some level. With the numerous advantages and utilities that commanders have over other specs, it's going to hinder the goal of increasing conflict or focusing conflict here.

The main problem is that commanders have all the utility bonuses. They have increased speed. But this is perfectly okay by me since all the specs have speed bonuses, I'm just listing really. They have flashpoints and can fuse, which is an instant escape as well as easy travel to bashing grounds. The trans skill also acts like an instant escape since it's basically tripleflash for a ship along with increased speed movements.

I don't know Empaths utility very well, but I'll list what I know. They get faster module balance, they can synch ships so that they can fuse to another (but only commanders can do this), they can scan the area, and they can distribute module powers. Distributing powers can be risky since it's only from turrets, grid, chair, and shield orb. And if you go under 100%, they malfunction on chance as if that module were damaged. So really, it's only safe to distribute from the shield orb or an empty turret.

Combateers get faster module balance and various power intensive abilities that afflict as well as bombarding. The biggest problem with combateers is that the power is shared for the entire ship. Because of this, generally combateers cannot use their power and the power is saved for the Commander in case an instant escape is needed. The second biggest problem is that it misses, quite easily too. It misses as easily as regular shots miss. Wasted power right there and then the other 4 modules have less power to use. Anything someone would try using takes 5 power or 10 power or 8 power. It's really only enough for one module to use. Why risk it on a chance shot when another module can use it guaranteed?

I think most people take commander for flashpoints, combateer for bombarding, and then people take Empath because it's necessary. Empaths are the druids of Lusternia.

My first idea was to give everyone flashpoints. Make it a common aethercraft skill. Then to make it so that there is still importance for commanders besides the awesome speed bonus, give them the ability to make more than just the 3 flashpoints, increase it to say 5. A variation of that would be to give fusion to the aethercraft skillset, and then flashpoints only to commanders. This way everyone can USE flashpoints, but cannot set them and mess with a commander's flashpoints.

As I've been writing this, I realized that fusing would just become the trueheal of aethercraft and everyone having that would be kind of crazy. So to polish it off, make it so that one can only fused if the ship is at full hull strength (and/or undamaged modules). This means that the trans commander skill would be the best means of escaping during a dangerous battle and not just anyone could do it.

Not only would this change encourage people to take up other specializations, but it would help with nexus weakenings. The biggest problem with nexus weakening battles is that they are scheduled. The reasons why is pretty valid, but the drawbacks and the current system could be improved above to make it not as much of an issue. In Furien's topic about Serenwilde and conflict, he rants about the latest Glomdoring major weakening and Serenwilde not going because they don't have a commander to fuse.

Now most people would say, they could've just flown there. But how many of you want to spend ten minutes flying a monster ship there? There wouldn't be a commander for speed bonuses, and you assume strong ship, because it's either a precaution or you expect them to bring ships to fight back. After that, you risk waiting 60 minutes of sitting and whatever insane converstation you can come up with. Then you have to fly back. Commanders save a ton of time. People are only willing to invest so much time into sitting and it's the fusion skill that makes or breaks it. Sure, I've seen Celest fly, but they actually get fights. Mag is militant and would be forced to defend no matter what. Seren and Glom aren't, so they can sit back if the other side is merely bombarding. Plus Glom's has a literally choke point for it's defense, but that's not really part of the argument.

Now even if fusion isn't made publically, at the very least, the instant escape ability of fusion should be changed to require the full hull strength and/or module health. I say this because obviously every commander isn't gonna want their skill nerfed even if they'll still have faster flying abilities than everyone. There's also going to be a lot of people saying to just buff the other two skillsets to make them more attractive. I think it'll be hard to make it more attractive than fusion or even as desirable. But also my creative skills are on par with my paragraph separating skills. Anyways, thoughts and comments? Hopefully some good ideas too.
Krellan2007-11-27 02:37:48
While going on another aethertrip I've come up with a suggestion for Empaths. The distribute skill is actually not entirely as useful as it could be. Out of the 6 modules that you can transfer power from, only the shield orb is safe to do so while aetherhunting. Any module that is under 100% (meaning that power was transfered from it) will malfunction and act as if that module were damaged. It's relative to the amount of power, so you really can't afford to transfer power from anything other than the shield orb. It would be better if you could transfer power from the ramhead, and collectors, but I can understand reasons for not wanting to enable that. Another potential solution could be making it so that they don't malfunction at under 100%, while still decreasing the effectiveness of the modules. To clarify further, modules under 100% already work less effectively. Grids repair less of the hull each time, turrets do less damage, and the chair moves slower.
Shiri2007-11-29 02:25:39
Originally posted by Krellan:

