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Fake Plastic Soldier Crew
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Posted: Thu Sep 24, 2009 10:16 pm
I think we have plenty of deities now... I might consider removing the goddess of time, because as cool as I find her temple and character, nobody will have much reason to call on her or visit her. Also, we have a god of fire, a god of fury and magma, and god of destruction. Isn't that redundant? I think so. I would think all four of those traits could be summed up in one god.
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Posted: Fri Sep 25, 2009 12:43 am
That's true. I only slapped mine up there cause I already threw him into the RP 2 or 3 times prior to all this. (I figured nobody would mind at the time and nobody's said anything thus far. lol ) I could probably just downgrade him to just an Ancient demigod. It might not cripple his back story.
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Ultimate Quest Master Crew
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Posted: Fri Sep 25, 2009 7:12 am
By the way I was thinking about earth and their powers. If people had castles build at a location (or really any kind of fortification) the only kingdom at the moment (if people play them poorly) that could decimate those defenses would be earth. All the other kingdom would have to do the usual siege stuff. If we have an Orin in earth, all they are going to have to do is cause a massive earthquake and the castle would/could be flattened ending any conflict or battle in that area in a matter of a few posts.
Basically, what I am trying to say is, we might want to let people know that they are not god like with their powers, and that to take down a wall, they would have to chuck rocks at it or some other attack that doesn't directly affect the wall itself. I just want to balance things out, for even fire can't take out a castle easily, nor air or water as far as I can tell.
If people are confused, let me know so I can try to explain what I'm saying better. ~Nathien Bloodguard
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Posted: Fri Sep 25, 2009 12:24 pm
It's probably just bad exampling but Fire may not have to end a besieged castle by destroying it. Flames are a great way to cook people, crispy people can't defend castles, and enough fire in or around a castle just makes those stone walls act like the inside of a furnace.
One particularly powerful air elementalist, or a large group working in consort can potentially suffocate the enemy by restricting air flow, sort of like plugging windows off and waiting a few days. Even if those inside don't suffocate, the lack of oxygen can affect them negatively.
Water can ferry in sea water and smash through gates or washout halls, or in the case of Terra Tanta, flood and batter an entire city with a hurricane.
What I'm getting at is where there's a will, there's a way. We probably should have put up an upper limit to elemental prowess.
Actually Water probably has the best defense available. Since half their cities are under water and a good portion of their capital is, Attacks by fire and possibly earth will be difficult. Air might be best at actually getting into the towns but effectiveness would come into question.
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Ultimate Quest Master Crew
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Posted: Fri Sep 25, 2009 6:37 pm
Considering that almost all those options you listed would normally require a large group, and a lot of power and or time, I would still be more cautious with earth. If an earth mage thinks hes all big and bad, he himself could bring down a good section of the wall. A castle should be able to survive a hurricane or a tornado if thrown at it, and as for the sea water, that would really only work if they had a sea to draw upon. Rain would be a better example, but that would likely affect morale of enemies more then fortification. Air would be trick and still require more then one air elementalist, and a castle is a big place that is open topped. It would take a lot of effort to bubble that up good enough. Fire might be able to heat the walls, but that would be a lot of effort still. And to get it to the point where it would harm the occupants would require a whole lot of power. Castles tend to be cool and moist because of the stones. They also tend to be well irrigated to protect the stone, so weather wouldn't affect it. They are strong enough to survive a cannon blast (along with an angel slope to help deflect it), so it should and could survive the hurricane or tornado. Earthquakes have been known to flatten cities, and could very likely take down a castle in a matter of moments. It is really the only reason why I potentially worry about it.
Wow, I think I wrote to much this time, but I'm just expressing my concern that we might see an unfair advantage ahead of time. Also on a note of water, we might want to have some tech in underwater exploration then so the other countries have a chance (like say a suit of armor made from fish scales that allow the wearer to breath underwater...)
