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We also have no stakes. How are you supposed to drive a stake through somebody's heart without stakes?
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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.
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(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.
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Healing elixirs should probably just function as an extra medic heal w/ how prominent they are ATM.

Kinda lame to just negate the temp someone made, atm there's little incentive to write well thought-out temps because you know they'll just be elixir'd away.
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Simply make healing elixirs a medic heal but all your temps at once. Simple fix. Keeps the niche situation of seeing someone with two, three, or even four temps and thinking to yourself as the medic "yeah I'm not healing all of these at once"
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(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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Don't ever speak to me or my son ever again
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False Death / False Kill - A way to ICly 'kill' someone but either you ICly botched the kill or failed to successfully kill the target due to their own resilience. This could be an OOC method of sparing an enemy while sticking to the IC of killing someone. Could even give the option of applying perms based on the captor's discretion!

I just feel like this'd be such a cool way for people to be able to say that they are sticking to their IC while giving OOC courtesy to budding characters.
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This actually is already possible by simply ticketing! It is done often, like it was with Blight, for a recent popular example of a character that flourished due to a situation like your idea. A way to do this without everyone present knowing would be neat though, surprises are fun.
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A way to do it without a ticket would be nice considering tickets often take hours at a time to get answered.
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This is called just -40ing them and sending them on their way. You don't need to ticket.
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