QUOTE(Shiri @ Nov 28 2007, 07:54 PM) 460917
Serenwilde and Glomdoring don't aetherfight much so for Serenwilde this was pretty much our first time against some of these skills - we don't really know what's balanced and what isn't yet. However, AT FIRST GLANCE I think it would be more fun if:

Combateers missed less.
The empath grid went faster and didn't misfire so much.
Ship power regenerated faster.
Everyone had better transport in aetherspace via wormhole-type things (it takes inf longer to get to Glom nexus world from Seren than it did to get from Celest to Mag...I hope that wasn't just us).

Some of those things might seem counterproductive when added together but I think they'd make it more fun and a little less frustrating. Comments from people who have more experience in it?


Put these in my aethership/craft topic! I need them in an easy to find area so I can push them through my envoy slave/puppet when he runs out of ideas that I like. Or just sometimes after the New Years when they revamp the current system.
Krellan2007-11-29 02:26:57
I've come up with another idea to make aether battles more interesting (hopefully anyways!). Any input is good. Except from the bush. Shrubs don't think well, fool!

Hrm, first I'd like to say my viewpoint of most aetherbattles tends to be turret fire fire fire fire fire while the grid heals the hull and the chair may use power related actions. Maybe some ruptures are preset, maybe they fly around. If others feel this isn't how most fights go, please say so. I also mentioned before that I feel the shared power is a problem that limits the possibilities of aether battles.

So the idea is to give all modules a 10 power prompt. The exception could be that the turrets share a 10 power prompt, unsure how difficult this is to code. The misses would be okay if all the turrets had 10 power they could use individually or together. If it was shared together, hopefully some of the power costs could be looked at, like moving from 8 power to 5 power so that they had two chances to fire instead of one and the one missing. The grid would have it's own 10 power, and the chair would as well. This makes it more difficult to get back into the battle because of the lost power, but it also makes there to be more need for power in collectors, and more power used from the nexii or drawn for vortexes maybe, or even siphoned from ships.

No more ranting and ideas about aether combat and put it here! The rants thread gets way too big to look these ideas up in the future. whip.gif
Shiri2007-11-29 02:32:59
I think it's probably better if power is shared (that is a good system and encourages teamwork to some extent) but if power regen is made quite a bit faster.
Unknown2007-11-29 02:39:51
Ramming is pretty unviable right now. It nearly never works, even on a heavily damaged ship. Could it be made better?
Revan2007-11-29 03:09:01
we tested ram.. my ship had 900/2150 damage.... got rammed and still no breach. it's kinda worthless and it's better to just shoot the damn ship. As for the rest of this... I like krellan's idea about having turrets share power and the other modules be seperate. It's frustrating for the gunners to never be able to use their skills because "omg the pilot needs to spiral!" and i's very unfair for the commader to get all the attention.
Creslin2007-11-29 03:55:10
QUOTE(Shiri @ Nov 28 2007, 08:25 PM) 460923
The empath grid went faster and didn't misfire so much.


I agree, and said it somewhere else already. It would prolong battles a bit, and give a chance for more varied skill than getting the first shots off and hoping for less misfires than the other ship. As an empath, all I've ever gotten to do (with little exception.. I do remember one battle where I actually had the chance to use clarity, but it was because both sides were afflicting and not just going for damage) is heal the hull and hope they die before we do, as the damage always outpaces my ability to heal the hull, even as a trans empath.
Catarin2007-11-29 04:02:10
An improvement to healing would definitely make things more interesting.
Krellan2007-11-29 04:05:52
Well damage is supposed to outpace since you have only grid and 3 turrets. I'm hoping for shared power too. Not only will it give other crew members a chance to use power feats, but I'm hoping it helps encourage and move away from the simple hull blasting.

