Special Report: Flares/Revolts

by Unknown

Back to Ideas.

Rathan2011-10-23 13:05:37
I don't think it would stalemate, because it takes a good deal of time to construct a colossus, especially if any crew smaller than demigod stature are dying to the bombards.

However, if we are implementing something like this, might I also suggest a new Colossus attack that allows someone manning the colossus to fire bolts up at a ship which disrupt and damage the ship (maybe add it in to the poison breath, or give Tattooists some type of mystic tattoo-stencil item)? I have always hated that ships can destroy colossi but colossi have no recourse against ships, and am pretty sure that until this happens, colossi will continue to remain unused. Additionally, I have heard many times that Lusternia is designed around a philosophy of "face-to-face combat", and for this reason I feel that anything which encourages getting down on the ground of the bubble to fight the colossus in the room should be favored.
Unknown2011-10-23 13:15:46
We use colossi quite frequently in addition to bombarding from aetherships. We prepare the materials beforehand, then when a flare happens we fly/bubblix, board ships and construct colossi for a faster and successful bubble capturing. Usually.

With that said, buffing up colossi damage to be on par with bombard damage would be grand. While we do use colossi, it's only to speed things up. Right now colossi only supplement a bombard offensive.
Xenthos2011-10-23 17:18:29
Can ships actually destroy colossi now?
Xiel2011-10-23 22:06:37
Xenthos:

Can ships actually destroy colossi now?


Nope.

Rathan:

I don't think it would stalemate, because it takes a good deal of time to construct a colossus, especially if any crew smaller than demigod stature are dying to the bombards.


First of all, no. It takes a minute to raise a colossus. If your timing is so poor (or your planning so silly as to actually do it at the ring), the problem lies with the activator, not the colossus itself.

As for whether it would be a stalemate or not, the proposal as outlined, I think, would make it so. If org A controls the ground and org B controls the skies and colossi and bombards were made to be equal, then it would be a stalemate. If bombards were given the advantage over the colossus, then the situation as it is currently would still exist and nothing would have changed.

Rathan:

However, if we are implementing something like this, might I also suggest a new Colossus attack that allows someone manning the colossus to fire bolts up at a ship which disrupt and damage the ship (maybe add it in to the poison breath, or give Tattooists some type of mystic tattoo-stencil item)? I have always hated that ships can destroy colossi but colossi have no recourse against ships, and am pretty sure that until this happens, colossi will continue to remain unused. Additionally, I have heard many times that Lusternia is designed around a philosophy of "face-to-face combat", and for this reason I feel that anything which encourages getting down on the ground of the bubble to fight the colossus in the room should be favored.


As I replied to Xenthos, ships do not destroy colossi. Other colossi destroy your colossus. While I'd find it interesting to see colossi fighting back against ships, unless more than one colossus can be made to be raised on the same bubble at the same time and ships be made able to fight back, then that'd get one-sided pretty quickly.
Unknown2011-11-01 06:43:20
All right, this thread has been quiet for a few days now, plus the ice devil event is now over and we're all filthy rich, so back to business.

I think for this part, I'm going to go with:

Revolts:
-Have all denizens in a village start off a revolt contemplating their loyalties, with a randomized "shuffle" time immediately after.

Flares:
-Increase the value of colossi to be roughly on par, or even slightly below an aethership bombard, with multiple focusers (10-12 focusers) increasing the colossi's value to be about par with 4 bombarding ships.

I think both solutions address the problems mentioned in a simple and succinct manner. Part of the problem is that we don't have access to the Code, so it's hard to give accurate numbers, so we'll simply have to go with suggestions.

The next part is just an idea, not part of the kind-of-tentative-official plan:

Furthermore, I think the revolt issue can be further revised and/or made more interesting by making each denizen individually shuffle at random times, instead of every 20 minutes, whatever it is now. This should give an entrenched group more work because they will have to constantly keep an eye out on the denizen, instead of coming back every x minutes and accurately predicting when they're ready to shuffle again.

Regarding flares, I think increasing the value of colossi is about the only thing needed regarding this. It's just tougher to figure out an accurate rate, so we might have to have faith in the admin for this.

Let me know what you guys think.
Arcanis2011-11-01 14:59:54
I like the idea of Colossi being more effective for flares. I would love if Flares could be taken to combat on the bubble itself rather than just aetherspace.
Unknown2011-11-01 15:08:03
But at the same time, aetherspace combat should still be a viable way of controlling a bubble. We already see a lot of 'regular' combat (villages, Domoths, raids), after all.
Unknown2011-11-01 19:05:24
In my head, I'd like to see 5-6 bombards going at once to still beat a big ground force focusing on the colossi, just because 5-6 ships at once is pretty easy to take down given they'll probably be single bombarding.
Xenthos2011-11-01 20:49:49
I'd think 4 ships bombarding should go at about the same speed as 1 colossus with ~10-12 people focusing on it positively. Since those 10-12 should be able to do some ship combat as well.

You can only focus positively on your own colossi now, right?
Unknown2011-11-01 20:58:39
Yeah.

That's fine with me too!