View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004022 | Valley 1 | Gameplay Idea | Sep 26, 2011 7:23 pm | Sep 26, 2011 7:25 pm | |
Reporter | Procyon | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | suspended | ||
Product Version | 0.500 (First Beta) | ||||
Summary | 0004022: Future Spells Thread | ||||
Description | I haven't seen this posted yet, so I'll start it. Although I can safely say that I haven't played all of the current content, I've immediately been pondering potential spell ideas, based on their function within the game. I won't post ideas as specific as "This fireball does x damage for y mana," but I'll braindump the concepts I've in mind: -Protection/Shield spells: From early on, I'm seeing lots of attack spells, a few utility spells (namely the day/night ones as well as shapeshifting) and a few in the mobility category, but no out and out shields. They can be of different types, such as screens that can mitigate some damage of specific (or all!) types or true shields that absorb a set amount and type of damage before dissipating. One could also vary these by duration-to-protection ratio, allowing for very strong shields that last only an instant or weaker ones that act as an initial buffer to prevent 'oopsies'. One could even have 'area denial' shields that impede movement of non-boss monsters or even static shields that protect an area from projectiles. -Alchemy: Perhaps an idea for late-game resource compensation or a means to get otherwise unobtainable resources, spells that can change one resource/potion/scroll to another remains an option. To keep it from being too overwhelming, the act might require a structure, be usable only once per day/halfday/week, need an NPC with certain skills, or certain (un)common components as catalysts. -Mobility: This category can include haste spells (or slow spells for the enemy that can be targeted or operate in an area of effect), spider-climbing spells to let one run up walls or on the ceiling, 'blink' teleport spells that temporarily send the character to a position for a few seconds before returning, or hybrid offensive spells that can not only attack, but propel the character about for some fancy air control. -City-based Utility: In-town conjured protection (Summoned golems/elementals/skelebots and turrets?) that lasts a few strategic turns (or even permanently!), and conjurable non-combat NPCs for specific tasks like scouting, to name a few. -Information-gathering: Divination spells that can work either on the strategic map for various specific sorts of resource scouting or dungeon-based divinations that provide more detailed information about the area (What sort of resources will I find in this building? What sorts of foes?) | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Whoa -- I'm all for spell suggestions and other content suggestions. But can you make one thread per suggestion? Otherwise we can't actually ever mark it complete, and discussion gets very fragmented, and so on. Thanks! |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 26, 2011 7:23 pm | Procyon | New Issue | |
Sep 26, 2011 7:25 pm | Chris_McElligottPark | Internal Weight | => New |
Sep 26, 2011 7:25 pm | Chris_McElligottPark | Note Added: 0013741 | |
Sep 26, 2011 7:25 pm | Chris_McElligottPark | Status | new => closed |
Sep 26, 2011 7:25 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 26, 2011 7:25 pm | Chris_McElligottPark | Resolution | open => suspended |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |