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Retaliation & Flee be FREE!

Posted: 22 Jan 2015, 09:16
by Pi dArtois
So, we were talking about this in chats and I tend to agree this one, needs some tweaking. My current understanding of how this works, is that... if you have either Sentry, Retaliation or Flee set, it eats up 1 energy an hour.

Which seems right silly to me. What I want to do though, is split these things into three categories,

One: Flee - when you're attacked, you run the hell away
Two: Retaliate - when you're attacked, you attack back!
Three: You're standing around, waiting for some enemy to walk past and BAM - you slice and dice.

It's options One and Two I would like to make a suggestion on. Three, I think, deserves an energy drain. If you're going to set your character to take pot shots at all its enemies as they walk by, then yeah, I think it should cost energy.

But the other two?

My suggestion (and I'm stealing Nix's - cause she told me to) is that Option One and Two become zero energy drains but rather, as ''options' for our character in 'response' to any attacks on the grid.

It creates a scenario where we as RPers and Players can more accurately assign 'reactions' to grid acts, when we are not around to do so. And it doesn't seem to me that either of these require hourly energy drains because they are solely 'reactions'. Maybe, at the time our characters 'Flee' or 'Retaliate' an energy cost can be taken. But not an hourly one?

Which I think is a more logical compromise. At the time of the 'reaction' take the energy cost from the character, but having a character lose 24 energy a day, seem a steep and unnecessary cost burden for what it is.