Difference between revisions of "The Faeries' Ruin"

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(→‎Plot participation: 7th step was also a battle)
(→‎Suppression: reword ("directly" used twice with different meanings), more mechanics)
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Every turn, a few small spikes appear in the circle of energy around the core. The next turn, these spikes lurch out and try to zap members of the team, stunning them for a turn. The player responsible for suppressing these spikes must cast shields around the team members to anticipate where the strikes will hit.  
Every turn, a few small spikes appear in the circle of energy around the core. The next turn, these spikes lurch out and try to zap members of the team, stunning them for a turn. The player responsible for suppressing these spikes must cast shields around the team members to anticipate where the strikes will hit.  


Each team member may have a shield placed in front of them, to the left, or to the right. These shields will absorb any strike that hits them directly. Strikes may go directly at, towards the left side, or towards the right side of a player, as indicated by the angle at which the spike forms. Shields are assigned by clicking the spaces in front of the team members, and then clicking the button to lock them in place.  
Spikes may go directly at, towards the left side, or towards the right side of a player, as indicated by the angle at which the spike forms. Each team member may have a shield placed in front of them, to their left, or to their right, corresponding to where the strikes may go. The shields absorb any strike that hits them in the next turn. Shields are assigned by clicking the spaces in front of the team members, and then clicking the button to lock them in place.
 
The results of the previous round are displayed simultaneously with the spikes for the next round.  Thus, identical strikes cannot happen two rounds in a row, since the image of the shield blocking the strike is being displayed.  However, a spike may still form to the right or left of that player, and these may be difficult to see with the image of the strike right next to it.


The player starts out with ten shields to assign, but only regenerates one per turn.  If the player performing [[#Stabilization|Stabilization]] does not do well, the player will rapidly start running out of shields, and will need to prioritise which players don't get hit: The Containment job is usually the most critical, while delaying the Guidance job does not have any effect on the rest of the group other than delaying completion of the puzzle.  The Stabilization job assists the Suppression job, and, of course, one's own Suppression job is needed to prevent random players from being hit the next turn.
The player starts out with ten shields to assign, but only regenerates one per turn.  If the player performing [[#Stabilization|Stabilization]] does not do well, the player will rapidly start running out of shields, and will need to prioritise which players don't get hit: The Containment job is usually the most critical, while delaying the Guidance job does not have any effect on the rest of the group other than delaying completion of the puzzle.  The Stabilization job assists the Suppression job, and, of course, one's own Suppression job is needed to prevent random players from being hit the next turn.

Revision as of 18:12, 5 December 2010