Author Topic: Temp and long term fix for magic class.  (Read 877 times)

Omni-Tom

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Temp and long term fix for magic class.
« on: November 14, 2008, 12:31:43 am »
 Hi Guys.

 Read that magic has been broken for a long period of time in game though that curse when after you die is totally ubber if I could do that to a mob id be kicking major but,,, looked at the stat reduction and just sit around till it wares off lol.

  After seeing a few  the magic looking staffs and the things the guards carry look amazing so thought if might be interesting to add some weapon classes to the game based on mage weapons such as a magic quarterstaff or a wand like staff based on the neet sticks the guard carry. So generally weapons damage is based on strength so though it may be interesting to have something based on magic damage but rather more based on doing damage based on intelligence or wisdom. Not sure how this could work as in engine but could be a spell a player learns to use his int or wis for a damage bonus. Another option as opposed to doing huge damage is half decent damage but with greater accuracy in that it might do less damage that the average fighter with good strength but will increase the hit rate and defeat monster defences more than if he wielded a strength weapon with low strength etc.

 A well trained staff can be a very affective weapon but with a magic aspect it may also fit into role playing with a lot of growth potential.
As a quick fix it may be implemented to help mage class in basic combat but in the future it may have other possibilities with such things as spell range so say a normal spell goes so far you could have a staff that interacts with the mage and increases the range of some of his spells. Or say a wand like device that shortens the range of certain spells but greatly increases the power of his spells.

 Also kind of like the stargate SG1 like staff that shoots bolts so sort of a ranged type thing with say ranged advarntages and disadvantages. Or even a bow that works with the magic arrow spell that greatly enhances this spell.

 This deals with a lot more than just items and how they are used and kind of fits into game engine development as it could allow for future developments for the engine as ways to allow for weapon and item enhancements for magic and possibly other weapon classes such as intelligence affecting the use of daggers for critical strikes or using agility etc. So say you wanted a mix assassin mage class say a shadow assassin he could say use a mix of magic and rogue skills and have items suited for his use in RP.

 Also combining this into crafting may enhance the economy. So say for example a Shadow assassin may not pick a lock but use a magical devise to do so. But it might take a mage to make it as a craftskill so a mix magic rogue could be very interesting for craft skills.

 But generally a int weapon class may help mages till magic is fixed in game.