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Darghelm, in the Foothills of Ulvania
The hardy people of Ulvania value family bonds and friends over all else, so Darghelm has developed an extensive network of taverns, cozy inns, and messaging systems. They are not a cowardly nor xenophobic people and so allow people from all over the continent to use their taverns and speakeasy establishments.
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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Remove strength limits-make prohibitively expensive
Echothrice
Echothrice's Avatar
Posts: 98
Location: Villuno
Magus Age: 117 years old
Message #26206 Posted: Feb 23, 2009, 9:05 pm
I've done a fair bit of pondering and calculating over the current strength boosting phenomenon. I calculate the 5250xp for boosting a lvl1 flesh golem to 80 strength at an effective monetary cost of ~1mil coin. An expensive investment to be sure, but it stop there.

What if the strength caps were removed, but the costs started climbing steeply after that. Say 150xp/pt of strength for 20 strength, then 300xp for 20 strength, then 450xp/pt of strength, and so on.

My other idea was to make it 10times more after that, so 750xp/pt of strength. This would be expensive enough so as to make it extremely unlikely that anyone would do this, yet allow for the possibility if people so desire.

Considering the comparatively prohibitive costs involved, as compared to people using the xp to level or the motiv to scrap instead, I do not believe this would become gamebreaking. Strengthboosted golems would become potentially more dangerous, but with a much steeper price tag involved.
Haruna
Haruna's Avatar
Posts: 471
Location: Jinkara
Magus Age: 117 years old
Message #26219 Posted: Feb 24, 2009, 2:39 am
We could also set the exp cost via the base strength if we go that way, ne Echo?
That way 40 points of strength added is technically the same cost for a flesh, or for an Adamantine.
Just a thought, now off to ponder consequences.
 
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