Page 1 of 1

Nox Decay

Posted: Mon Mar 31, 2014 1:49 pm
by ~Dä Vinci~
Just an idea, very basic will need a lot of tweaking.

Nox makes warring extremely slow and tedious with people sitting behind it and repairing. My idea is the longer your are on the the greater the g+r costs and the efficientsie of nox also decays

Example 1)

day 1 normal 48 gnr per day
1 hit per 5 seconds

day 2 normal 148 gnr per day
1 hit per 5 seconds

day 3 normal 248 gnr per day
1 hit per 4 seconds

day 4 normal 348 gnr per day
1 hit per 4 seconds

day 5 normal 448 gnr per day
1 hit per 3 seconds

day 6 normal 548 gnr per day
1 hit per 3 seconds

day 7 normal 750 gnr per day
1 hit per 2 seconds

day 8 normal 1000 gnr per day
1 hit per 1 seconds


Them numbers are just examples and are in need of discussing, once you turn nox it takes 48 hours to return to normal if you have gone over 1-2 weeks ect, under a week it takes 24 hours. PPT'ing doesn't count towards nox refresh and will be ignored.

terrible idea? or not needed?

Example 2)

day 1 normal 48 gnr per day
1 hit per 5 seconds

day 2 normal 48 gnr per day
1 hit per 5 seconds

day 3 normal 48 gnr per day
1 hit per 4 seconds

day 4 normal 48 gnr per day
1 hit per 4 seconds

day 5 normal 48 gnr per day
1 hit per 3 seconds

day 6 normal 48 gnr per day
1 hit per 3 seconds

day 7 normal 48 gnr per day
1 hit per 2 seconds

day 8 normal 48 gnr per day
1 hit per 1 seconds

Re: Nox Decay

Posted: Mon Mar 31, 2014 1:54 pm
by Sol
I dont think gnr should be increasing, if the efficiency is decreasing, otherwise not a bad idea mate.

Re: Nox Decay

Posted: Mon Mar 31, 2014 2:17 pm
by Heisenberg
Yeah take away the G and R increasing scenario. Good idea.

However, there would need to be a
'X days before your G and R clock resets back to zero'

So people don't just hop off nox, then after turn change straight back on.

Re: Nox Decay

Posted: Tue Apr 01, 2014 2:27 am
by ~Dä Vinci~
Heisenberg wrote:Yeah take away the G and R increasing scenario. Good idea.

However, there would need to be a
'X days before your G and R clock resets back to zero'

So people don't just hop off nox, then after turn change straight back on.
Ok updated example 2

If you turn on nox within the first week, it takes 24 hours before you can turn it back on again. In this time the nox will build up it's power again and return back to normal, anything over 1 week will take up to 48 hours of no nox/ppt to regain it's power. You can't ppt and regain power you have to be off.

Pay 2 mt and 1k glorys to reset the nox clock? :D this will mean you have to choose between defending or attacking. spend mt's on double strike or 1 hit per 5 seconds

Re: Nox Decay

Posted: Tue Apr 01, 2014 6:40 am
by Master Rahl
attempting to unnox all the inactives?

but I like the top example better.

Re: Nox Decay

Posted: Tue Apr 01, 2014 6:46 am
by ~Dä Vinci~
Master Rahl wrote:attempting to unnox all the inactives?

but I like the top example better.
uhm it plays a role in that and massing, also people with 0 gnr should take a bigger hit because nox runs of it.

People with 0 G+R should get half the power of nox

0 gnr =

day 1 normal 48 gnr per day
1 hit per 2.5 seconds

day 2 normal 48 gnr per day
1 hit per 2.5 seconds

day 3 normal 48 gnr per day
1 hit per 2 seconds

day 4 normal 48 gnr per day
1 hit per 2 seconds

day 5 normal 48 gnr per day
1 hit per 1.5 seconds

day 6 normal 48 gnr per day
1 hit per 1.5 seconds

day 7 normal 48 gnr per day
1 hit per 1 seconds

day 8 normal 48 gnr per day
1 hit per 0.5 seconds