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 Post subject: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 10:57 am 
Snuggler

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Discuss matters here.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 11:02 am 
Messenger of Service

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Thanks Taft!

Clarification on the Winds
While in transit, no erosion takes place on either the source or destination skyland?
How long is transit time?

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 11:08 am 
Snuggler

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Correct. The thing with the Winds is that we're going to be playing a bit of a game of hot potato with them, trying to prevent them from being landed as much as possible. This will require a bit of attention on the part of the leaders, and if it's lame, we'll try something else.

Transit time will depend on distance.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 11:12 am 
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I see - so we can lure the wind WHILE it is transit? before it lands and impacts a skyland?

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 11:41 am 
Snuggler

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No.

The ability MUST be used from a skyland where the Wind currently is active.

To metaphorize it, before the ball can be thrown again, it must first be caught.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 11:55 am 
Messenger of Service

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OK, I see how I was confused.

If wind is on Lhasa and I want it on Leng- I assumed I would be spending resources on Leng to build a radio that would seduce (Lure) the wind in that direction. But in reality I will I have to execute the power on Lhasa and select Leng as the target?

In that case it seems like we are driving the wind away with the signal rather than luring it.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 12:08 pm 
Snuggler

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You are building the structure on the skyland you are sending them away from. That's the location where you'll get the clearest ability to influence them, without HF communication arrays catching the message.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 12:15 pm 
Moostro

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Just how expensive is this lure going to be?
Can you lure it back and forth between two skylands?
Do we get any kind of idea of the inf damage, or are we just going to have to hope to figure it out when it comes?
(at least if it's a set amount or a %age?)
Since it's basically a walking purge, I presume there's no bleed impact?

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 12:18 pm 
Snuggler

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Here is the current description:

Supply Cost: 200,000
Work Cost: 150,000

May only be used *from* a Skyland where Lure the Wind is *currently happening,* to a Skyland that your faction controls. For every minute that Lure the Wind is active on a skyland, it will erode 0.5% or 50,000 Skytopian influence (whichever is higher). Targeting a Skyland with Lure the Wind will remove Lure the Wind from the Skyland you're executing from. Lure the Wind is not affected by Paths of the Nomad, and does nothing while transitioning between two Skylands. If Lure the Wind is ever ends up on a Hidden Fleet controlled Skyland, it will be moved to the appropriate Faction capital.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 12:26 pm 
Snuggler

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Added the comment on what happens if Lure the Wind ends up on an HF controlled Skyland.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 12:36 pm 
Moostro

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Chesterfield Taft wrote:
For every minute that Lure the Wind is active on a skyland, it will erode 0.5% or 50,000 Skytopian influence (whichever is higher).


0.5% of the skytopian inf at that minute, or as of the landing?

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 12:40 pm 
Snuggler

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At that minute.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 1:02 pm 
Moostro

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For those wondering how much this will really do on skylands:
Over 10mil standing inf, it will be a %age initially.
Around 20mil standing inf will go to 50k losses around hour 2.
Around 30mil standing inf will go to 50k losses around hour 4.
Code:
Minute  1: 100% original skytopian inf
Minute 15:  93% original skytopian inf or 700k
Minute 30:  86% original skytopian inf or 1.5mil
Minute 45:  80% original skytopian inf or 2.2mil
Hour    1:  74% original skytopian inf or 3.0mil
Hour    2:  55% original skytopian inf or 6.0mil
Hour    3:  41% original skytopian inf or 9.0mil
Hour    4:  30% original skytopian inf *** By here, even the hardiest of skylands will be at or below 10mil and lose 50k per minute.  Those will have at most 3 more hours before they're zeroed out.



Faction leaders: The penalty for failing to get lure off ASAP on your skyland at the moment the lure lands is awfully severe.
As you cannot pre-cast lure, how long will lure take to enact?

Chesterfield Taft wrote:
Once the Wind lands, it will immediately decay influence by an amount.

How much is the insta-decay on landing? is it just the first minute hits when landing?

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 1:08 pm 
Moostro

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So the winds round is only about ~3.0 days long?

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 1:22 pm 
Snuggler

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First minute hits on landing.

The date was incorrect. I have corrected it to the 18th.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 1:35 pm 
Cupid

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Chesterfield Taft wrote:
it will erode 0.5% or 50,000 Skytopian influence (whichever is higher).


It negates an entire day's running in less than ten minutes?!?! :shock:

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 1:37 pm 
Cupid

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It would remove 24 M inf if allowed to sit overnight?!?!? :shock:

Um... can we get some extra Faction Leaders...? :worry:

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 1:39 pm 
Messenger of Service

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Kippei wrote:
It would remove 24 M inf if allowed to sit overnight?!?!? :shock:

Um... can we get some extra Faction Leaders...? :worry:


This is my biggest concern. We need to replace Xenos quickly

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 1:43 pm 
Snuggler

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If that seems a wee bit too attentive, I can make it a bit gentler. The goal is that the 'potato' will mostly spend its time in the air. Leaving it on a skyland would mean either something went very wrong, or a Faction had decided to abandon a Skyland.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Thu Jul 08, 2010 1:50 pm 
Moostro

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Chesterfield Taft wrote:
If that seems a wee bit too attentive, I can make it a bit gentler.

It depends a lot on when they land combined with how many actual active faction leaders there are. Does any faction have three fully active leaders anymore?

It actually seemed alright when it was 3days btw ;)

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