Also I agree on a limiter for elemental powers. It would help level the playing field. A non elementalist should have a likely a chance at victory as an elementalist. It might require resourcefulness but it should be there. (The only real exception should be the prince/princess, or high prince/princess if you have such a thing. The high prince/princess would be like the kingdom's king or queen...) Well just ideas again. ~Nathien
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Posted: Fri Sep 25, 2009 9:40 pm
Well, An earth elementalist would need to get within some range of any given castle anyway. Since Palpisol at the center of a range though it'd just be near impossible to approach. Actually the air is too thin to be breathable anyway. If an earth elementalist turned against their own nation, the castle is mostly underground. Otherwise castle siege is near impossible in water or air. Fire is at risk from water since their castle is by the sea, but it seems fairly far from mountains. Water's castle is actually a mountain with limited entry, and a fairly good distance away from the mainland.
Well a suit of armor may work for diving and breathing, but confronting a water elementalist in deep sea is nothing short of suicide. There's no way to create a flame, gather air, or raise earth (above the sea floor). Melee combat just wouldn't work due to water resistance, and forget archery. Having such limited combat ability, one would have to deal with pressure attacks, getting swept away and lost in the deep, getting eaten, or getting frozen.
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Fake Plastic Soldier Crew
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Posted: Fri Sep 25, 2009 11:38 pm
Wholehearted agreement here, players should be capped in their capabilities I believe, and nobody should win a battle against a prince or princess without some kind of dirty trick.
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Posted: Fri Sep 25, 2009 11:46 pm
Well uh, about that. I can understand people of royalty being able to effectively command armies, but combat prowess seems more like it would be skill based rather than rank based.
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Fake Plastic Soldier Crew
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Posted: Sat Sep 26, 2009 12:37 am
well I suppose that makes sense. It doesn't really make a character stronger just because they were born royalty.
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Posted: Sun Sep 27, 2009 7:26 am
You must also consider that ancient civilizations at deities for everything, Greeks even had the goddess of a fire place. There were always more evil deities than good because of the fact they were used to strike fear into the bellies of children and adults. These things are not meant to be called upon unless a sacrifice is in order...
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Posted: Sun Sep 27, 2009 4:48 pm
About the Deities: Don't go overboard if they seem redundant get rid of one Phae's will stay though because he did make it ages ago (I saw it)
About the Prince/Princesses and fighting abilities: They actual fighting skills should be based on how skilled they are, yes however, (and I should have explained this more) the reason THAT they are ROYALTY is because they're born more in tune with the element that they rule. Example: When the elementals were basically wiped off the face of the planet, a few remained. And those few never lost the ability, and over the decades became much more intune, and it's genetic. So each generation the intuneness became greater. Because they were so intune, that's why they are considered royalty. They are the most intune with their element. However, not everyone actively practices it, so that might also be a factor.
Is there anything else I should have added to?
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Posted: Sun Sep 27, 2009 8:42 pm
We are all still on the same page that we want to revive the light and dark elementalists right?
1. With the introductions of the deities it would be a good way incorporate the 2
2. We would need alot of the members to okay/ participate in the quest
3. We would need to make the quest first and set the guidelines and npcs....
is that it??
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Posted: Mon Sep 28, 2009 4:01 pm
Wait, if the elementalists were hunted to near extinction before, why would they rise to positions of royalty and nobility? Wouldn't that just cause another backlash and the normals would start hunting them again? It's like a known mutant getting elected president in X-Men. confused
I'm just wondering is all.
Also, I thought Light and dark elementalists coming back was going to be an additional result of that Atlantis quest you were on.
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Posted: Mon Sep 28, 2009 4:37 pm
It's a roleplay, it's not supposed to make compelte sense besides, that's the storyline
In the old storyline there were four nations. Souls of the Dark (vampires, etc.), Elemental Realms (Elemenalists), Twilight Sanctuary (angels, etc.), and the Chaos Rift (hybrid things). The guild died, and when I revived it with this story line I put in the description that the Elementals lost. Since they lost they kind of faded from the picture. Maybe not because they were extinct...but they definately didn't have the strength to take power again.
They rose to power (at least in my mind) because over the centuries the elementals just intermingled with all the other races. If you think of it that part makes sense because all the races have elemental powers. But those who didn't intermingle as much stayed more pure...
you know what? I'm not sure where I was going with this -_- never mind
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Posted: Mon Sep 28, 2009 4:45 pm
Eh, don't worry about it, I was just curious. Some background helps to shape the future. I never knew about the previous storyline.
It kinda works out. Across the character roster there isn't a single angel, 2 vampires, and like one hybrid creature, who has no animal components to him.
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