Probably going to get shot down, but!
Change toteming so that it's not a period of time elapsed, but rather a number of 'You continue implanting the totem to the land, calling on your runelore to bind the one to the other.' messages that binds a totem to the ground (time between messages remains unchanged). This way, if you get interrupted, you can pick it up where you left off, within reason (say, a two-minute window or something to pick it up again?). Not long enough to have a fight and come back, but rather, if you do something silly and break toteming, you don't have to start all over again.
Messages gathered by one totemer don't carry over to another (no relay-race toteming), and if another person begins to implant, the count's reset in that room for the last person to use the implant command.
The advantage of a runic gauntlet shouldn't be changed. I don't suggest changing uproot; since uproot's an inherently hostile action, it makes sense that you have to be completely still to concentrate on undoing another runelorist's work.
Not a huge change, but maybe it'll make us unlucky few a bit happier?
4
Comments
Beyond that, being able to resume implanting within about 10 seconds of an interruption (two minutes is way too long), with some restrictions, sounds good. It should only be allowed once per implant, so if you break it twice you have to start over. Leaving the room should break it instantly, no chance to resume.
Instead of being able to resume it when you make a mistake though, I'd prefer if it was harder to make those mistakes in the first place. Maybe there could be some ability (or general command) that lets you focus on what you're doing, causing any commands you enter to have some sort of confirmation before they go through and cancel the implant/splice/whatever. For example, you could be prompted to "agree" before it goes through, or maybe you'd just have to send the command twice within a short window (send it once and get a warning, send it again within a few seconds and it will actually go through), or add an aeon-like delay before any command goes through, with a way to cancel the command during that delay if you don't want to send it.
The reason I don't particularly care for the one-mulligan-only thing is that there are sometimes things you need to do on the spot that require multiple commands. Writing logs in different orgs, for instance, getting something from a letter, handing something to someone (drop selfishness and hand the thing over are two commands), etc.
I don't really see why it should be uber-restrictive, it's not like toteming's a particularly relevant RP element, and toteming on uncontested ground shouldn't be that big of a hassle (if you get attacked, under my system, when toteming, you'll probably not get your attacker to go away in two minutes or whatever the time is). It's fine to not let people leave the room, though, that's fair.
ETA: Also, the you-can't-leave-the-room thing is sensible, which should also limit you walking off and doing other things.
Album of Bluef during her time in Achaea
As to implant/uproot times... With a gauntlet, it's much more managable, I think the problem is more how easy it is for you to accidentally disrupt implant. Typo a command you can normally do while toteming, and you screw up the toteming(I have done this, it's as simple as typing sya instead of say). If we could get some way to "restrict" ourselves in totem mode so we could avoid accidentally disrupting, that'd be nice. But, probably harder than it sounds.
When Canada rules the world,
things will be... nii~ice.
If you can implant totem, apply mass, implant totem, sip health, implant totem, touch shield, then it becomes possible to implant totems even while under attack from opponents, and that's exactly what the current system is trying to prevent.
Don't think about fighting done while toteming in terms of 1v1, think about it in groups of 3v3 or more. If someone is implanting a totem on your doorstep, right now all you have to do is make that guy do -anything- to stop it. If you attack that guy, he either dies or defends himself, either way losing all the progress he's made on the totem.
Under your proposal, the guy implanting can stop to defend himself when attacked, kill your group with his group, (Which sometimes only takes seconds) and then continue implanting, right where he left off. Even if he dies, he could be rezzed and continue his work. That would make it much, much harder to prevent a hostile force from implanting a totem where you didn't want them to.
You don't see a lot of offensive totem'ing because it's so difficult at the moment. If you make it less difficult, make it possible for people stop/start while under periodic or sporadic attack, we could start seeing it happen, and I'm not sure we want that.
Also, I'm fairly certain since Icons aren't really a thing anymore, and the Icon areas on Nishnatoba are already totemed (I think you're thinking uproot? Not sure.), uprooting's more the issue than implanting, and this wouldn't affect uprooting.
If you really want, and it's -that- big a concern (which, to be completely honest, I can't see), change it so that this only affects totems you implant in the City you're a member of (no benefit to rogues).
Conversely, yes, Runewardens lack a way to effectively make use of their totem in smaller open-area skirmishes, and we know it. We don't like it, but there has so far, not been a realistic way of addressing this issue without overbuffing Runewardens, who... I am loathe to admit, are fairly well balanced in the state of the world today... well, okay, we might actually be this when they re-work weapons... but still.
When Canada rules the world,
things will be... nii~ice.