Difference between revisions of "The Faeries' Ruin"

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(→‎Suppression: fix missing sentence >.>)
(→‎Guidance: + mechanics, tips)
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Guidance involves navigating the core from its starting position 100m away from the barrier into its designated spot.  The core, shown on a map, will tend to drift each turn in the direction depicted by an arrow.  The pet chooses a stance by picking a strength for their left and right legs and arms, choosing between Strong, Medium, Weak, and None.  (The Battledome strength stat does not matter.) If the pet pushes too hard, they will fall down and be unable to guide the core for the next turn.  The guide can move the core about 10 meters on a good turn.
Guidance involves navigating the core from its starting position 100m away from the barrier into its designated spot.  The core, shown on a map, will tend to drift each turn in the direction depicted by an arrow.  The pet chooses a stance by picking a strength for their left and right legs and arms, choosing between Strong, Medium, Weak, and None.  (The Battledome strength stat does not matter.) If the pet pushes too hard, they will fall down and be unable to guide the core for the next turn.  The guide can move the core about 10 meters on a good turn.
A pet can safely push with medium strength for three limbs and strong for the fourth. From that stance, they can then trade one level of strength on one limb for another on a different limb - for example, they can move a limb from medium to strong if they move another from medium down to weak. (If a pet pushes stronger than this, the pet will fall down.) Stronger pushes from the left move the core towards the right, and vice versa. Every limb pushes the core forward to some degree, as well.
The pet's pushes are additive with the core's drift indicated by the arrow - the results are the same as it would be if the core was allowed to drift first, and then the pet pushed separately with no drift.  Thus it may be advantageous to imagine where the core would be after it drifts, and then decide on the most useful stance to take from there.


If the pet falls down and gets stunned on the same turn, the pet will be able to act on the next turn (so long as they don't get zapped by an energy spike as well).
If the pet falls down and gets stunned on the same turn, the pet will be able to act on the next turn (so long as they don't get zapped by an energy spike as well).


If they player doesn't push hard enough for one turn, or doesn't push at all (due to being too slow to confirm their stance or stunned), the orb can slip further away from the barrier.  
If they player doesn't push hard enough for one turn, or doesn't push at all (due to being too slow to confirm their stance or stunned), the orb can slip further away from the barrier.


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Revision as of 18:18, 5 December 2010