02-21-2023, 11:39 PM
(This post was last modified: 02-21-2023, 11:39 PM by Spicy Serious.)
(02-21-2023, 08:29 PM)ACuriousGrey Wrote:(02-21-2023, 08:24 PM)Shelpies Wrote: Rather than outright remove aggressives, it might be best to potentially change how temp injuries work -- or to be exact, how healing elixirs work. Instead of outright negating injuries, why not have healing elixirs work in the same way medics work? Halve the injury duration rather than just have them entirely remove and negate the injuries left on the character.
In this way, you'd get an aggro, you can pop a healing elixir to shorten the duration but you can't exactly hop back into it immediately. It leaves more meaning to losing aggressive battles without exactly being /too/ grueling/grievous for the person. It also means that people who get temped will likely have to seek out a medic, in turn increasing more possibilities of RP for them.
Just my thought on this.
I personally like the idea of this combined with scaling temp severity in aggressives, with rolling ones or twos giving you a medium duration unhealable temp, rolling threes or fours giving you a large duration healable, and rolling fives and sixes giving the temps we're used to. It makes it feel like the outcome does matter a bit more, without having permanent punishments on aggressives.
This is my ideal way of handling it imo. It keeps the purpose of Aggressives, lower risk but still dangerous fights, while making them more impactful on several ends. Medics, aggressors and defenders alike. Heck it opens neat lil avenues for new temp injury fluffs for Unhealables.
This+the suggestion for Healing Pots being a ‘mass medic heal’ on all of a person’s temps to keep it’s niche I think is a great middle ground. No clue how feasible it is in the code, but I’d certainly prefer expanding on the mechanics rather than simply tossing them.
(02-21-2023, 08:29 PM)ACuriousGrey Wrote:(02-21-2023, 08:24 PM)Shelpies Wrote: Rather than outright remove aggressives, it might be best to potentially change how temp injuries work -- or to be exact, how healing elixirs work. Instead of outright negating injuries, why not have healing elixirs work in the same way medics work? Halve the injury duration rather than just have them entirely remove and negate the injuries left on the character.
In this way, you'd get an aggro, you can pop a healing elixir to shorten the duration but you can't exactly hop back into it immediately. It leaves more meaning to losing aggressive battles without exactly being /too/ grueling/grievous for the person. It also means that people who get temped will likely have to seek out a medic, in turn increasing more possibilities of RP for them.
Just my thought on this.
I personally like the idea of this combined with scaling temp severity in aggressives, with rolling ones or twos giving you a medium duration unhealable temp, rolling threes or fours giving you a large duration healable, and rolling fives and sixes giving the temps we're used to. It makes it feel like the outcome does matter a bit more, without having permanent punishments on aggressives.
This is my ideal way of handling it imo. It keeps the purpose of Aggressives, lower risk but still dangerous fights, while making them more impactful on several ends. Medics, aggressors and defenders alike. Heck it opens neat lil avenues for new temp injury fluffs for Unhealables.
This+the suggestion for Healing Pots being a ‘mass medic heal’ on all of a person’s temps to keep it’s niche I think is a great middle ground. No clue how feasible it is in the code, but I’d certainly prefer expanding on the mechanics rather than simply tossing them.
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