Author Topic: Absolute Spell Control  (Read 2939 times)

Kramy

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Absolute Spell Control
« on: November 25, 2003, 03:50:06 am »
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!
« Last Edit: November 25, 2003, 03:51:32 am by Kramy »

Shiyar

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« Reply #1 on: November 25, 2003, 05:20:43 am »
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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NewPie

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« Reply #2 on: November 25, 2003, 01:01:11 pm »
jehjeh and then you start charging ritual with 10 archmage friends and destroy the world with a firebolt

druke

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« Reply #3 on: November 25, 2003, 03:42:31 pm »
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


my how times have changed.....

elscouta

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« Reply #4 on: November 25, 2003, 06:30:14 pm »
Yes, good idea. But i think X MP firebolt must still made less damages than a X MP uber spell of doom.

Quote
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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Jessyn

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« Reply #5 on: November 25, 2003, 09:11:04 pm »
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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Shiyar

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« Reply #6 on: November 25, 2003, 09:17:26 pm »
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.

- \"If you have the gold, we have the steel

Jaxan

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« Reply #7 on: November 25, 2003, 10:08:35 pm »
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?

lynx_lupo

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« Reply #8 on: November 25, 2003, 10:09:14 pm »
I have a funny feeling about it too, it seems like power-gaming now, to me. :S
"Amor sceleratus habendi"- Ovid
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druke

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« Reply #9 on: November 25, 2003, 10:14:43 pm »
Quote
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
« Last Edit: November 25, 2003, 10:38:51 pm by druke »


my how times have changed.....

Xordan

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« Reply #10 on: November 25, 2003, 10:18:07 pm »
But make it that by overcharging u have the chance of hurting u\'rself.

Davis

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« Reply #11 on: November 25, 2003, 11:21:39 pm »
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?

lynx_lupo

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« Reply #12 on: November 25, 2003, 11:57:22 pm »
hm, I agree with both Xordan and Davis.
"Amor sceleratus habendi"- Ovid
"First they ignore you, then they laugh at you, then they fight you, then you eat them." -Godzilla

sekhmet

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« Reply #13 on: November 26, 2003, 12:59:44 pm »
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.

Fanomatic2000

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« Reply #14 on: November 26, 2003, 05:25:50 pm »
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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