Hi,
Below is the proposed plan for the base melding mechanics. If these seem reasonable, then we'll proceed by getting this part implemented.
While we're working on that, I'm going to start going over the skillsets. There isn't really any particular order I'm going to address them in, because this will likely all need to be implemented at once.
Nodes - 3-5 per melder.
- Nodes can be placed anywhere except adjacent to another node and melder/linked rooms.
- Rooms between nodes will become terrained and melded upon new node being planted but only if the nodes are within 5 rooms of each other.
- Will be the shortest path between two rooms
- If multiple paths are available, the path will be randomly chosen
- linked nodes will be stronger than unlinked nodes. (1.5x stronger)
- Any node can be broken, and any linking between nodes will dissipate
- Can be broken by killing the Avatar
- Melder (and any bonded melders) will be notified when avatar attacked
- Avatar disappears when Primary melder is in the node room.
- Can be broken by an enemy melder using a 5s channel
- Melder (and any bonded melders) notified when channel started
- Primary melder going to the node will stop it (not bonded melders) if the melder is present in the room at the end.
- Nothing else breaks the channel
- Can be broken by killing the melder in the node room.
Effects -
- Effects fire in each node room and any linked room.
- Protection scroll prevents effects in linked rooms, does not protect in node rooms.
Other melders
- Other melders of the same spec can bond with a node
- Increases Node strength by 10% per melder bonded.
- Gain access to meld commands (ie demesnewatch, teleport and any other demesne abilities)
- If primary melder dies, secondary melder becomes the holder (in order of bonding).
- If no seconday melder, all nodes break.
Comments
I like that other melders can attach to the meld to use some abilities. This would be still be meld-type dependent though, right? Ie. no shamans using their abilities in a Geomeld, etc.?
2) No, melders will have to un-bond and re-bond to set the right order
3) Avatar strength is relative to primary melder and whether a node is linked or other melders bonded
4) 1.5x and 10% is more relative to the defense of the node (ie, avatar having more hp, etc). Effects will likely be uniform throughout the meld
5) Effects are not decided on yet but see 4
6) No, there wouldn't really be a centre anymore, but we'll likely include a way to bounce around the nodes.
As already stated, only one thing stops the channel, the melder being there at the end. This means that you can work to defend your breaking melder as well as keeping the melder out of the room to let the channel complete.
Avatar would retain damage taken.
You don't need a melder to break, so there is never a 'no melder, no chance' situation.
I'll think about the passing the meld on to secondary melders. Sleeping on it, I think you and @Synl are right in that it reduces the risk of the melder being in the room (to stop the avatar bashing or the channel). There needs to be some risk/reward scenario there.
Edit: Also make the 'master node' not be able to be bonded to, that way there is no accidental overlap, giving benefit of the confusion to melder parties.
Do secondaries just join and that it as far as that node goes or is their connection tied into that particular node?
If it's the latter, does that function as a limiter to the number of secondary melders? (i.e only one secondary per node)
Is their buff only to that node? Does killing that node remove the melder(s) tied to it?
Also, I feel that the more relevant issue is that multiple melders are so pointless they have a sub-archetype to try to address that. Demesnes as a concept can go so far that they don't just stop others of your class from using their primaries but also melders from allied orgs.
Speaking of that phrase, not sure how it is vague. If the multiplier happens for each bonded mage, then it would become a massive scaling problem and thus get out of hand. If it was limited then it would make more sense.
If anything, I still want to maybe instead look at just having a maximum amount of node types in an area, such as five earth nodes. So if you have three Geomancers they could split the work of placing nodes quickly and get a shared meld put together. Perhaps bonding to a node lets them pick a meld effect to strengthen, giving validity to their primary. In the same example of three Geos, meld owner empowers tremors, melder b empowers poison, and melder c empower stonerain. These empowered effects could give stronger cc, more damage, amplified effects, whatever so long as it sticks to the original effect. Examples, lodestone could get both effects if empowered (strip levitate and prone) or poison also afflicting with sickening if empowered. Sure each melding primary would have its favored powers to make stronger, but that's already to be expected.
Edit: Also, related to the original conversation, can we please have a system built-in that warns the melder when placing a node if it will not connect to any other nodes? Such as, place the first node and you walk off, whether you miscount or whatever, and place a node. It would be nice if it warned you that it will not connect when placing it, forcing a confirm like the other systems in place.
I think the to compromise between things, if a melder is killed in a node room, that node will be broken as well.
The rest of the nodes will transfer to the next melder, if there is no secondary melder, they'll all dissolve.
When we pushed back the melder revamp in favor of daily credits and timequakes, there were quite a few people incredibly upset with it. Plenty of people have lamented the state of melders and their issues.
As for the complexity here, it doesn't really seem too complex to me, it addresses some key issues while maintaining a focus on melder identity that's always been present.
These changes don't sound horribly complicated in practice but it does feel like it will be harder to explain to non-melders/newbies than current melding already is.
Withholding judgement on how it will work out until we see each meld flavor and how smoothly they function with this new system.
To recap: overall system = sure, no opinion one way or the other. Specific abilities = not a fan.
I like the current system of melding, I also like this node system. I like this system more because of the changes like multiple melders being able to bond to a meld to use some abilities and the ease of melding (5 commands vs... however many currently).