Unknown2012-02-20 21:45:27
Okay, so boost the desynching of other orgs? Possibly their bombard time?
Lilia2012-02-22 07:06:04
Enyalida:
As far as I can tell, having a colossus doesn't just boost your synch, it degrades their synch somewhat. It's just a tiny amount that takes forever to come into effect.
Incorrect. Hallifax once won a bubble with a colossus. The first thing I did was set up a beacon and colossus, which some kid noticed and teleported up to focus. Our three ships got five bombards off before the zerg showed up and blew us out of the sky. We all came back to focus, and it was enough to win at almost the last possible minute. So one colossus seems to equal one bomard over the course of an hour(ish).
Enyalida2012-02-22 07:18:10
Yes, I know that. Note I said 'doesn't JUST do' all of that. Yes, it increases your synch, but that's not its only effect... That 'just' is very important to the meaning of the statement.
Lilia2012-02-22 23:29:59
Yes, and I think I moved it around when I first read that. >_>
Unknown2012-03-01 20:37:04
Hi,
I think we're losing momentum on this report, so I'm gonna assume that people have said their piece and are pretty much with it. So I intend to submit the final draft at the end of next week.
Here's an update for this section. Nothing has changed here.
----------------------------------------------------------
Revolts:
-Review the potential for quick (3 minutes or less) revolts and adjust influencing/village feelings appropriately. A revolt should last at least 15 minutes.
-Add a randomized recovery time (when denizens shuffle) for all denizens throughout the village during a revolt.
Flares:
-Add further incentives to focusing colossi during flares. Increase the experience gained for focusing, add/increase karma gains, and increase the generation of auronidon particles. Possibly add in family honour ticks.
-Increase the desynching rate of enemy orgs when a colossi is attacking an aether ring.
-----------------------------------------------------------------
Shrine Mechanics:
-Require a shrine room to be fully sanctified before powers may take effect.
-Limit shrines to 1 offensive area power (wrath OR gravity OR distort OR invasion) at a time, and activating another cancels the previous one for ease of flexibility. In short, only one of the four area effects mentioned will be in effect at any one time.
-Add a cooldown period of approximately 10-20 minutes before you are allowed to call an effect of the same type once again, to take place once said shrine effect is defiled away. Do not start this cooldown if the shrine effect naturally fades away due to time.
-----------------------------------------------------------------
Warriors:
-Add diminishing returns to dexterity's effect on avoiding warrior wound afflictions. Have stats over 16-18 begin to start giving smaller benefits to wound affliction avoidance.
-Add diminishing returns (like DMP) to armour stats for wound reduction, have stats over 75 begin to start giving smaller benefits to wound reduction, with stats over 100 giving (almost) no benefit at all.
-Remove the natural miss on power abilities like Blademaster Lunge, Bonecrusher Crush, Pureblade Assault, Axelord Sweep.
-Alter the hit percentages of knighthood slashing/bashing:
*Change hack down|ups to 75%head/25%chest and 75%gut/25%leg
*Change slash to 66%leg,17%gut/17%chest
*Change swipe to 66%chest/17%gut/17%arm
*Change slice to 66%arm/17%chest/17%gut
Do the same for corresponding Knighthood Bashing skills of course.
I think we're losing momentum on this report, so I'm gonna assume that people have said their piece and are pretty much with it. So I intend to submit the final draft at the end of next week.
Here's an update for this section. Nothing has changed here.
----------------------------------------------------------
Revolts:
-Review the potential for quick (3 minutes or less) revolts and adjust influencing/village feelings appropriately. A revolt should last at least 15 minutes.
-Add a randomized recovery time (when denizens shuffle) for all denizens throughout the village during a revolt.
Flares:
-Add further incentives to focusing colossi during flares. Increase the experience gained for focusing, add/increase karma gains, and increase the generation of auronidon particles. Possibly add in family honour ticks.
-Increase the desynching rate of enemy orgs when a colossi is attacking an aether ring.
-----------------------------------------------------------------
Shrine Mechanics:
-Require a shrine room to be fully sanctified before powers may take effect.
-Limit shrines to 1 offensive area power (wrath OR gravity OR distort OR invasion) at a time, and activating another cancels the previous one for ease of flexibility. In short, only one of the four area effects mentioned will be in effect at any one time.
-Add a cooldown period of approximately 10-20 minutes before you are allowed to call an effect of the same type once again, to take place once said shrine effect is defiled away. Do not start this cooldown if the shrine effect naturally fades away due to time.
-----------------------------------------------------------------
Warriors:
-Add diminishing returns to dexterity's effect on avoiding warrior wound afflictions. Have stats over 16-18 begin to start giving smaller benefits to wound affliction avoidance.
-Add diminishing returns (like DMP) to armour stats for wound reduction, have stats over 75 begin to start giving smaller benefits to wound reduction, with stats over 100 giving (almost) no benefit at all.
-Remove the natural miss on power abilities like Blademaster Lunge, Bonecrusher Crush, Pureblade Assault, Axelord Sweep.
-Alter the hit percentages of knighthood slashing/bashing:
*Change hack down|ups to 75%head/25%chest and 75%gut/25%leg
*Change slash to 66%leg,17%gut/17%chest
*Change swipe to 66%chest/17%gut/17%arm
*Change slice to 66%arm/17%chest/17%gut
Do the same for corresponding Knighthood Bashing skills of course.
Unknown2012-05-01 23:43:49
Nevermind.
Xenthos2012-05-01 23:46:16
Nowhere, they're done.