I was sitting here thinking about magic in other games and i remembered the very cool graphics from the spellweaving in Age of Conan.
Then it hit me, why isnt there something like this in Elemental??
This game is all about magic, its got magic in its title and magic spread all across the game.
So im gonna try to explain my thoughts and the idea, and if people want to chime in that is great!
If you people think its a good idea, then by contributing to this thread will we maybe make Stardock notice, and well. Maybe it can be implemented in the game.
So the idea:
You are in a tactical battle against an enemy army.
You decide that you need to alter your spell in order to inflict a devastating blow to their ranged units. (Forget that all spells have unlimited range as they do now, with this system things would be more interesting)
Ok, so you have researched the relevant techs for Spellweaving and you hit the Spellweave ability.
This brings up a small dialogue window above your spellbook with a list of spells that can be combined aswell as some small sliders, and in the top is an indication that shows number of turns to cast said spell.
The sliders are Range, Damage and Area of effect. In addition there are two sliders to adjust the area of effect shown by a small drawing that changes when you change the sliders (one for horisontal and one for vertical shape)
You see that your Chain Lightning doesnt have enough range nor a wide enough area of effect to be able to take out the archers so you adjust the area of effect to be big enough to include all the archers aswell as increasing the damage a tad to be able to take them out in one hit!
When you are done adjusting , the window tells you how many turns your character needs to complete casting the spell.
This system is also used to combine different spells into one, to deal more damage, possibly to change the element of the spell into other hybrid elements, but this requires the game to actually use different damage types which i dont think it does at the moment?
So thats my idea. In my head it sounds and looks visually stunning. And it brings more control of the game to the player.
It makes the player determine what kind of magic is going on.
Anyways, this system could be VERY flexible and the basics of it shouldnt take that much effort to code and implement either.
If you start adding damage types, hybrid elements etc then we are talking more work. But take that away and leave the customization bit and well, its just changing some parameters via the GUI..
Please, let me know what you think. Discuss!
I like the idea, but I would like to wait until I see their fix to the current system before suggesting such a huge overhaul. Though i have to say, more custom = better in my opinion.
The system would be good, but by the time you add in all the special effects you want to use, chose the number of 'swings' or targets you want to be able to hit, chose your element, slide your damage and your accuracy, and who knows what else . . . you've been clicking and sliding for 2 minutes to cast a spell. OUCH. now you could do this outside the battle, and customize your spells from spell components like you customize units that you build and then save the spell to your spell book. . . that would be more intersting. have a list of available spell components, and the cost (mana, essence) associsated with each component. Then add limits to the number of components a spell can have, add in using components from other schools of magic. Could be great, Could be great, Would be a complete overhaul, and definitely something that will have to wait until Elemental 2, or at least a full expansion. Really crafting spells, like one makes troops, and saving them to your spell book, would be wicked, Making them real time, in a battle, would be TOO painful for words. Crafting spells needs to be a Statigic map activity. Robbie Price.
I like the idea of larger spells requiring multiple combat turns to cast.
Thanks for your feedback!
And yeah as i said in my first post im aware that a full fledged system with the different elements etc would be a huge undertaking to make.
But a small one instead..
Remove the elements, those are not important.
You choose the spell (from the exisiting spells we have today) and you slide it abit
So ok, firebolt, increase range, increase damage, go! Casting time is... 1-2 turns, this would have to be balanced out of course.
(Magic is pretty crap now so you could probably double the damage with a 2 turn cast.. But we need to remember to have a more than 100% increase in damage from sacrificing a turn, else you could just cast the spell twice and get the same result)
Ok Another Idea..
How about Spell Charging?
You take a spell, Firebolt! (I like that one, easy to remember)
Ok so you click you Spell Charging skill, you click Firebolt, and you character starts casting.
Next round when its his/her turn you get asked by the game if you want to finish the spell or make it more powerfull etc etc.
This way you can also manipulate the magic abit, at least boost if if you are, say, fighting against something big, and you need that extra punch.. I dunno..
Please, feedback! And if you got your own suggestions please bring them!
The spell charging idea is interesting. Or even having a cast timer in order to bring out even more powerful spells.
I remember the end of The Ambassador Chronicles (Warhammer) where the Tsarina needs time to complete her "I win!" spell. The battle rages around her, troops are giving up their lives to protect her. She finally completes her spell and annihilates the enemy force. Sorry if I ruined it for anyone (not really, if you haven't read it by now...pfft). Anyways, choosing to focus on a spell with a cast timer that spans turns is a risk. If they're willing to take that risk and can protect the caster then the reward could be epic or... MISS! Or maybe hit for 1pt of damage, lol.
You know, who says you need sliders to control the range, damage, aoe? You could always "expand" the spellbook and research the different flavors of each spell.
Chain Lightning I - 2 squares, 3-14 damage
Chain Lightning II - 4 squares, 2-7 damage
Chain Lightning III - 6 squares, 1-5 damage
Yeah, it's not as "cool" or interactive as sliders but you'd have the choice as to how you want to cast that spell.
I'd love to see improvements or enhancements to existing spells through quests, research, and/or items.
Yeah thats a valid option aswell.
I think the reason i got caught up in the sliders and stuff is that it makes for a more free environment, where you actually feel in control of the magic, so to speak..
And yeah, any changes coming to spells would be welcome i think. As it is now its pretty generic..
Anyone familiar with the Elder Scrolls will be familiar with the concept of creating your own spells. You need the right spell books, maybe even access to the right shards, you put in your research and presto, you get the spells you think you might need. This could take time, too, but, with everything you practice, you should get better at your stock spells the more often you cast them.
Fireball might not be an impressive spell, but once you got it down pat you can cast it faster, more often, or for less mana (less waste). Or you manage extra distance or extra oomph.
Alternatively you might ALSO, additionally, have the spellweaving ability (could be learned, or could be chosen at creation) that lets you create spells on the fly, but of course they are improvised, so you really have to be quite good in the first place to get some sufficient result.
But when facing this army of fire devils and only having fire combat spells, you might decide it to be worth doing if it gets you an instant Water Fist spell.
That, of course, would require you to know the weaknesses of your enemies. Which in turn would require them to actually have weaknesses and strengths.
Or you use the System of Ars Magica - you have schools of creation, destruction, intelligence, etc, which can be combined with the different elements. Create Fire - then just decide whether you want it in ball form or rather as an arrow, or a giant wall. Destroy Fire - whether you want to get rid of that wall, or protect yourself from that Sea of Fire you are going to unleash.
In principle it could be handled quite nicely, especially if you combine it with the Elder Scroll system. Point, click, add number, combine effects. Magic Whammy
I had completely forgotten the system from Ars Magica myself.
We never got around to playing that but i remember buying the book..
That would kinda be a sick thing to have in a computer game tho, but im not sure how it could be implemented..
Brad, someone, read this!!
Its getting lost behind all the other good ideas
Yeah, that's a system that works well in King's Bounty I think. Sometimes you want a lower level spell, so you can just adjust the level. Not too advanced and works well. Also there are different types of magic dmg and some monsters then have special weaknesses and resistances.
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