Magic
A lot of people have done a lot better on this topic than me, but here are a few of my thoughts nonetheless.
First off, the essence system is ridiculous. It's clunky, awkward and makes very little sense. Essence is the sovereign's life force, he shouldn't go spending it on very small things. It do like the whole "spend essence to fertilise the land" thing, but I think it is very, very poor at the moment. It penalises mages, as they can't fertilise land without destroying their combat abilities. There are two options for this that I can see, and I'll be demonstrating both of them in a bit.
Also, spell points is a confusing term. I thought I was going to cast magic using that, and only change the land / make super characters and all that stuff using essence. Make it "Spell research points" or something.
Now, there're two options for the "mana" system in this game that I can see as a way forwards.
The first is that essence that we currently see is the player's essence cap. It's what we can put points into in order to increase the cap. Players can cast the usual spells, taking a small amount of the essence but not reducing the maximum. This would be things like fireballs etc. The maximum essence can only be reduced through the player investing in fertile land, in other magic users, summons etc. However, this does NOT reduce the "cap" of the essence, merely my current possible total. So, let's say I fertilise some land (-3 max essence) and cast a fireball (-2 essence), then my current essence would be 10/12/15 (current essence/current max essence/essence cap).
A player could get his max essence back up to the cap by absorbing other sovereigns or channelers or their summons, or by absorbing fertile lands. (Making them wastelands again.) It'd be an investment system in terms of fertile land (you put three in, you can get three out at a later date), and it'd allow aggressive sovereigns to start to field armies of summons if they do well.
The second option is to pretty much completely delink the mana system from essence, and instead use a system similar (ie. pretty much exactly the same except effected by willpower in terms of regeneration) to the current spell points system. Spell research should probably only be done through the magic research tree (researching it opens up the magic, you use that magic to unlock better spells in a system similar to The Elder Scrolls games, using it makes it better). Essence should only be used to fertilise the land, summon minions etc similar to what lowers the max essence in the previous idea. It could be possible to integrate that idea into this, to be honest, but it might be a bit awkward. Essentially, this would be a pure mana system, instead of the current essence one.
Both of these would reduce any annoyance in the current system. But, as I've said, others have suggested better systems than me.
Shards
Shards are, currently, rather pathetic. I'm guessing there won't be one of each of them as there was in the last build, because that was just silly and there appear to be magics for multiple shards in the current version.
They shouldn't be just another form of resource, they should be far more than that. They should be things that can change the balance of a game if used correctly. They're plugged sources of raw elemental power, and we just build cities over them? Hell no.
In my opinion, players should be able to build a structure (magic tower or something) over a shard with a pioneer, or integrate it into a city. The sovereign should siphon power off from it (in terms of essence / spell points / whatever system is going to be in place), with a bonus if the sovereign has the appropriate spell book. That's all fair and simple.
However, using a shard should have a few effects. Just building a tower over one (with a city or not) should apply a city or three tile wide effect, which would effect any combat there. Air makes windy gales (making ranged weapons useless?), fire turns the terrain to desert, earth causes tremors in combat and water would make fog, disguising movements on both sides of the conflict. All shards should probably reduce the effect of any "opposite" magic (ie. fire cancels out water) whilst increasing it's own. This could be represented with a "shimmer" over the appropriate terrain.
Sovereigns with the appropriate spell book can, though, "open up" the shard. They are, essentially, allowing more of the power of the node into the world so they can siphon it off. This should have disastrous consequences on the area surrounding it. Fire would create rivers of lava, water would turn it into sea (with shore on both sides), air would do something I really don't know and earth would turn the surrounding terrain (except for a small path in) into mountains maybe. This should destroy the city or a few tiles surrounding the shard. It should probably be able to be done both remotely and without it's owners consent, if the sovereign is strong enough.
It'd add an interesting (to me at the least) strategic element to the game, as non-magic sovereigns will still want to defend the nodes (to stop others from getting more powerful from them) but it's possible for them to effect them negatively etc etc. It'd also give a massive feeling of strength, as you cast "Unlock Shard" and destroy your opponent's city whilst giving them an influx of power.
Any comments / thoughts?
Love the shards idea, just love it.
I'll stay quiet about the magic system though, as I really haven't had a chance to spend much time with it. I haven't even cast a spell yet, except maybe for 'fertilize land' or whatever that spell is...
I really do like your shard idea. I mean right now I only really treat Shards the same way I treat mineral deposits or maybe fertile ground. I've actually been treating refugee camps more importantly then shards, going so far as to abandon an Air Shard in favor building a city near a refugee camp. Even if I do build decide to built a city next to a shard it really isn't anything to me after I build a shrine, just another building in one of my cities.
The "Opening Up" the shard is a great idea as well. Sovereigns are special because then can channel the energy of the shards yet in the current game all you can do with a shard is make the rough equivalent of a crystal mine. Sovereigns have absolutely no involvement with the shards. The last game I played my sovereign was never within two tiles of a shard. I'd really like to see Shards and Sovereigns more intertwined then they are now.
*Edit* Also you may want to move this thread to Suggestions
I like this. This is similar to my shardsplosion spell idea. Shards do need to have a much more vital role in the game.
Thankyeh very much.
Yes, I am an angel.
Definitely like the ideas you have for shards. Would love them to be more interesting and with the potential for Bad Things (e.g. Unlock Shard). I'd like for them to have effects on the terrain around them just by existing, too. Areas around Water shards are swampy, areas around Fire are dry, etc. I'm not suggesting the land literally morph (e.g. not mountains springing up due to an Earth shard - maybe Earth shards tend to make land fertile or something), but it would be awesome for them to have more presence.
Also agreed that the magic balance needs an overhaul (and way better UI). I like that essence is used to revitalize the land, but the balance is crazy wrong right now since it's so expensive and so difficult to get more essence. I like the idea of being able to absorb essence from other sovereigns, though that seems like it would be more a perk then anything. If you had to do it to power the biggest spells; would you need those big spells anyway? I mean, lets say you have 5 enemy sovs and powering something like volcano required you to kill 3 of them. Well, if you could kill those 3 sovs you probably don't need volcano anyway (or they were very weak, and wouldn't get you enough essence).
I think I'm looking mostly for a viable game path that makes leveling essence valuable without it being just for end-game style theatrics. Perhaps essence can impact the overall prosperity of your lands, so having more essence makes your lands more productive. The more territory you have, the less overall effect. So you could have a small nation that was very productive because you've gone out and leveled your essence. As soon as you started conquering cities, though, you might find that you actually become less productive per city because you haven't kept investing in essence (and I'd probably make it exponential so that you can't keep it at the same relative level anyway). With the right scaling, it could make small kingdoms very potent but be less important for larger kingdoms.
I think being able to suck essence from terrain is open for a lot of abuse if any revived land was open for that (think of a city spreading fertility; just keep taking from the auto-spread ).
Seriously, great shard idea here. I like it a ton.
Nice Shard ideas!
So basically like upgraded nodes from MoM... If a shard is unlocked but not claimed, it could spawn the occasional beastie/elemental of the appropriate type...
I know this thread is old, but the ideas in here are still valid and great. Shards are rather boring now and really need some love. They are supposed to be very rare and very powerful, but TBH I wouldn't go out of my way to get one and the AI certainly doesn't either.
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