Hrm. We should also test ramming on other ships and get more info on it. Then figure out a nice solution. Otherwise, why have a useless module? I'd don't have a ramming module on my ship or I'd do it. Also make sure the target ship that you're trying to ram is the same ship you use. One ship stays the same, and you try to ram other ships. Then you need to use one same ship to try and ram a variety of ships so we can figure out what determines the probability.
Shiri2007-11-29 04:22:51
Damage outpacing doesn't make it that enjoyable though, since when you get blasted, you just misfire all the time, which is frustrating. Plus it's frustrating for the combateers to miss all the time, especially on their power feats. So the grid should probably be able to outpace just raw blasting, I'd think. That would require it to be sped up and made more effective, and turrets to miss less. Hopefully a stable-ish equilibrium can be reached.
Revan2007-11-29 04:26:28
Can't be too stable... remember that you DO need to destroy the ships, Shiri tongue.gif

Edit: To add something a bit more constructive... I think that ship healing needs to be modified abit more in that it should be possible for a trans empath to perhaps be able to heal more than one module at a time for a power cost. This would make empathing easier, but also have the restriction of a hefty power slump. Hopefully, though, the modules will have their on power biggrin.gif
Shiri2007-11-29 04:32:05
"able to destroy the ships" is what I meant by stable. It's -kind of- stable now, but in a frustrating way. I think it'd be better if there was less annoying missing and less annoying misfiring (due to empath grid being unable to do anything) involved.
Krellan2007-11-29 04:39:40
Well, after reading some of this and doing more thinking, another possible change idea is to make it so damage doesn't touch the modules. All master aethercrafts can target modules. Why not make use of it! This combined with powers for other modules will make more and more skills viable to use. No combateers to afflict with malfunctioning? Then target modules first. Target the grid so they can't cure and target the hull at the same time. As much fun as I get from just blasting the hull pewpew pew. Pew! Pew! I realize eventually it'll start to decline in popularity and get old by people not as simply as amused as I, especially if these aetherbattles increase in frequency.

Plus it becomes less annoying when aetherhunting. One attack ripping into the hull won't damage every single module you have.
Catarin2007-11-29 05:01:54
I like that idea Krellan. It would give reason for a little more strategy when attacking and possibly free up empath resources a bit. Having to heal every module in the ship every time it's hit is just a bit much. I like the independent power on the modules as well. That would *definitely* make things much more interesting. I'm a greedy commander and I want that 10 power to spiral! Since spiraling has saved our hides more time than I can count.....
Krellan2007-11-29 05:04:21
I think you misread Revan's idea. I'm fairly certain he said there would be a power cost to that. So it wouldn't necessarily be everytime. But maybe at the start so you can continue to focus on the hull. That or I misread. Either way, with a power cost, that could be a neat skill to have.

And is spiral that trans skill? the tripleflash like one? plus increased movement speed or something?

and wooo aetherspace is growing! And I'm on a hot streak with ideas! biggrin.gif
Furien2007-11-29 05:20:41
Anything to free up the Empath's hands is fine by me, honestly. content.gif
Estarra2007-11-29 15:29:20
FYI, we have a laundry list of aetherspace updates we want to do (mostly courtesy of Aetherspace Guru Elryn) but we just have had too much on our plate to be able to get to it. If you want us to consider anything else, bullet point lists with brief suggestions go a long way. See the Previous Aetherspace Thread.

pirate.gif piratecapt.gif mate.gif
Krellan2007-11-29 21:59:57
Awesome! I couldn't find that thread. I wish I had come up with some of these when Elryn was still here, he was going hardcore with his aetherspace changes. Though, some of the stuff I thought was a little unnecessary like replacing flashpoints, but other stuff was really good. I figure by New Years, or when the discussion on this thread dies down for a few days I can run through it and sum it all up in a list. That's when I'm guessing you guys will have started to lighten your load a bit anyways.
Krellan2007-11-29 22:23:17
This is the list of Avaer's ideas that Estarra pointed me to so you don't have to click the link. I'll just add them here. There are some very good ideas here. I kind of prefer my solution to fusion/flashpoints rather than the wormhole idea, but please read and comment!


QUOTE(Avaer @ Sep 25 2007, 08:55 PM) 444235
Yes, I know, you're all sick of hearing about aetherspace suggestions. Well, this is my attempt to put it all together in a final report to submit to the admin directly. Bear with me!

Changes

1. Movement Messages (I)
Suggested Change:
When a ship moves, its targettable name should be shown, such as:
CODE
The Wyrden Seeker (Seeker) glides to the east.


alternatively...

Show manse names on SHIP LOOK INFO, such as:
CODE
The Aetherforest of Avaerin is traveling the aetherways.

Justification:
It should be easy to target ships once you've seen them, and sometimes the alias can be quite different from the descriptive name.

2. Movement Messages (II)
Suggested Change:
When a ship moves, all people aboard the ship including those locked into modules will see the message 'You lurch sideways as glides into motion.' No further messages are shown unless the command chair is on-balance and unused for 5 seconds, and then the message 'There is a barely perceptible shift as glides to a rest.' If the crew have CONFIG MAPSHOW ON, however, they will see the current room description-per-move view.

