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Conquest 3 Policies and Module Discussion

Cryptite

Elder
Staff member
Elder
I explicitly mentioned that the module would only apply this to "debuff" potions to avoid this issue along with one other. However, it would also be interesting to try it without a debuff restriction because it could add more variables to the meta. Defenders could heal themselves for less potions at the cost of also possibly healing the attackers, and poison clouds could be applied inside the core room, etc. There is a possible issue with golems, where a regen lingering cloud could regen a defending golem or a lingering poison to kill an enemy golem. However, I believe the golems don't really use armor, they just have a lot of health, so the effect may not be significant.

Also, there's no reason that the module also couldn't change the duration of the lingering cloud or its potency. Using the default lingering potion of a debuff would probably be a bit weak, so increasing the lifetime of the area_effect_cloud and possibly the duration of the potion effect it applies seems reasonable.

The lingering cloud module (however it would work) was also one I thought of recently as well. Just something to shake up places to both go OR avoid on a battlefield would add some fun to otherwise boring fights. Especially if these fights were somewhere with purely flat terrain.

I think my thought was that the module actually "flung" projectiles in an area around it, and wherever they landed there would be a lingering potion cloud that does something positive to defenders, negative to attackers, or even both.
 

BuscoNombre

Well-Known Member
Slicer
I like the idea of the module trowing lingering pots. They should be poison pots since we already have other debuffs modules.
The only hard thing would be to decide how strong, how long and how big will be the effect, but for that its only making tests

And about the spectral mod, just remove it. Nobody is gonna use it
 

OperaGhost2004

Active Member
I explicitly mentioned that the module would only apply this to "debuff" potions to avoid this issue along with one other. However, it would also be interesting to try it without a debuff restriction because it could add more variables to the meta. Defenders could heal themselves for less potions at the cost of also possibly healing the attackers, and poison clouds could be applied inside the core room, etc. There is a possible issue with golems, where a regen lingering cloud could regen a defending golem or a lingering poison to kill an enemy golem. However, I believe the golems don't really use armor, they just have a lot of health, so the effect may not be significant.

Also, there's no reason that the module also couldn't change the duration of the lingering cloud or its potency. Using the default lingering potion of a debuff would probably be a bit weak, so increasing the lifetime of the area_effect_cloud and possibly the duration of the potion effect it applies seems reasonable.

golems are imune to splash potions
 

Adzy

Well-Known Member
Slicer
I like the idea of the module trowing lingering pots. They should be poison pots since we already have other debuffs modules.
The only hard thing would be to decide how strong, how long and how big will be the effect, but for that its only making tests

And about the spectral mod, just remove it. Nobody is gonna use it

If it was poison, it would effect the defenders as well though :p so it'd be a risk to have that module and would anyone really use it? Maybe is there a way to fire poison arrows at enemies?
 

Steve5729

Well-Known Member
Slicer
But I was referring to a single effect on the arrow, in this case the poison arrow. So tipped or not it’s still the same thing :p
Why a single? That makes it kinda a weak tnt mod. Why not a volley of 3 or 5 arrows.


ALSO: So I thought long and hard about why the Admins don't want Orange Trees and I came up with this answer: If Orange Trees are implimented then _Adzy has a way to reproduce. Meaning that millions of _Adzies could swarm loka and overthrow the admins. Now I can only speak for myself but I want Orange Trees more now just to see that happen.
 

Adzy

Well-Known Member
Slicer
Why a single? That makes it kinda a weak tnt mod. Why not a volley of 3 or 5 arrows.


ALSO: So I thought long and hard about why the Admins don't want Orange Trees and I came up with this answer: If Orange Trees are implimented then _Adzy has a way to reproduce. Meaning that millions of _Adzies could swarm loka and overthrow the admins. Now I can only speak for myself but I want Orange Trees more now just to see that happen.
I said a single EFFECT not a single arrow lol as in, I was talking about poison arrow specifically. Not the amount that would fire
 

Steve5729

Well-Known Member
Slicer
Written bost Big Boi, Balak (whatever): So since there isn't a center buff yet I'd suggest the most OP buff. This may be a biiiit too op but Half off Modules?
 

DeceitfulPear

Well-Known Member
Slicer
Written bost Big Boi, Balak (whatever): So since there isn't a center buff yet I'd suggest the most OP buff. This may be a biiiit too op but Half off Modules?
The Perk of having middle tile is that (based on looks) it is more easily defended than others and you have your pick as to which buff tile to attack. As we see how it all actually plays out my opinion will most likely change but for now I think its fine. Should continue this thought though in case it needs more incentive
 

ModernMozart1787

Active Member
So I thought long and hard about why the Admins don't want Orange Trees and I came up with this answer: If Orange Trees are implimented then _Adzy has a way to reproduce. Meaning that millions of _Adzies could swarm loka and overthrow the admins. Now I can only speak for myself but I want Orange Trees more now just to see that happen.

No one deserves that sort of tragedy. Strawberry trees!
 
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