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Nid Developement Thread

 Post subject: Nid Developement Thread
PostPosted: Fri Aug 08, 2008 2:51 pm 
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In stark contrast to ginger, I am for D or B, in that order. Willing to test both though.

For D, I'd rather not worry about the modifiers, so I say take the 3d3 over the adding in synapse values to a 2d3.

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 Post subject: Nid Developement Thread
PostPosted: Fri Aug 08, 2008 3:59 pm 
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Quote: (Dave @ 08 Aug. 2008, 09:51 )

In stark contrast to ginger, I am for D or B, in that order. Willing to test both though.

For D, I'd rather not worry about the modifiers, so I say take the 3d3 over the adding in synapse values to a 2d3.

I agree with Dave.

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 Post subject: Nid Developement Thread
PostPosted: Fri Aug 08, 2008 7:13 pm 
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I'm for B or D (in that order)

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 Post subject: Nid Developement Thread
PostPosted: Fri Aug 08, 2008 7:57 pm 
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Spawning got pretty fiddly.  I'd say to make spawning less fiddly, you either cut down on die rolls or math.  Personally, I'd rather have to roll extra dice than do lots of math or look up lots of numbers.

I can't think of a way to cut brood cost and keep the list balanced, so that bit of math has to stay.  That leaves synapse values.

I'd say do away with the multitude of Synapse values.  Adding all that up is a pain, even if it's not hard to memorize the values.  Make it one value and either the Synpase gets a bonus or it doesn't - a simple binary and one fixed bonus.

Because of that, I'm voting for the option D in the voting thread, though I would give a Node/Brood Pit and a Vituperator the same spawn bonus as a Dominatrix.

===
Edit:  Maybe 4d3 for a Node would be too much.  It might be too easy to regenerate big bugs, like arty.  It still seems like a cool idea to have them actually work as spawning sources, though.




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