Change to ancestors

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Change to ancestors

Postby stickman » Sat Feb 20, 2010 4:38 pm

I was pondering this ideas:

What if your ancestor was only as strong as the stats you LOST... so if you died with full tradition... your ancestor has only 25% of your stats.... so dying with full tradition gives you a very weak ancestor. On the other spectrum... dying with full change would give you an ancestor with 75% for the stats you died with... this would make a fairly strong ancestor.

YOu could play it up background story wise as that if your ancestor tried new things (full change) then you have more to learn from them.


This would most likely give innocent farmers who get murded stronger ancestors... and murders with full tradition weak ancestors... And would totally stop the whole... kill someone and drown yourself thing...
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Re: Change to ancestors

Postby warrri » Sat Feb 20, 2010 4:53 pm

!vouch
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
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Re: Change to ancestors

Postby niltrias » Sat Feb 20, 2010 5:17 pm

....
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
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Re: Change to ancestors

Postby Seizure » Sat Feb 20, 2010 5:29 pm

Clearly you understand this system so well...
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Re: Change to ancestors

Postby burgingham » Sat Feb 20, 2010 5:56 pm

To give this thread a little more use, I was thinking about new buffs from your ancestors that might help farmers in combat. Like buffs not dependant on your ancestors, maybe some kind of instant ko attack to get away or summoning a ghost of someone who murdered you before to fight at your side. The problem is that those buffs might help farmers, but still would be exploitable by pks too. Credos would really help here to distinguish a fighting char from a farming char and only give farmers those buffs.
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Re: Change to ancestors

Postby Potjeh » Sat Feb 20, 2010 6:06 pm

I think the exploitation potential of such a buff would be limited enough if it was only usable on the farmer's claim/village territory.

And now that we're talking business, some kind of a short-term buff that makes you invulnerable but also unable to attack would be neat for those that just want to get away. Same claim restrictions should apply, obviously, and it wouldn't be much use if it didn't autocast when you get attacked (if you have sufficient numen, of course).
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Re: Change to ancestors

Postby sabinati » Sat Feb 20, 2010 6:11 pm

i think maybe they should change the way the einherjaspekt works, instead of adding, it should average or something. being able to have 1000 in a combat skill is just retarded.

some more useful things from numen would be nice as well, especially something that would help crafters
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Re: Change to ancestors

Postby burgingham » Sat Feb 20, 2010 6:15 pm

Potjeh wrote:I think the exploitation potential of such a buff would be limited enough if it was only usable on the farmer's claim/village territory.

And now that we're talking business, some kind of a short-term buff that makes you invulnerable but also unable to attack would be neat for those that just want to get away. Same claim restrictions should apply, obviously, and it wouldn't be much use if it didn't autocast when you get attacked (if you have sufficient numen, of course).


This seems like a nice idea, but I don't like the autocasting. Some reactions from the players should be required when defendening ones claim.
Also sabinati is right. Nerf the einherjer aspect.
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Re: Change to ancestors

Postby Potjeh » Sat Feb 20, 2010 6:18 pm

Heck, get rid of einherjahr altogether, and use numen in special instance moves instead (or maybe just giving the stat/skill bonus for a single attack/defence). Similarly, crafters should get a skill/stat buff that expires after they craft one item.

Oh, and I only want it autocasting so that you can't get killed with the first hit. Though now that I think about it, you can't use melee attacks without initiative, and unarmed can't kill in one hit any more, so perhaps there is enough time for the defender to activate the buff.
Last edited by Potjeh on Sat Feb 20, 2010 6:24 pm, edited 1 time in total.
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Re: Change to ancestors

Postby burgingham » Sat Feb 20, 2010 6:20 pm

There is also time before you get actually hit. You usually see an agressor coming or at least aggroing you. This kind of thrill should not be taken away from the players ;-)
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