Wormholes
I would like to see wormholes getting used more so I am looking at making some changes to them. Of course, we are in the middle of classleads, so this is a little out of order. Here are a couple things I am thinking.
Shoot them down or add more thoughts.
1. Remove frequency checks.
2. Make cancelling take slightly longer.
3. Have tremors report in a wider range.
4. Attune yourself to certain wormholes so you know when they are being attacked.
Let me know.
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This is problematic because the only profession that's set up for it any 'realistic' way would be monks. Predators already have crazy awesome travel skills, Devotioners have pilgrimage, Outriders have track, and Wardancers and Wardens would do what? Use their totally not-magick weapon to rip open a hole in space-time?
Monks are the only class that fits for wormholes. Telepathy is a feasible way of opening them and they have no pre-existing travel skills. The problem with this is that nobody actually plays monks. Septus and I are the only two who use the profession with any regularity and both of us would rather rip a wormhole network down than build one up; fighting magick is always better than cooperating with them.
This would possibly encourage city-based hubs, though, since routing a network through a city would be a simple way to deny access to people outside of the circle. This may be self-solving, though; routing a network through your city is a great way to encourage people to destroy it.
I have not discussed this with Septus yet, but I am 100% sure that he would be down with this plan, because they would cry forever and the tears would be glorious. In fact, this plan would be so hilarious that I am also 100% sure that he is going to yell at me for mentioning it here before we have a chance to do it.
Septus and I would totally help create a functional bashing wormhole network and we would never ever do anything to sabotage it, I swear.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Just to play devil's advocate, avoiding a system because 1/3 of the conflict doesn't have it is a bad design. By that logic, malignists deserve telepathy because they can't force people to tumble, radiance, mind crush, mind blackout, mind terrify at range. Food for thought.
This kind of thing is why wormholes inside cities need to have a circle check of some kind. With the steps taken to make it harder to raid cities, opening up a wormhole system that fills city defenses full of holes would be a massive step backwards and not just because of radiance. There's also things like "every single class with a ranged attack and a wormstick", "prism devour", etc, etc.
Wormholes outside of cities do not need a frequency check, though. The wormhole system would not be improved by having three smaller/crappier networks instead of one larger one.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
The one thing I see here as a problem is you are picking the two (if not the three, with AM's lust for telepathy holes) most underutilized professions in the game. This won't make people play sabs/renegades(/monks). This will make people trans Spatium and splice off hours then switch back to normal loadout.
So let's say Kryss is Saboteur, Iluv is Saboteur, Menoch is Summoner. Iluv and Kryss can splice a wormhole, but with one person, Menoch, (with the appropriate skill in... survival? perception?) who doesn't have the ability helping, the timer shortens by 1-3 minutes, or some such thing. I don't know off the top of my head what other changes would need to be made to make wormholes more usuable/feasible/cared about, but I figure if we're spitballing I might as well toss out an idea I had on the subject a while back.
Allow for movement between A and B and still have 'frequency' associated with them.
Next, we'll please the crowd and the business aspect(ca-ching). Make the wormhole skill (RIFTWALKING) into a new MINI skill (clocking in at 116c). Now you have to buy in to the skill to use it. Example of what this skill would look like
LesserRifts Ability to create lesser rifts that extend only on the mainland
Continents? (Idk) Ability to walk between the mainland and the islands
Confluence The ability to place more than one rift in a room (unlocked by city research)
something
something
Implosion: Using 5 red shards and after a brief channel, you will instantly close all rifts in a city/towne area of any rift that does not sync with affinity
-Offense examples:
Increase the number of rifts able to be bound to a confluence at your generator (leads to panda train to islands) allows for a hub inside cities without 90 rooms
Utility:
Allow for shrines to link to one another through rifts
New skillset and tying in with existing storyline loopholes is pretty much always a solid plan though.