Justification:
This is to cut down on the spam that occurs while piloting through aetherspace. It is a huge hindrance to communication and enjoyment of aetherspace, because of the fact anything you see quickly scrolls off the screen during the rapid-fire steering.

3. Module Repair Shortcuts
Suggested Change:
GRID MODULES should allow for substitutes or shortcuts for grid module repairing, such as:
CODE
GRID MODULES
chair - ######
turret - #####
turret - #####

Would targettable as:
CODE
GRID REPAIR MODULE CHAIR
GRID REPAIR MODULE TURRET.1
GRID REPAIR MODULE TURRET.2


Justification:
Without having fairly sophisticated trigger systems, it is very difficult to keep track of what module id codes need repairing, especially if the Empath switches between ships frequently. It is next to impossible to use GRID MODULES while in flight or in combat, due to the spam.

3.2 Module Repair Over Time
Suggested Change:
Module and ship afflictions given by combateers, particularly blown up modules, must fade on their own after a given amount of time, say 30 seconds.

Justification:
The requirement that a ship have an expert-level Empath to cure these afflictions is a massive hindrance. For example, it is possible for a small ship with one combateer to blow up the command chair of other ships, and should they not have a specced Empath, or an Empath without enough skill, the combat is effectively over. There is nothing the ship can do.

4. Aethercraft: Interlink
Suggested Change:
GRID JOIN and GRID REMOVE changed to be useable while docked.

Justification:
The ship channel is used before actually launching into aetherspace, particularly for impending battle preparations or to coordinate crew placement and numbers needed. It would also be nice if other grid commands that don't affect flying could be usable while docked, such as deepbond.

5. Empath: Screech
Suggested Change:
Screech can either be used as a passive ability that blocks relay communications of all ships within a 100 space radius (maybe this should just be incorporated into Dissonance, and screech have no passive function), or as an active ability that causes all nearby aethercreatures and ships to move randomly on the next tick. This latter active ability could be blocked by deadspace and dissonance.

Justification:
Why on earth would you try to hail an enemy? Even worse, why would they answer? The current effect of damaging ships on an open channel will never be used, except on friendlies for a joke.

6. Empath: Resonance
Suggested Change:
Possible ideas for a new trans skill - an ability to convert damaging attacks to healing for a few seconds, an ability to transfer a set percentage of hull damage to the locked in crew, an ability to reflect damage/afflictions back to the attacker for a few seconds, a fullheal-like ability, that restores a single module to 100% repaired. Please suggest something if you have an idea!

Justification:
Resonance is just a lesser version of Spiral, and really doesn't add anything unique to the skillset. Resonance is 10 power for aetherbeasts not to attack the ship (stationary), Spiral is 10 power for the ship to be immune to attacks from beasts and ships while moving (apparently faster than normal but I'm not sure about that). There's no need for this duplication, especially when it will always be more advantageous to use Spiral.

7. Combateer: Shock
Suggested Change:
Still costs 8p to immbolize a ship, as it is now, but costs 0p to immobilize a creature. The creature is halted for only 5 seconds, and the turret balance takes this long to recover.

Justification:
Power use is simply not justified for stopping a single creature in place. If it is only immobilized at the cost of using that turret, I don't see a problem balance-wise. I am assuming here that it does not stop the creature from attacking, only from moving.

8. Commander: Fusion
Suggested Change:
The skill be reworked so that it only allows teleportation to a synchronized ship, taking 5 seconds to complete. Instead of flashpoints, the WORMHOLES ability below will replace non-ship based teleportation.

Justification: Flashpoints make ship combat against a prepared commander rather pointless. Just like instant escape teleportation is very limited in regular ground combat, instant escape teleportation makes a sustained attack on a ship next to pointless. It also can effectively eliminate the need to actually travel through aetherspace if multiple flashpoints are available on different ships and the organization is liberal with power supply. This change is very controversial, with many players unwilling to support it.

9. Targetting
Suggested Change:
Increase the maximum range that ships and creatures can be targetted, scaled by ship size. So larger ships will have a larger range than smaller ships.

Justification:
Given the size of aetherspace, a larger sphere of interaction around each ship gives a greater chance combat is achievable. It also acts to slightly mitigate the penalty of speed on larger ships.

10. Commander: Immersion
Suggested Change:
Remove the power cost entirely, or make it 1p per use. The accumulating hull damage while in use would remain.

