PlaneShift
Gameplay => Wish list => Topic started by: Kramy on November 25, 2003, 03:50:06 am
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Not sure if this will be already be in it, but here\'s my idea:
Absolute spell control - not crafting spells, but like a slider to determine mana input/effectivity output.
You could hypercharge your newbie spell by loading 100% of your mana into it and blasting something for 8X normal damage.
Or you could take a really powerful spell, and lower it\'s damage and mana cost when in newbie areas.
Just a thought.
Edit: Could be really useful in buffing. Make that buff work twice as hard!
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I like it...and then when you hit higher levels you can ubercharge a beginning spell. The increased mana cost won\'t mean as much because you\'ll have more MP...and therefor the spell will still be useful.
Sounds like a great way to keep things interesting. You could also have it look different, maybe a flare attack would look like fire rain at full charge...and that way your level 1, 2, 3, whatever fire spells are all just really one spell.
Sounds good, sounds good.
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jehjeh and then you start charging ritual with 10 archmage friends and destroy the world with a firebolt
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seems limited though. this would only work for a damaging spell. lets just wait and see what they have, from what i understand it going to be really cool :P
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Yes, good idea. But i think X MP firebolt must still made less damages than a X MP uber spell of doom.
Originally posted by druke
seems limited though. this would only work for a damaging spell. lets just wait and see what they have, from what i understand it going to be really cool :P
Why?
A Speed spell can last longer/ increase more the speed.
An Enchant weapon can make the weapon even more powerful
A summon monster can summon hmm... bigger monsters?
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a heal spell could heal more damage...
i kinda like this idea. reminds me a bit of the elder scrolls spell creation system, but on the fly.
Jessyn
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Yeah. As to the summon spell, it could summon either more monsters or just one monster that\'s more powerful.
But it really does seem to balance itself out. I hope the crew checks up on this idea.
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I saw this sort of idea in an old game called Realmz. You could go up to power level 7, so if it was \"Steel Rain\" it would cover a larger area and do more damage. Also with one of the newbie spells called \"Magic Dart\" gave you one dart for each level, and you could fire all of these darts at one enemy orr split them up.
err I didn\'t really need to explain you guys get it... it just sounded very similiar to that idea.
Should be there a limit to how much you can beef up each spell? Or maybe for each level you go up there\'s less of a visible change. So a 300x augmented spark would be not too much better than a 80x augmented spark. What do you guys think?
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I have a funny feeling about it too, it seems like power-gaming now, to me. :S
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Originally posted by elscouta
Why?
A Speed spell can last longer/ increase more the speed.
An Enchant weapon can make the weapon even more powerful
A summon monster can summon hmm... bigger monsters?
imo the idea is just linear but thats just me
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But make it that by overcharging u have the chance of hurting u\'rself.
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SO, you think there should be a max?
Well, I like the idea, though I think more than power should be customizable. Then again, my views are more towards a sort of improv spellcasting, one spell can be completely different then the last time. I could go into more depth, if any of you care.
Well, do you care?
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hm, I agree with both Xordan and Davis.
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I like this idea Kramy and nice add on from Xordan.
And how about this, wen you increase an area damage spell, it does not give a higher damage but covers a bigger terain.
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Hmmm, I\'m not sure I like this idea yet, but some kind of level system for spells would be interesting.
The spell heal for example could raise in levels as you become better in that particular spell, so heal becomes \"Mass heal\" that uses a lot of mana, but heals your whole party, A small spell that shakes the ground a little could become a total disaster that marks a whole landscape, \"Water-strike\" becomes \"flood\" and so on...
So the same spell becomes more powerful but drains your mana a lot.
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jeh jeh ... why not to combine spells and make some ????????ber spells :F
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Combining spells is a different subject.
The suggestion is should you be able to overcharge spell casting. It should not be as efficient but one powerful spell may get you out of a messy fix. Its a tactical decision - spend my mana now or save some for trying to get out of here.
I agree there should always be the chance things may backfire and damage taken. This overcharging should increase the chances.
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Jeh Jeh ... lets copy Wizardry 8 system to this game and add nifty little overcharging feature to not fully copy it ;F
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Absolute spell controll...
well i think it would be a great idea to mabey change the way your fireball spell looks what ever spell you want. that way you can be unique in your spell casting. however there should be a limit to the cusomizing.
for instance --
instead of a plain old fireball you could change it to mabey a small dragon head that shoots to the NME with its jaws wide open. but not something like a huge dragon being summoned to hit the poor fella.
color change would be nice too but thats a given with this idea....
lov it, hate it, or ignore it. thats my two cents.
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The look of the spell should reflect it\'s power. Tiny fireball for tiny power, large fireball for great power. Differenciate for newbie spell or experienced spell on minimal power setting: newbie slightly fuzzy and / or a little different each time, exp. spell well defined.
Newbie spell on steroids -> look should resemble overchargedness (like less controlled shape / way).
Overcharging-> no fixed limit, BUT:
- (charge-level - spell level)*complicated formula = chance of catastrophic failure. Should be some \"limes\" kind of thing that approaches 100% but never exactly matches 100%. So the really desperate can always try the level 1 spell on level 3000 if they have the mana for it, it\'ll just blow them up about 99.99996% of the time. ;)
Undercharging -> makes the spell much more precise. You could then use the fire spell to make images in wood or something.
