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October 25th, 2007, 05:08 PM
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Major
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Join Date: Dec 2006
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Re: did you mean to reduce the average number
Quote:
Blood slave availability has been tied to site frequency ever since version 3.00.
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Maybe so, but 0 site frequency gave me about half the blood slaves that max sites gave me, so the setting has a drastically lower effect on blood income than on gems.
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October 25th, 2007, 07:31 PM
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General
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Join Date: Oct 2006
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Re: did you mean to reduce the average number
A solution to the problem that strikes me, is to make special sites automatically searchable for mages with three times the level they'd need to find the site normally-so you've got a fire 3 mage auto-finding fire 1 sites, but able to search for fire 2, 3, etc.
And
Then to make the number of 0 level sites not count towards the total percentage. They should have their own chance of popping up, dependent on a map command that you can set when you choose or create a map, so that you can have random or created maps which are naturally more or less rich in terms of easily discoverable resources.
The appearance of rarer sites would still be determined at the beginning of the game.
The auto-searching I've describe might also motivate slightly the addition of level 5 sites (15/3=5, a potential upper limit), which I think would be interesting, as well as making empowerment slightly more strategically rewarding.
To offset the auto-search ability: perhaps a relatively low-level, ubiquitous magic item could be added which would allow blood mages, *only* when they blood-hunt, to automatically find 1 blood slave for every three levels of blood magic they have, *in addition to* whatever blood-slaves they might randomly find otherwise, in the course of a normal blood-hunt.
A level 3 blood mage using the magic item would automatically find atleast 1 blood-slave per turn, plus however many random ones.
Example: "Blood Diadem" Helmet, prot 2. Requires 5 bloodslaves to create, also Blood path 2/Const 0. Carved from the hip-bones and finger-bones of atleast 5 young virgins, the Blood Diadem allows the experienced blood-mage to harness the power of his own blood and actively call out to suitable blood slaves, who cannot resist his call while any portion of the moon is in the sky. Blood hunting is increased dependent on the power of the mage.
Moon Talisman. Misc. Requires 5 bloodslaves to create, also Blood path 4/Const 2. This strange little charm is created in a ritual which opens a gate between the temporal and astral planes, allowing a small moon-rock to fall through. The rock is polished, bound in delicate silver chains, and then soaked in the blood of virgins until it turns from white to dark red. The moon-rock may be used to summon any suitable blood-slaves in the area, via the well-established thaumaturgical law of "Like calls out to like". (This is to allow blood-fountain Pretenders to take advantage, and increase the utility of the whole practice, since you can choose whether you want to use a helmet slot or a misc slot.)
This would both stabilize the "blood magic economy"-useful especially for "cottage-industry" blood economies that might be based on the Blood Fountain, for instance, while at the same time not enormously increasing the power of blood magic, since you'd still be committing atleast 1 powerful (path 3 or above) magic user to forging an item, using a slot, spending slaves, and then producing slaves.
Ofcourse, the rest of the details of blood-hunting would stay as random as they are now.
__________________
You've sailed off the edge of the map--here there be badgers!
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October 26th, 2007, 01:02 AM
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Major General
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Join Date: Feb 2005
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Re: did you mean to reduce the average number
HB, much of what you propose would require an engine rewrite of epic proportions  .
Actually, myself, I think lvl 4 sites are too hard to find already. Basically, you only find them with spells, since it is never worth the time of an actual lvl 4 mage (with a bare few exceptions, annointed of rhuax maybe since they're guaranteed an earth) to wander around looking for stuff.
At that reate, a lvl 5 site might as well be lvl 9. Both options are supported under the current mod script, by the way - you can also add a bunch of common sites that make extra gems, if you think the current mix is income poor.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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October 26th, 2007, 01:07 AM
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Second Lieutenant
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Join Date: Oct 2004
Location: Tucson Az
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Re: did you mean to reduce the average number
Statistically speaking, if the chance to have a site be a common site is X(say 50% or whatever) then the chance is still X no matter how many possible sites there are to choose from. The same holds true for uncommon/rare site. One can achieve a higher or lower average gem production value (phew, say that 15 times fast.. while not sober..) in this case only if the mean production of the sites has increased or decreased. I.E. if the average common used to make you 1.3 gems and now it makes you 1.5 gems you have a gain.
All I am saying there is that having more sites to choose from doesn't really matter, it's the percentage of occurence that matters most.
Now as to blood production..
If the rate of blood slave capture remains the same while the average rate of return from gem producing sites changes then blood becomes either greater or lesser in a way that should be obvious.
I am not taking site frequency into consideration as supposedly it is tied to blood as well so it is thus a constant.
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