Using the Fairgrounds Arena
Posted: Fri May 01, 2015 4:10 am
So, fairgrounds are open-- the only actually-complex mechanical system in there is the arena, which is simple enough to use with a little explanation.
Basically, two teams (consisting of at least one person each, and may be NPCs. This won't break factions) enter the arena. The two teams each go to one of the flags at either side of the arena. They'll get a message to the effect of "You've joined the <color> team!" -- once both sides are ready, a person who arranges the fights steps up onto the stage opposite the entrance, and they'll get an alert (same place you get alerts for the BG intro quest, or DM perception checks). Clicking that brings up a popup to say "Yes, start the fight" or "Noes!"
If only PCs are involved, the popup is totally unnecessary. It doesn't really serve a purpose.
If NPCs are involved, the popup sets the NPCs as hostile to their opposite teams, turns subdual mode on, and orders an attack.
Stopping the fight resets everyone's factions and clears action queues.
Leaving the arena removes you from a team and resets your faction.
Walking to the opposite flag switches your team for the next fight (that is, running over to a flag in the middle of a fight won't make you a turncoat).
All damage taken while in the arena is considered subdual, including death magic. This lets us sort-of do mage duels (the place where finger of death is canonically "poke of knocked out like a scrub"), but it takes a few seconds to correct. You'd expect, for instance, that a finger of death would drop a target to the ground and make him bleed, and then in a few seconds he'd be healed and then get his health +6 in subdual damage. Technically, this could be exploited if it existed in areas with actual hostile spawns (which there aren't), but if there's some plans by someone to add some hostiles, you might want to set things where that doesn't screw with your event.
Basically, two teams (consisting of at least one person each, and may be NPCs. This won't break factions) enter the arena. The two teams each go to one of the flags at either side of the arena. They'll get a message to the effect of "You've joined the <color> team!" -- once both sides are ready, a person who arranges the fights steps up onto the stage opposite the entrance, and they'll get an alert (same place you get alerts for the BG intro quest, or DM perception checks). Clicking that brings up a popup to say "Yes, start the fight" or "Noes!"
If only PCs are involved, the popup is totally unnecessary. It doesn't really serve a purpose.
If NPCs are involved, the popup sets the NPCs as hostile to their opposite teams, turns subdual mode on, and orders an attack.
Stopping the fight resets everyone's factions and clears action queues.
Leaving the arena removes you from a team and resets your faction.
Walking to the opposite flag switches your team for the next fight (that is, running over to a flag in the middle of a fight won't make you a turncoat).
All damage taken while in the arena is considered subdual, including death magic. This lets us sort-of do mage duels (the place where finger of death is canonically "poke of knocked out like a scrub"), but it takes a few seconds to correct. You'd expect, for instance, that a finger of death would drop a target to the ground and make him bleed, and then in a few seconds he'd be healed and then get his health +6 in subdual damage. Technically, this could be exploited if it existed in areas with actual hostile spawns (which there aren't), but if there's some plans by someone to add some hostiles, you might want to set things where that doesn't screw with your event.