Also increase duration. Same energy, but shorter / longer duration, i.e. less / more power output per time unit, good for making images on wood with fire spell, or have three _really_ quick steps with \"increase speed\" spells instead of the *2 speed for 1 hour or so.
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An extra idea that could even add to this system, is a lower-mp by lvl.
Like you have 20 in red-way, that means your mp-usage is lowerd by normal usage - (difficult formula). That way when you get stronger, it is easier to buff those \"useless\" low lvl spells, and you can cast spells more often. It would also add more rp since you would stick with the spells of your way, making larger party\'s more usefull.
Another thing is that newby\'s cant use the most powerfull spells in the game and make the cost lower so they can use it, since their lvl would be so low their \"bonus\" would never cover enough mp to make it usable.
example:
Meteorite blast is a lvl 50 spell with 5000 dmg and 450 cost. A n00b finds it and lowers it to lvl 1 so he can use it. Now he has a 100 dmg spell for 9 mp. Tough if that formula is added to it, it would be 450 mp cost WITH a lvl 50 skill.
Now he tries it again, but instead of 9 mp, 75 mp comes out and it is useless to him.
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Sounds reasonable. If you\'re lvl 50, you then can lower the spell to lvl 1, 100 dmg / 9 mana. If you\'re lvl 1, it\'s 100 dmg for 75 mana, at lvl 100 it\'s 100 dmg for even lower mana.
This would reflect the better knowledge of the whole way the magic works and therefore one can tweak it to be more efficient. Newbies could maybe still use the spell, but only if they find something to boost their mana temporarily or aren\'t total newbies anymore.
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Kramy and others:
I have referenced below a program which may demonstrate this feature. I advise those interested to read its documentation before beginning the executable. SnowScape Battle System (http://www.verge-rpg.com/files/get.php?id=435)
Respectfully:
C. M. Dratz
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I think this would make things interesting o_0
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I really like these ideas as it would make the magic system soooo much more fun to use, instead of having to find new spells for each monster, u would be able to overcharge the old ones at some risk if u overcharge to much, and then blast the monster away...
Like it, like it alot
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I think charging a spell up just adds more depth to a magic system.
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yes, I like this idea, as your magic skill level increases with each use of the spell it gets easier to cast & less time & mana are spent, also it will last longer, with less chance of backfiring.
I would like the ability for newbs to preform any spell they can get there hands on, only if it requires allot of lets say blue way then it has a high probability of backfiring & or not working... also if it works it will not be effective...
:D
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Hey look, people are using the search function :D
From what I understand it will work that way to a degree. You may increase the power of the spell that you are casting but you risk serious personal injury if you fail and were super powering something...Or maby it was that you can cast anything but you risk serious injury if you fail on something really powerfull...I can not remember exactly.
Don\'t wory though. It looks to me like the system is well enough built to blow a hole through Talad himself. :)
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I\'m not sure if this is what the original poster meant. But this is what would be a nice spell system and much more flexible.
Since PS uses a Rune system, a slight modification might make it quite interesting.
All magic has a base values.
A character\'s stat is related to magic\'s base strength. And the time it takes to cast the spell (and the time with runes), is depended on a user\'s skill level with the spell.
The Magic Spell can be modified with X number of modifier runes.
Some modifier includes.
1. Long - increase spell range.
2. Wide - increase field effect (fireballs, healing), increase number of target striked (chain lightning).
3. Power - increase spell strength further (more damage, more healing, etc.)
4. Accuracy - increase spell hit rate.
The spells could be outfitted with these runes to create a customized spell.
The inclusion of the runes increase the mana cost and time takes to cast it.
The spell could be customized in two way. One way is in a menu, where user can drag and drop runes into the spell.
The spell could also be customized on the fly. By tying a key to each rune (keypad perhaps) and allow the player to type it in on the fly.
Example, a level 3 fireball has 3 slots to use.
There are 4^3 combinations to cast.
The customization by menu is self-explanatory.
Spell on the fly, assuming the runes are tied into the keypad with the same number as I listed above.
Cast Fireball
While spell\'s casting (a casting bar could appear to indicate time it takes to finish), player hit 3, 3, 2.
The fireball gets a large boost in damage rating and a slight boost in it effective area.
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I think making hotkeys for gylphs is bloody brilliant! It doesnt compromise the system, but allows the user a convieniant alternative to drag-and-drop-oops-its-too-late-I-died in battle! :)
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Thanks for the encouragement Kereshin.
Also another idea, I might post as a seperate thread. But I think the keypad makes a very good hotkey grouping. It\'s quite intuitive once you get used to it.
The keypad can either be linked to a 9 spells or 81 spells (two press). The system can go like this.
Press sequence.
1. Activate spell selection
2. Select the hotkey for desired spell.
3~. Activate modifier glyphs in sequence.
Also to ensure that very quick spells don\'t get cast until the desired glyphs are combined, the above sequence only select the spell, the player still need to cast it by pressing the attack button.