Day Six: New Mechanic - Damage Pools
Nov 20, 2022 15:52:45 GMT -5
Post by lance on Nov 20, 2022 15:52:45 GMT -5
For Day Six's fight against the lake, we'll be test-running a new mechanic in place of the typical "X number of deaths required" that usually takes place during such feast/megamutt fights; namely, instead of requiring a certain number of deaths before the conflict ends, flee-ability and when the fight ends will be measured through damage instead.
How does this work, exactly? Well, in an ordinary mandate, the requirements are quite simple; post, fight, and roll until a tribute (or tributes) have died to meet the minimum required deaths. In this instance, instead of deaths required, each and every alliance will need to reach a damage requirement before they'll become eligible to flee from this fight, that will equal half of the alliance's total health pool. So, for example, a solo tribute can take 40 damage before they die in normal circumstances. To become eligible to flee this fight, they'll need to take at least half of their total damage, or 20 damage, first. This will stack up for alliances as well - a two-person alliance's maximum total damage is 80, for example, so they'd need 40 to flee, while a three-person's total of 120 will need 60, and a four-person's total of 160 will require taking 80. Note that under this fight type, NO deaths are required as long as the damage requirement is met in total for the alliance. This can be taken in any way for an alliance as long as the total reaches the requirement. If a tribute does die despite this, either due to insta or damage accumulation, then they will always count as 40 damage towards their pool.
Note that existing damage DOES count towards this total. So, say if a solo tribute starts at 15 damage, they'd only need to take 5 more to reach the halfway mark of 20 and be eligible to flee. On the flipside, a tribute starting at 0 damage would need to receive the full 20 in order to be eligible to flee as well.
For this fight in particular, there are three things to keep in mind. First, the lake will be a semi-active participant, dealing out attacks of its own at the end of each round, but will NOT be attackable (it is, after all, the personification of an entire gigantic body of water, and is quite unkillable by mere tributes). Second, tributes must stay in the fight until their damage requirement is met (and the total alliance damage will be tracked in this thread once the fight starts in earnest), and can only flee after the alliance itself reaches the damage threshold in its entirety. And third, while there are technically no deaths required, it is highly encouraged that if you do not plan on winning the Games, be that because of an inability to bc of being a victor tribute within the last five years or simply because you do not wish for your tribute to win, that you opt to bow out here. Please reach out to the gamemakers if you fall into this category so that we can ensure you receive a death that is fitting for your tribute (and if you wish, feel free to reach out to your fellow tributes as well).
TL;DR as I know I can ramble: This is a megamutt fight with a new damage mechanic that will be used to measure fleeing instead of deaths required, with each alliance needing to take half of its total damage in order to flee. Though there are no deaths required, it is recommended that you reach out to a Gamemaker to plan out your tribute's death this games day, either in this fight or afterwards, if you are unable to or do not plan on trying to win these games.