Justification:
Hiding from scans is worthless, thus it can be disregarded in considering balance. Using immersion to stop a vortex throwing the ship half-way across aetherspace is supposed to be useful, but given it costs 10 power for enough time to draw only 4 power with one collector (and not to mention summoning creatures), it is useless. This change would make it much more viable.

Additions

11. Aethercraft: Glide
Short Desc:
Glide smoothly along the aether currents.

Extended Desc:
Syntax: PILOT GLIDE
PILOT STOP
Your algontherine will continue moving in a given direction until it encounters some sort of obstruction. Note that the command chair will be off balance until PILOT STOP is used, but a new PILOT GLIDE command can be issued without a stop in between.

Details:
Very simple, just makes the algontherine steer in a certain direction every x seconds, where x is given by the command chair balance time modified by both ship size, Commander specialization skill, chair artifacts, and environment type. This is to make piloting aetherspace a little easier. Suggested Rank: Adept, 75%.

12. Empath: Relay
Short Desc:
Communicate beyond aetherspace through an aether relay.

Extended Desc:
Syntax: GRID RELAY ACTIVATE
If your organization has purchased an aetherspace relay on their docks, you will be able to communicate through all aether channels as if you were still on that plane. This ability will tax the willpower of the empath due to the strain required to maintain the tenuous connection.

Details:
While active, adds a line to SHIP STATUS and allows all crew to hear and speak on channels that correspond to the aetherspace plane they are on. That is, if the ship is in ethereal aetherspace, and there is an aetherspace relay on any ethereal organization dock at which the ship is permitted, anyone on board will be heard as if they were on the ethereal plane. It's to make it more viable to go on aetherspace expeditions without giving up the feeling of being part of the world, and also to promote ground-to-air coordination. If the imperialism idea below is implemented, this skill is not as necessary. Suggested rank: Expert, 75%.

13. Commander: Union
Short Desc:
Travel between algontherine entities via a living conduit.

Extended Desc:
Syntax: PILOT CONDUIT FORM (ship)
PILOT CONDUIT ACCEPT (ship)
PILOT BREAKAWAY
Requires ramhead module. Link two algontherine together so that crew can be transferred between them. Both ships must have a ramhead module through which the port will be accessible.

Details:
Just like ram, but with the other ship accepting it. May never be used, but would allow crew to be transferred across an armada if people on one ship have to leave. Suggested rank: Master.

14. Commander: Traversal
Short Desc:
Store a path through aetherspace for traversing later.

Extended Desc:
Syntax: PILOT TRAVERSE PATH (5 power).
Your grasp of aetherspace topography is so great that you can imprint a given route
in the mind of your algontherine and allow it to follow the path for you. The algontherine
can remember up to 400 movements at a time.

For example, PILOT TRAVERSE PATH NE,2E,SE,2S,SW,2W,NW,2N

Traversing a memorized path works similarly to gliding, in that the command chair will
be off balance while the ship moves as quickly as possible in the given directions.
PILOT STOP will halt the ship at any point, as will any obstacles the ship encounters.
The directions must be given as a comma separated list with no spaces, and repeated
movements can be described by a number in front of the direction, so '4SW' would equate
to 'SW,SW,SW,SW'.

Details:
This is a replacement skill for Commanders once they lose access to fusion-to-flashpoint. It would be much nicer to have a server-side pathfinding function so the commander only has to say 'pilot to this point ', but I suspect this may involve too much calculation load cost for the benefit.

15. Commander: Wormholes
Short Desc:
Pierce through aetherspace to form dimensional wormholes.

Extended Desc:
Syntax: PILOT WORMHOLE TO (ship)
PILOT WORMHOLE CANCEL
Create a wormhole in space that allows any ship to travel instantly across vast distances. Both ships must be in the same type of environment, and on the same plane. This is a slow process, and requires both ships to remain stationary while tunnelling. The dimensional flows around existing wormhole openings mean that you cannot create new wormholes within 20 spaces of another. If the ships are within 150 spaces of each other, a regular blue wormhole is formed that can be used by any pilot. If the ships are more than 150 spaces apart (but within 300 spaces), a special red wormhole is formed that can only be used by Commanders.

Details:
Makes a wormhole object at both locations that allows any ship to jump between them. Takes 5 minutes to form, both commanders must have the skill. Wormholes can be blocked by the seal skill. Destroying a wormhole takes between 5-15 minutes. Using a wormhole requires the Transverse skill in Aethercraft. Non-commanders can use blue wormholes for 1 power per jump, and cannot use red wormholes at all. Commanders can use blue wormholes for 0 power per jump, and can use red wormholes if they have the Tunnel skill, for 2 power per jump. Still allows commanders to have an edge, but promotes quicker movement through the heavy traffic areas of aetherspace for everyone. Suggested rank: Virtuoso.

