Fyrd Argentus Posted July 4, 2011 Report Posted July 4, 2011 Expecially now that we have "viscosity", how about a method, similar to praying, for converting heat into AP? 100 per AP is my opening suggestion. This would mean max heat with full orbs gets you 80 AP which, combined with normal AP, should be enough to take one step anywhere, worst case. And laws of reversibility being what they are, perhaps the reverse transaction should be allowed too. With efficiency loss of course. Kyphis the Bard, Rumi, xrieg and 2 others 4 1 Quote
xrieg Posted July 5, 2011 Report Posted July 5, 2011 ... but that would mean ppl with very high briskness would move for free everywhere (first 5 minutes after regen counter of walking in low viscosity area with AP transfers - and then peaceful stroll across all MD locations, viscosity or not) Quote
Yrthilian Posted July 5, 2011 Report Posted July 5, 2011 It is a nice idea but as Xreig pointed out people with high brisk will get to move at no cost and would negate the need for a regen timer also this then removes the whole point of restricting AP for alliance and non alliance players. So in short this would not work as it removed the whole need of the regen timer Quote
awiiya Posted July 5, 2011 Report Posted July 5, 2011 If you cranked up the exchange rate (2000 or 3000 heat per 1 AP), it might work. If it were above 2000, you would need to use the erolin storing devices. It would also mean that protectors, should they be getting worship, wouldn't need to worry about AP as much. Awi Quote
Kaya Posted July 5, 2011 Report Posted July 5, 2011 What about making the heat cost depend on your briskness? Make it cost for example half your briskness with a minimum of 200 heat per ap. Quote
Root Admin Chewett Posted October 8, 2013 Root Admin Report Posted October 8, 2013 With the new visc changes this isnt likely, especially not heat at the moment. Quote
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