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Sarge
- Posts: 2059
- Joined: Fri Oct 09, 2009 3:41 am
Re: Graves
rewards for dying again - when you die you FAIL - no rewards for that, penalties only. I vote 'no'.Lokito_fp wrote:When you die you should be able to bury your bones to get numen points and a extra slot to make more offerings
For graves, a 'yes' though... i like the mere fact of having it, even if it would contribute to nothing but maybe a couple of LP.
Edit:
Hmmm, you made me think now... how about the absolute opposite. Maybe you start with 4 or 5 slots and when you die you lose Numen points and you lose a slot... 'till you have only one slot left. That should balance things out a bit more for those who benefit from having good ancestors by dying (FAIL) and those who have not died (SUCCESS) and have stock 10 stat ancestors.
factnfiction101 wrote:^I agree with this guy.
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Gaiadin
- Posts: 228
- Joined: Sat Sep 12, 2009 6:49 am
Re: Graves
Excellent. Anything that penalizes dying rather than support it. I approve of this idea.Sarge wrote: Hmmm, you made me think now... how about the absolute opposite. Maybe you start with 4 or 5 slots and when you die you lose Numen points and you lose a slot... 'till you have only one slot left. That should balance things out a bit more for those who benefit from having good ancestors by dying (FAIL) and those who have not died (SUCCESS) and have stock 10 stat ancestors.
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CG62
- Posts: 591
- Joined: Thu Sep 03, 2009 2:45 am
- Location: <Insert Witty Location Here>
Re: Graves
This makes two of my ideas that people support after the thread vanishes into whatever page comes after page 1*
Although yeah, penalizing death is always fine by me.
(* My idea was simply the ability to bury corpses, with a possible debuff for being around an unburied corpse ('cus rotting corpses are really infectious and shit))
Although yeah, penalizing death is always fine by me.
(* My idea was simply the ability to bury corpses, with a possible debuff for being around an unburied corpse ('cus rotting corpses are really infectious and shit))
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dasneik
- Posts: 83
- Joined: Fri Jul 31, 2009 4:30 am
Re: Graves
On a more macabre side, we need to be able to "Collect Bones" from human skeletons; the skulls would be a nice accessory touch to village banners or stake claims.
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CG62
- Posts: 591
- Joined: Thu Sep 03, 2009 2:45 am
- Location: <Insert Witty Location Here>
Re: Graves
And for faceplates for helmets and hoods.dasneik wrote:On a more macabre side, we need to be able to "Collect Bones" from human skeletons; the skulls would be a nice accessory touch to village banners or stake claims.
Cults ftw.
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sabinati
- Posts: 15527
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Re: Graves
SKULL THRONE
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CG62
- Posts: 591
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Axehilt
- Posts: 95
- Joined: Sat Sep 19, 2009 12:33 pm
Re: Graves
UPDATE. Here's my stab at things, with a limited knowledge of how death and ancestors actually work at the moment:
Skeletons, Burials, and Skull Thrones
Skeletons, Burials, and Skull Thrones
- Player skeletons may be picked up and stored in your inventory as a 2x2 item.
- Know how you retain a percentage of your skills/stats on death? Well now you only get half of that on reincarnation.
- How do you get the other half? By burying your skeleton (or if someone else buries it for you.) (alternatively you get 100% of normal reincarnation stats when dying, and burial simply gives you a bonus on top of that.)
- Skull thrones can be created, and upgraded. Each upgrade level increases the owner's stats 1%, and the resource requirement (in skeletal corpses) raises dramatically with each level (something like 1, 5, 25, 100, 1000.) Individual skeletons are still tracked.
Last edited by Axehilt on Sun Oct 25, 2009 10:16 am, edited 4 times in total.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Graves
they had one of those in warcraft. it was pretty sweetCG62 wrote:ROAD MADE OF SKULLS