16. Combateer: Destabilize
Short Desc:
Blast an open wormhole to unravel the dimensional tunnel.

Long Desc:
Syntax: TURRET DESTABILIZE
By focusing your turret on the mouth of an open wormhole, you will be able to destabilize the dimensional energies that support the tunnel through aetherspace. You may not do anything while the process is occurring without interrupting the destabilization, although if multiple turrets are focused the eventual implosion will be hastened.

Details:
Just cancels a wormhole. The combateer only needs to enter the command once, then as long as the ship doesn't move and they don't enter any other turret commands, the process continues until completed. Ships passing through a wormhole that is being destabilized will take hull damage. If one turret is focused, the time should be about 15 minutes to complete. If three (or more) turrets are focused, the time should be about 5 minutes. Suggested rank: Virtuoso.

17. Combateer: SonicWave
Short Desc:
A mighty sonic boom that damages all creatures around the ship.

Long Desc:
Syntax: TURRET SONICWAVE
Modulating your turret to fire specially prepared blanks, you can cause an immense sonic explosion around the vicinity of your ship, damaging all creatures nearby and in adjacent locations. This ability does not depend on what the turret is currently targetting. Ships are not affected.

Details:
This would damage all aetherbeasts in the ships location and to a distance of 2 spaces away, dealing damage equal to about 50% of a normal turret blast (still increased by starburst artifacts). This gives combateers a really nice PvE skill that makes them quite useful if the ship is going to be swarming creatures, and they have no PvE skills at the moment. Suggested rank: Gifted, 50%.

18. Aethercraft: Anchor
Short Desc:
Drop a dimensional anchor to tether the algontherine in place.

Long Desc:
Syntax: PILOT ANCHOR HERE
PILOT LAUNCH
By placing a dimensional anchor at your current location, you can safely remain in aetherspace for extended periods. Note that you will need to have a dimensional tether installed in your algontherine by an artisan, with at least one enchantment charge remaining. To successfully anchor your ship, you must be stationary and uninterrupted for 10 seconds.

Details:
This skill requires a new artisan product installed in an algontherine (an object that can be picked up with a short decay time would be best), charged by an enchanter with up to 10 charges. On activation, will be cancelled by movement, or by being attacked. It creates a temporary dock in aetherspace, which allows the ship to stay there and not lose power or be attacked by creatures. One jinsunjolt will destroy the anchor and throw the ship back into aetherspace. The pilot can launch at any time. This is something that has been wanted since the release of aetherspace - if you need to go afk suddenly, you can't just 'pause' out there. I think the Resonance skill in Empath was intended to provide this function, but the implementation fell well short of intent.

25. Aethercraft: Homing
Short Desc:
Your algontherine can find its own way back to the hatchery.

Long Desc:
Syntax: PILOT HOMING
Every algontherine knows the place at which it was birthed, and can teleport itself across great distances to return to it. This process requires intense concentration on the part of your ship, and thus can only be achieved while it is docked and safe from all external threats. The ship will take some time to prepare itself for the jump and requires a fully healed hull. The ship will be unable to launch again for a short time upon arriving at the aetherplex chamber. It cannot be used from a dimensional anchor.

Details:
This skill is available to everyone, and again cuts down on the unnecessary parts of aetherspace travel. If you've travelled halfway across the verse to get to a bubble, the journey back is both boring and annoying. This ability can only be done while the ship is docked, takes 10 power and 30 seconds, and requires full hull strength (so jinsunjolting will prevent it). It doesn't go anywhere but to the aetherplex, so you can't use it to get out of piloting. In effect, it would act just like the whistle artifacts, shifting the ship between docks. Suggested rank: Adept: 100%.

optional: Commanders could get an improved version of the skill that can also home the ship to one of the four nation docks, if they are linked. Maybe the Improved Homing skill would also take only 15 seconds to complete, and cost 5 power.

General Mechanics

19. Experience
It is quite difficult to judge this, but it seems that the level of risk to reward is unappealing for the higher levels (60+), while being insanely good for the lower levels (30-). I think this is a problem, because aetherspace requires significant investment and thus should really begin to pay off at those levels where you have the skill and also the resources to acquire a good quality ship.

