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Aia del Mana

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Posts posted by Aia del Mana

  1. Resurrecting of this discussion, as I have managed to locate a box of principle-documents that some hermit hath left near the Gateway Summit. Some new players who are able to learn of further principles would do well to locate of it, and mayhap to read of some of them.

    I wonder where they would travel, if they were to arrive upon the main-land?

  2. 2 hours ago, Muratus del Mur said:

    About the veins and how they could be set

    There are two conflicting ways of setting them up. Depending on what we decide about this, they will be useful for one or the other thing later. 

    First i want to make it clear what they veins are, and i want you to follow their concept when placing them, completely disregarding any potential use. Any potential use will have to confront the way they are setup, and not the other way around, so forget about Darvin traveling them, or the needles or whatever.

    The first way - most practical

    Veins lead to a lands capitol when traveled inwards and to the lands exit when traveled outwards. 

    Problems: This leaves some lands in confusion, as they have no capitol or a place that could be considered one. Also they might not all have an exit/entrance, mainly i am talking about NML. 


    If this were the case for No Man's Land, one could consider, mayhap, that the veins lead from the Gazebo of Equilibrium outward and towards the Capitols of each respective land; in concept, imagine that the Gazebo were in perfect balance (hence, equilibrium) betwixt the lands, and that a slight push in any direction should cause one travelling along the heat-veins to then flow toward the respective capitol. In this sense, the "entrance" were the Gazebo itself, and the exits were the respective entrances to each land, for a continuous flow toward each capitol, and that each scene towards each capitol were representative of greater influence of that land, such that the capitol were the most influential site within each land. I suppose that this were somewhat inspired of the second idea, but a solution if indeed one must consider No Man's Land and its many gateways.

     

    2 hours ago, Muratus del Mur said:

    The second way - most beautiful

    This is the original concept, one i still like very much, even if not the most practical one. Veins originate at the edges of the world, and follow a path towards the Death Marrow in necrovion. On their way, heat veins transport fresh heat across the realm, and as these veins touch the realm inhabitants, they get dirty, like polluted water. In necrovion, as they reach Death Marrow, heat already has converted into liquid dust.

    Problems: this could mix well with the first way, if we consider them to originate in each lands capitol, and consider necrovion reversed polarity. This is probably the way i want it done, if you could plan a way to make sense. Having it done like this, also means there will be a disproportionate balance of forces between necrovion and the rest of the lands, but i am not sure what this means, if its an advantage or a disadvantage. Necrovion is closed and rule-less, so that would not be a problem, but it must make sense.


    If this were so, and contingent on Necrovion being closed and free from rulership, then should all assume that there is no possibility of Necrovion ever becoming open, or of one ascending of its throne? One thinkst that should such political upheaval arise, that the relative advantage or disadvantage should have been considered when mapping of these veins. In example, if such heat veins all did flow toward Deathmarrow, one could consider merely to taint of certain heat and release it along the vein to cause of change in Deathmarrow; Necrovion's capital may thus find itself the centre of the interplay betwixt lands seeking to spread of certain influence.

  3. A further idea that did pass mine mind - I wonder if Exploring Points were indeed better termed as Curiosity. One cannot discover of a new scene if she were lacking in't, and it were a requirement to observe or create of creatures and their ascensions. Furthermore, one's Curiosity needst only increase a small value when recruiting of a new creature, but if one requires to obtain one which were a duplicate, a greater mental burden of curiosity should be required (as elucidated in the suggested recruitment value changes).

  4. I feel that the portal as it doth exist for most doth contain of much horizontal space, but find it rather odd that despite this, one needst scroll to access of chat-features. Furthermore, it seems that the scene artwork could be enlarged to take advantage of this for greater immersion within the scene, and also to allow for smaller, and therefore a greater number, of clickies within each scene.

    Attached were a mock-up of how I believe this may be improved; note that the scene artwork is scaled to 150% of its initial value, and the resolution were 1920x1080.


    773059837_mockupinterface.thumb.png.cc565d81c2475f64c4acd68ac8bed440.png

  5. 14 hours ago, Shemhazaj said:

     

    Perhaps rather than total crits count the scaling would be set to count of a specific crit type.
    For example if I have 40 Walking Trees and just 1 Chaos Archer the cost of recruiting another tree would be significantly affected while archers still remained low cost.
    Ofc, the % scaling could be higher in such case.

    That way collecting different types of creatures wouldn't be affecting recruiting, while farming would indeed be lot harder to do. Especially if the scaling referred to % of player's max Wi. Even to a point where binding another creature of a specific type could cost over 100% of one's max Wi.


    A simple mathematical method of scaling would be to make the WInertia required simply scale with the power of the number of creatures of that species already possessed.

     

    If one should set the modifier such that WInertia required = 1.2^x, where X were the pre-existing number already possessed by that player, this should allow for very significant scaling, and diminishing returns on larger values of WInertia.

    For example, if a creature were to cost 2000 base points, the second would cost 2400 - a slight increase; but the tenth would cost almost 12400 points, and the twentieth a little over 76000 points. Thus, increasing of these points were still of benefit, and more were always desirable, but one thinkst that she must vary of her ensemble.

  6. Some thoughts, although I fear mine understanding of the inner-workings of the realm were not quite as those who otherwise shape it:

    In regard to "worldly inertia" - I wonder if a simpler (or at least, singular) term for it were corporeality - that which makes one substantial; tethered to reality, rather than ethereal, that which were tethered to the aether. When one should recruit or upgrade of a creature, in example, or obtain of some armour, one may trade of her corporeality to bring that which she wishes into its own corporeality.

    Of Action-Points - mayhap, the concept may be described by Willpower (or even just Will) - one expends of this to perform of any movement or activity.

  7. I find that this were the case presently, that those that do purchase of credits are those that have been within the realm of MD for some time; usually, significant enough for one to have gained sufficient statistic in Briskness. This thus makes such a purchase quite pointless to this being; one would think that she must purchase of something else in its stead, if one may simply gain heat by moving.

    I find that heat stones (or other spell-stones) to be of use when one were in an area which doth require of something to be charged of heat (for example, the Mnemnosis quest-line, or walking within Necrovion using the heated boots.) If these are to keep their value, then there must either be a limit to Erolin-spheres, or there must be further requirements for heat within the realm to power of other things. Without such uses for heat, these shop-purchases shall be ignored by the multitudes.

    If one were, in example, to change this item to that which may increase one's maximum heat to 10000 (as opposed to 4400) for a temporary period, one may find that these are purchased by those who grind of statistics within combat (provided the bonuses to statistics were duly increased based on the heat also).
     

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