Suatrone wrote:Is there a system to apply enregy to a snap thats not hunting yet? Because I'm not sure how you mark this. (Or is that also on the energychange thingy on their da-page? Cause I've seen you write down the energy changes of the hunting snaps there.)
What I ask me... do you mean with injuri over reward that they come home with an injury, but without any reward? Then I would suggest a mixed system, like: snap can home healthy with a reward, injured but with reward (of course less than healthy, maybe only by "smaller" injuries?) or injured without any reward. I think this way I would be more likely to take a higher injury-risk, even for 10 Energy-Points.
As for the time, I have a question first: are we allowed to store more snaps at one place? Since I like 2 snaps hunting "together", so I would need a second snap in the attic when my one in the garden should hunt evry day. That would influence my answer, because If we are allowed to store two snaps at each place, I would say 2 snaps per week, ir you say one per place, I would say1 per week.
That event-hunting sounds pretty nice. Would make it pretty interesting to send more than one snap in (if allowed), because of the choices you can make. Ghost-Moths would also be really cool. (Inspired by the story of a Ghostgirl, created by a Moth & a lamp, that saved a whole train because the bridge the train wanted to pass was crashed & the conductor stopped the train because he tough there was a girl standing on the rails.)
Yes, you can apply energy to any of your snaps through the bank. It'll just be recorded on their DA archive page. That way if you're planning to breed one in the future you can apply energy to it over time instead of all at once to build up to the 200 needed.
As for the high risk high reward system, yes, I'd do a mixed system. There would be the possibility of major vs minor injuries. Minors would prevent further hunting without a healing salve but would return with a small reward. Majors would prevent further hunting without two healing salves and would return without a reward.
Currently everyone can have 2 snaps per hunting ground. I plan on increasing to 3 or 4 in the future if more people start using it and when more prizes and energy-related activities are available.
I haven't decided how many snaps can be sent into the Halloween place yet. I think maybe 2, but it'll depend on how I work it out. I'm probably going to have a system where the snap you're using for the hunting area is locked in until they reach an end point, run out of energy, or become too injured to continue. There'll be an auto-banking system where any prey you catch there will have the option of being eaten for energy or banked for later. You'll be unable to access the bank otherwise with your chosen snap until they exit the area so you'll have to be strategic about their energy level. If they run out of energy, they'll be forced to exit and you'll have to restart at the beginning to continue hunting there.
I can do ghost moths! I've got zombunnies, wererats, and vampire bats so far. I plan to try and make 6-7 prey items for the area. Then I've got to come up with the options and dangers in the area
Edit:
Halloween Hunting It's not open yet, but I'll post on the main thread when I'm ready. It'll hopefully be open sometime today or tomorrow