I would suggest that experience be scaled, unlike regular bashing, so that you gain more experience being in a crew if you are yourself a higher level. It should probably also be slightly scaled based on the size of the ship - a ship with huge hull and multiple turrets should probably have to hunt more difficult creatures to get good experience. It also really shouldn't be possible to skip a low-levelled person through half a dozen levels by locking them into a station and flying them around aetherspace for 10 minutes. (Unless this is possible with just following while bashing, but I doubt it)

At the moment, the reward of aetherspace is relatively low, and yet the hassle involved in getting there and forming a crew is quite high. Experience is one of the issues - you simply cannot use aetherspace to level once you are above level 60 or so.

20. PvE in Aetherspace
Combined with the experience issue, there just isn't enough reason to use aetherspace for hunting purposes when you're above level 60 or so. The gnome trading ships are fantastic, and give relatively good gold incentives, but on their own they don't outweigh the negatives - its easier, faster, and more enjoyable to bash.

The first problem is that aetherbeasts do only one thing, every time. Their behaviour is completely predictable, and this makes PvE in aetherspace phenomenally uninteresting compared to bashing, in which the mobs can throw various things at you. Additionally, the fact they damage every single module with every hit makes the empath's job really quite monotonous. I would suggest an alternative for this is that every attack creatures can either:

1. hit the hull for high damage
2. hit the hull for moderate damage but reverberate some module damage to a few stations in the ship, or
3. hit the hull for extremely low damage and cause one station to be afflicted with shock, murkle or worble.

The type of creature might determine what proportion of these attacks are used, but the last one should be very rare on low-level creatures - it requires an empath specialization to cure.

Another problem is that combateers in PvE are essentially using automated 'hit' macros. I think this is uninteresting and also their lack of any specialization skill that contributes to PvE other than their turret speed boost makes them hardly worth having. I'm not sure what the best way to address this is, but one way might be to add specialization abilities that facilitate more strategy - for instance, an area-based but weaker attack, a minor-damage-over-time attack that slows the movement of a single creature while active, and maybe even a way to make a creature loyal for a short time, and attack hostile creatures/ships.

21. Aetherpods
Make it possible to use nexus energy to create a temporary 'ship' that you can use for 1 hour, which then dissolves into the aether.

By going to a Prime or Nexus World portal room, making sure you are able to draw power from that nation's nexus, and calling the command "PORTAL FORM POD". This will drain 10 energy from the nexus, shown on powerlogs, and create a temporary manse room docked at that place, with description unique to that nation.

The control window is not the same as a command module, or any other regular algontherine module. Unlike the algontherine creatures, which are alive, the pods are purely fashioned from magical power, and they are controlled slightly differently. While you still MODULE LOCK and MODULE UNLOCK, you are limited to the following commands:

POD LAUNCH/DOCK -- docks at an aetherspace location (requires Aethercraft in Aethercraft)
POD STEER --- moves in a given direction (requires Aethercraft in Aethercraft)
POD TRANSVERSE --- transverses through a rift in aetherspace (requires Transverse in Aethercraft)
POD ARMADA LIST/JOIN /LEAVE --- Allows you to join an armada. (Requires Armada in Aethercraft)

On the aetherspace map, pods would appear as '*', and could be targetted by both ships and creatures. They would have exactly 500 hull strength, and would move at the same speed as a 10 room algontherine. If the time limit runs up while you are in aetherspace, the effect is the same as if a ship has run out of power - it implodes and kills all inside. Conglutination should function inside pods, regardless of whether the person actually has Trans planar or not.

You would not be able to change the permissions on a pod - it would allow only the creator to enter the pod itself and use the control window. If the owner has an entourage though, they can follow in just fine. The station itself cannot be targetted individually, but ship-wide effects - such as the ship wide aeon attack - will flow on to the station.

The places you can summon pods from will be in two main places:

1. The aetherplex chamber, for neutral pods (20 power will be drained from your reserves)
2. Your nation portal room, for nation pods

22. Slipstreams
Redistribute the slipstream terrain in the text file that defines aetherspace, so that it is possible to follow it like a road to most of the major locations (prime docks, aetherbubbles, but perhaps not raidable areas like nexus worlds or Moon/Night). Also consider ways to make travelling large distances quicker and less strenuous on the pilot, for example, give slipstreams a 'river-like' effect of a directional current that will pull along any ships that are on it (or alternatively, a new terrain or even specialization skill that creates it).

Many people just don't have the patience to fly manually between aetherspace locations. Although this does potentially open up a market for enterprising captains once flashpoints are removed, it still acts as an inhibitor for using the aetherspace system. Making it easier for transport alone will relieve some of the frustration of players.

