Returning signifigance to cosmic raids

by Aerotan

Back to Ideas.

Trinit2010-12-04 08:12:00
QUOTE (AllergictoSabres @ Dec 4 2010, 01:20 AM) <{POST_SNAPBACK}>
Orgbixes shouldn't work on planes you're enemied to.

This.
Unknown2010-12-04 09:30:17
QUOTE (Aloysha @ Dec 4 2010, 04:03 PM) <{POST_SNAPBACK}>
Ethereal:
-Killing fae on either plane does not drain power anymore. They also do not respawn, mechanically speaking, once converted.
-Dead fae that are not revived in the well respawn in faethorn as neutrals with a random plane that they want to be on.
-Fae brought to Ethereal Glomdoring or Ethereal Serenwilde will spawn an essence creature in addition to hanging around the plane.
-Revived fae that have been converted already will return to the plane they are loyal to. Faethorn fae go to your hands as per now.
-Every weave, fae generate 1 power each. There is no cap on the total number of fae you can have at once.
-Faethorn spawns the current number of fae on the current schedule. Only fae that want to go to an ethereal plane can be converted there.
-Killing converted fae leaves a note in the Moondancer/Shadowdancer logs. Both get notes for killed faethorn fae.


Killing fae on either side of Ethereal already does not drain power, as far as I know. I assume you mean "fae" to include Moon Ladies and Night Daughters, too. They do not respawn once converted.

There are only 30 influenceable fae mobs on Faethorn at any one time. Some of these are pro-Moon, some are pro-Night, and some are pro-Faethorn. By "Only fae that want to go to an ethereal plane can be converted there.", do you mean either side can only bind the willing fae? That's going to be a problem, because aside from having to share between 30 mobs (60 power), this amount cannot be increased (as opposed to essence from Elemental mobs, which have the sands factor).
Eventru2010-12-04 09:45:06
The Supernals/DLs were brought on par, attack-wise, with the Avatars (there's a big chart that admins can reference and compare), and then they were all given a few new tricks.

That said, I do not know if we have the resources to really look at it again right now, and I do not believe making supermobs 'more' raidable is going to stop kick-and-run tactics (or even deter them - rather, more likely, encourage them).

That said, any system that involves accruing mobiles on a plane is only going to encourage further kick-and-run style attacks, unless we decided to make all angels/demons/et al uncrittable and gave them massive health boosts (and so making it take a few minutes to kill them). None of which strikes me, personally, as a terribly grand idea.

All of THAT said (three times is a charm!), the more complex a proposed system the less likely it is to be employed. It's an exponential thingy. (We have formulas and tables for that, too)
Furien2010-12-04 09:58:10
Fixing supermob conflict is simple. I am assuming that in the implementation of healing/counterattack mechanics, the strength of supermobs was juuuust slightly buffed. If they weren't, add that on to this brief list:

o Remove the healing-on-hit mechanic, or otherwise significantly lower the amount healed.

o Remove or otherwise significantly lower the damage dealt on the counterhit mechanics. (Damages room when they attack the Supermob in question, chance-based)

o Limit the amount of assists Fleshpots and Spheres get to 1. (As it stands, up to 2 fleshpots/spheres can come to the aid of another. I don't know how their relative health and power charts out, but with the other mechanics this strikes me as overboard.)

Likewise, Shrines play a huge role in any area defense nowadays, and the offensive power of war shrines probably ought to be toned down slightly. That's a subject for another time, though; making supermob raids viable again is easy, outside of the coded tweaks required.

~~~

Edit: With regards to orgbixes, my feelings are mixed. You'll never be able to stop hit-and-run raids and orgbixes do help encourage them. But shrine distort is a very inexpensive alternative to nexus distort, with just as many applications. It's hard enough to get into and out of extraplanar organizational territory. Cubixes are, unfortunately, almost a necessity unless you want to slog through no-man's land.
Unknown2010-12-04 11:51:01
QUOTE (Furien @ Dec 4 2010, 10:58 AM) <{POST_SNAPBACK}>
Edit: With regards to orgbixes, my feelings are mixed. You'll never be able to stop hit-and-run raids and orgbixes do help encourage them. But shrine distort is a very inexpensive alternative to nexus distort, with just as many applications. It's hard enough to get into and out of extraplanar organizational territory. Cubixes are, unfortunately, almost a necessity unless you want to slog through no-man's land.

Regardless of what affect they'll have on hit and run raids, I still think they shouldn't work on enemy planes. The way they function clearly suggests that they're meant as a defensive tool for your own respective planes. If you change them to not work on planes you're enemied to, it preserves the original intent of how they were meant to be used while still giving you a fast travel back home option in all situations besides you raiding another plane. It's still a pretty good deal considering you get it for free.

Shrine distort is an argument, but on the other hand, there may not always be someone with those powers around. (Especially at the infamous 4 am raids.) Some orgs at points in the day or night have maybe four members on, and the chances of any one of those four being in the order that holds the shrine AND have privs to enact the powers could be pretty slim.
Aloysha2010-12-04 18:08:08
QUOTE (Alacardael! @ Dec 4 2010, 10:30 AM) <{POST_SNAPBACK}>
There are only 30 influenceable fae mobs on Faethorn at any one time. Some of these are pro-Moon, some are pro-Night, and some are pro-Faethorn. By "Only fae that want to go to an ethereal plane can be converted there.", do you mean either side can only bind the willing fae? That's going to be a problem, because aside from having to share between 30 mobs (60 power), this amount cannot be increased (as opposed to essence from Elemental mobs, which have the sands factor).


Once converted, the fae in Ethereal Seren/Ethereal Glom would not count against the 30 in faethorn. There would be 30 in faethorn at every respawn, regardless of the number that either side has converted.
Aerotan2010-12-04 20:42:10
Once converted currently, the fae don't count against those in Faethorn. All 30 spawn every time they spawn AFAIK
Mirami2010-12-04 20:59:36
Yeah. Ladies/Daughters don't need changing, as far as I can tell. Also consider that both forests protect the Fae, before changes requiring fae to generate new angels/demons goes into effect. (Bye-Bye, lorecrafters and cities!)
Sylphas2010-12-04 21:01:51
QUOTE (Aerotan @ Dec 4 2010, 03:42 PM) <{POST_SNAPBACK}>
Once converted currently, the fae don't count against those in Faethorn. All 30 spawn every time they spawn AFAIK


I'm pretty sure they leave and go back to Faethorn at that point, but I've never really looked into it. We've never had the tons of fae sitting around you'd think to find if you could keep collecting them, though.
Unknown2010-12-04 21:04:22
Aloysha was referring to how his idea would work, not how it currently is.
Malarious2010-12-09 22:18:52
I think you are asking for a bucket of worms.

1) We do not need cosmic raided for any reason. It is an optional quest but the griefing aspect stopped this from being spammable. Raiding has had to be curbed multiple times because of demigods, groups, alliances, etc.

2) 10 people should never be able to toast a smob, this is begging for routine wipes.

3) Cosmic mobs on Vortex and Continuum should cost power to try to equalize them, especially with how insanely powerful polygons are (really, daughters/ladies should be included too to keep things on the same levels).

4) Dont assume raiding needs to be more "important" when it is so heavily biased in most cases. The cosmic and ethereal planes were not made equally. First you need to bring them to fair grounds before you make it easier to kill specific groups.