Report 513

Report #513
Skillset: Aeonics Skill: TimeQuake
 Org: Institute Status: Completed Dec 2010
Furies' Decision:
Solution 1.
Problem: TimeQuake is somewhat unreliable in one on one combat due to it being
an untargeted skill. With no mechanical failsafe in place to stop the attempt
when it is otherwise impossible, it can lead to situations where the opponent is
not hit but the user still loses 10 power. This happens most often when your
intended target silently leaves the room but can also happen if they burrow,
fly, or any number of other things.
[A: 0 R: 0] Solution #1: Alter the syntax to allow both targeted and
 untargeted TimeQuakes: TIMECHANT TIMEQUAKE
 <target|ALL>. If all is specified, the cost remains
 10 power. However, if a target is specified, the
 power cost is reduced to 8 power. This brings it in
 line with Absolve which is slightly easier to pull
 off but has no secondary effect but makes it more
 costly than things like Wrack which cost less power
 but are more difficult to pull off.
Player Comments:
---[Senna on 12/7 @ 20:51 writes]:
Sounds good to me. Institute already have the problem that someone can be
massively timewarped and it takes only a single horehound or focus mind while
you're still recovering equilibrium to take them beyond the reach of TimeQuake.
---[Inagin on 12/10 @ 08:18 writes]:
I agree with the change. However, is it possible for you to check how time
warped someone is (assuming you don't have Healing)? If not, will you still lose
power if it fails on the person?
---[Raeri on 12/10 @ 08:40 writes]:
Solution 1, as long as the power is still consumed upon failure, similar to
other such instas.
---[Synl on 12/10 @ 20:20 writes]:
Agree with 1.
---[Prav on 12/11 @ 00:59 writes]:
In response to Inagin: It is not possible to check how time warped your target
is unless you have Healing. My original intent was that you would still lose
power on a failure if they were not timewarped enough, however you would not
lose power if the attack was stopped by shield, barrier, them not being in the
room, etc. The ability for Researchers and Sentinels to check enemy timewarp
level is something I would like to address in a future report.
---[Iytha on 12/15 @ 04:31 writes]:
Solution one seems perfectly reasonable to me.
---[Talan on 12/17 @ 05:21 writes]:
I'm not sure I see any reason to lower the power cost from 10. Having it require
a target will in itself result in general power savings, and that would be fine
I guess.
---[Fillin on 12/26 @ 16:01 writes]:
No need to reduce to 8, or even grant a new syntax. If the problem is one on
one, as stated in the problem, my suggestion would be to just add a check so
that if it hits nobody, it only uses 1p. Alternatively, making a targetted
version at 10p like Talan suggests is fine too.
---[Prav on 12/27 @ 03:01 writes]:
The reduction to 8p is to bring the targeted version in line with other,
similar, conditional instakills. As stated in the original solution, this brings
it in line with Absolve but makes it more costly than things like Wrack.
---[Raeri on 12/29 @ 11:35 writes]:
SHould keep in mind that none of the other instakills can hit an entire room
either.
---[Prav on 12/29 @ 23:55 writes]:
That is the entire point of this report, giving TimeQuake the option to -not-
hit the entire room. It may sound like a benefit, but I assure you that it is -
more often than not - a huge detriment and bother.