I don't think the river idea needs to be necessarily that hard to code, for example:

CODE
XX^^^^^^$^^^^XXXX
XXXX^^^^^$^^^XXXX
XX^^^^^^^^$^^^XXX
^^^^^^^^^^$^^XXXX
^^^^^^^^^$^^XXXXX
^^^^^$$$$^^XXXXXX
^^^^$^^^^^XXXXXXX


Now, let's say that the fastlane works in that if you enter a dollar sign from the location of another dollar sign, 0.3 seconds later you are pushed in the direction of the only other adjacent dollar sign. So you would move onto a dollar sign, nothing would happen, then you have to move in a direction, and then you can let it take you around.

This isn't necessary, simply reworking slipstream environments in the text file for aetherspace would be sufficient. The river idea is just presented as an option.

23. Aetherspace Imperialism
Too long to post here, link provided

24. Simulators/Arenas

CODE
17.1.2 AETHERSHIP SIMULATORS

I. SIMULATORS
-------------
The Parallax Simulator was a gift from the technologically advanced
Gnomes, allowing any algontherine and her crew to experience the sensations
of aetherspace combat without the penalties normally associated with it,
such as experience loss, ship damage, and power consumption. The Parallax
Simulator functions when two or more algontherine docked at the Aetherplex
Chamber link their senses to the central overmind, and appear to enter a
neutral arena in which their crews are pitted against one another for fun
or glory.

Each city and commune has the chance to purchase their own Simulator, which
allows algontherine at the nation's dock to engage in mock battles.

Any Commander locked into a command chair can challenge another crew at the
same dock with SIM CHALLENGE , providing their algontherine has the
required 5% reserves which will be consumed on initiating the simulation.
Other crews which are seeking simulator battles will be displayed on the
SIMWHO listing.

The simulator is also used for a number of group events, such as Free-For-All,
Wargames, Gnomish Treachery, and Aetherspace Invaders. During any of these
events, SIM STATUS will give you some information about the event.
Additionally, if you go to the Pool of Portals near each dock, you
may SIM SCAN any ship or SIM DIAG any player currently participating
in order to see how they are faring.

While inside the simulator, player death does not cost experience but will
eject you from the Portal system, and ship implosions will not drain the stored
reserves. All consumables that are not used up in a regular arena will not
be used up in the simulator.

You will leave the arena with the same levels of endurance and willpower as you
entered it. The same is true of many such things, like Karma, Devotion and
the damage level of ship modules.

The simulator is a device to battle outside of normal reality thus anything that
happens within the simulation should not be carried to the rest of Lusternia.

II. SIMULATOR COMMANDS
----------------------
SIM CHALLENGE        : Challenge an algontherine to a mock battle.
SIM STATUS          : Get some information on whatever simulation (if any)
                           is currently taking place in the Simulator, including
                           a list of participants.
SIM WATCH            : Experience an algontherine's simulated struggles.
SIM UNWATCH                : Cease watching an algontherine.
SIMWHO                     : See a list of aether crews looking for simulations.

III. PURCHASING SIMULATORS
--------------------------
Cities and Communes, and only those, may purchase, own, and operate simulators.
Contact your city patron, or estarra@lusternia.com, for more details.


So essentially, it costs 5% of a ship's reserves (10 power) to use for a normal challenge, works just like arenas in that you can't lose anything inside, and could be quickly coded as a very small little region of aetherspace that you enter when someone accepts your challenge (and there would be no spawned creatures in this environment).

This way, crews could practice aethership fighting without dying over and over again. Oh, and if NPC gnome algontherine can be coded for the Gnomish Treachery group event, there might be a way to use them to add handicaps to powerful ships against smaller ones.
==========================================================================

Okay, so, this is the report I want to forward to the admin trying to make aetherspace more user-friendly and interesting. I've numbered everything so it should be fairly easy to comment on certain suggestions, and if there are other suggestions that are deemed important, suggest them and I'll add them to the list!

Edit: Also, to note, my favourite suggestion among all of these would be imperialistic outposts (followed narrowly by anchors). If only we had that kind of conflict potential!



QUOTE(Estarra @ Sep 25 2007, 11:12 PM) 444288
This all seems fairly interesting. I will note that Items 21-24 will probably not happen anytime in the near future.

In any event, I suggest you bring this up again after the last 2 monk guilds are released. Timing isn't very good to have us consider aetherspace updates (unless you don't mind putting off the Mag and Glom monk guilds for 6 months).