This is probably more of a mechanics discussion thread as not even dev has good consensus on what it should look like, and it's absolutely something to have some broader input on. SO THREAD MOVED
squib wrote: ↑Sun Oct 16, 2022 3:01 pm
The sacrifice/overdraw of fonts is heavily biased toward maintaining existing fonts.
Weirdomen wrote: ↑Sun Oct 16, 2022 8:09 pm
I disagree on the whole concept of waging war on a font's existence.
Quoted you all just to ping folks because I moved the thread.
A bit of history and understanding is good to understand what we're looking for with this mechanic. And that Fonts are a "relatively" new mechanic by nexus standards, so there is some room for creativity or out of the box changes to it. For a long time there were just neutral places of power that anyone could grab spare MP from (called ley lines) with some random assignment of good/evil/neutral "alignment". Sometimes factions would do some soft attacking of others by using up their ley lines (at least I did), but they would never be destroyed, only temporarily drained.
Fonts now have a lot more complexity to them and are more interesting! I think there's room for refinement of the trap and bar mechanics (such as % and maybe traps aren't just completely eff you bursts, but instead per action slaps), but lets keep the scope of this narrow for now.
I think that there should be capacity to "destroy" a font, because there is significant advantage in creating one and being the owner. It is a way to improve an area for your faction and it gives advantages to any activities requiring MP, and a nice XP source. For an example of out-of-the box thinking: if the ownership is what is important, maybe then "destruction" is just something that allows for changing the ownership? I dunno, lets dive in!
Stretch wrote: ↑Tue Oct 18, 2022 3:06 am
It will still be very easy to fix up a font.
Klapaucius wrote: ↑Tue Oct 18, 2022 11:37 am
I somewhat disagree with the premise of this suggestion. I think the most important change that needs to be made is for overdraws to be the actual selfish move again.
Earlier in the breath overdraw basically meant you got free mp from overdrawing a font, at the cost of the font depth. Now, there's virtually no actual incentive to overdraw aside from actively trying to destroy a font. I think reverting that change or doing something like it would be a better first step, then see if the overdraw amount needs to be buffed.
Also, I think this would enable a 'sacrifice a pot to drain a font' strategy, where you sac for +1 then overdraw for -2. This would let a person destroy a font too quickly. 3 people working together could destroy any font in a cycle, which isn't really fair IMO.
Still generally speaking, Fonts were made very resilient on purpose and I'm glad they were because the construction cost is obscene. I think that while fonts still require almost a week for a character to create they will be nearly indestructible if maintained. If dev team starts messing with the balance of how font depth depletes, I would like us to first code a mechanic where fonts go dormant when depleted instead of exploding. If a font is dormant, it'll lose one of it's creation items and the font creator just needs to drop a new one before someone else drops 7 to re-power it. So we have a failsafe of sorts while we mess with the mechanics. If we feel the balance of maintenance/depletion is good, then we'll probably remove the safety and lower the cost of creation so the whole thing is more dynamic.
Onto specifics of the quotes:
• Agree that the original suggestion is not really enough to change the dynamic easily, font regeneration is very strong
• When overdraw = free MP out of the font, it heavily heavily benefitted anyone with a high MP-cost action. It's an obvious spot to allow for "damage" to the font, but again that is then really influenced by those kinds of actions. I agree this limits the incentive to overdraw, but not sure how to manage that.
• Absolutely correct that sac a pot/drain font coordination is far too strong, before I knew the exact font mechanics I was worried about that exact thing making fonts non-existent because nobody would spend so much effort on something that can die so easily
Some ideas from dev chats that haven't really been developed:
• Fragility of fonts is based on how many fonts of that element already exist on the plane, so it is easier to deplete max depth the more there are. Currently the code allows for one "wild" font of certain elements to always exist on a plane (before you ask, i don't remember off the top of my head, it's all the ones that make sense ok). If the wild font dies, it is dead unless all the fonts of that element are gone, then it will respawn. This is probably not in the wiki, but it's also probably not fully accurate.
• Each element has a certain total strength on a plane, and each font has a max depth based on that strength divided by the number of fonts. Fonts that are "stronger" get a bit more share, not sure how to define/influence strength- maybe age? This is similar to the above, but the former allows for full strength fonts that are more fragile and could be chopped down quickly. The latter has overall weaker fonts that only easy to destroy by having more HP, won't be necessarily destroyed quicker depending.
• As fonts decrease in depth, they get un-removeable bars vs everyone except the owner so that it gets "harder" to deplete a font as you reduce it. I think this would be a good braking mechanism on any implemented means of killing fonts faster