LogFAQs > #909157266

LurkerFAQs, Active DB, DB1, DB2, DB3, Database 4 ( 07.23.2018-12.31.2018 ), DB5, DB6, DB7, DB8, DB9, DB10, DB11, DB12, Clear
Topic List
Page List: 1
TopicMercenaries 5 Unveiling Topic: Now Hiring! [New Game]
KanzarisKelshen
09/20/18 11:28:08 PM
#344:


Y'all gotta calm down, I said 'tonight' and the night ain't over yet

Anyway, now that I am home, IT IS TIME. After much deliberation, I have selected the first two admins to join the M5 admin team. I am still going over the prospective applicants, but it is my pleasure to announce this is no longer a one man operation. Our first two new admins are...

Drumroll

Trdl23 and Kamekguy! I'm sure you guys saw the former coming from a mile away, but might be surprised by the latter. Allow me, if I will, to explain why these two fine gentlemen were my first choices amidst a very competitive group.

In the case of Trdl, I've had the chance to admin a game with him before. While he kept a low profile, and he'll say he was inactive, he was very prompt in responding to me during Draftmerx, and always asked the right questions to help us quickly clarify our stance on how an ability worked or should work for any given ruling. I'm not ashamed to say we got spammed to hell with queries for such a brief game - and it was in large part thanks to him that they were handled so gracefully. He is also directly responsible for the ability primer you've seen in the front page, as he was the one who encouraged me to regiment and clarify the rules and hashed out several pieces of it with me. I have utmost confidence in his ability to help us sort out ability interactions and deliver speedy rulings for M5, something I'm sure everyone who got stuck with a rules-induced headache in M4 will appreciate.

Kamek, for his part, has a distinguished pedigree as a longstanding admin of multiple mercs projects in our sister game, LLFMercs. As a casual voter there, he always patiently answered my questions as I adapted to that game's own culture, was receptive when I pointed out if something was unclear, and was unflichingly friendly and polite even when the players got rowdy. He brings veterancy to a team that is otherwise green, and is full of excellent ideas for new builds to make and old builds to update. His expertise will come in very handy in the months to come.

---

But that's not all. In addition to the admin announcements above, there's a few teasers of the work we've hashed out over the last few days as well (I waited a bit to make this announcement as I wanted to have a couple solid ideas to show off the game's new direction). So allow to me to provide a few teasers...

-We're going to be using the AP system and dispensing with universal recharges. Most abilities will not possess one at all, instead gating you by the amount of AP you can spend in a given match and their specific cost.
-We are aiming to set abilities at a baseline 1 AP cost for most effects. For example, Pudge's Meat Hook would be a 1 AP ability. Powerful abilities (like a KO usable every day) will require 2 AP or more (and/or a Fatigue cost), cutting down on the amount of spam in exchange for raw power. Note that for Fatigue, it will not be universal and will instead be used as a balancing factor for specific abilities, and also as a potential "status" pre-topic.
-We are instituting a Fatigue system, where mercs cannot use further abilities once Fatigued even if you have AP remaining. Fatigue is applied on a per-mercenary basis, and does not transfer between fighters and their attached Support Mercs unless stated otherwise. This means you could use CATS' IN AD 2101 WAR WAS BEGINNING every week without worrying that popping a fatigue ability on his merc will render him a waste of GP.

(But wait, there's more! Ran out of space in this post, continued in the next.)
---
Shine on, you crazy diamond.
... Copied to Clipboard!
Topic List
Page List: 1