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 Post subject: Patch - New Mage system
PostPosted: Thu Jun 27, 2013 1:58 pm 
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Quote:
Combining sounds good but seems way too powerful and complex.

What about a generic way to utilize the energy of another spell.
Quote:
- Weak Fire Energy -
Adds heat to a spell or slightly increase it's blast radius

- Medium Fire Energy -
Adds moderate heat to a spell or increase it's blast radius

- Strong Fire Energy -
Adds scolding heat to a spell or widely increase it's blast radius

- Powerful Fire Energy -
Adds extreme burning heat to a spell or massively increase it's blast radius


Quote:
- Weak Water Energy -
Adds cold to a spell or adds moisture to a spell

- Medium Water Energy -
Adds moderate cold or adds water to a spell

- Strong Water Energy -
Adds freezing cold or adds a large amount of water to a spell

- Powerful Water Energy -
Adds an extream freezing cold or adds a massive amount of water to a spell


Quote:
- Weak Air Energy -
Adds a slight shock to a spell or increases a spell's push back

- Medium Air Energy -
Adds a small shock to a spell or moderately increases a spell's push back

- Strong Air Energy -
Adds a shock to a spell or increases a spell's push back by a large amount

- Powerful Air Energy -
Adds a strong shock to a spell or massively increases a spell's push back

Quote:
- Weak Earth spell -
Adds small chunks of dust to a spell or slightly increases a spell's blunt force

- Medium Earth spell -
Adds small sharp stones to a spell or increases a spell's blunt force

- Strong Earth spell -
Adds sharp rocks to a spell or increases a spell's blunt force greatly

- Powerful Earth spell -
Adds large rocks to a spell or increases a spell's blunt force massively


Example: Mage casts water shot but also uses the energy of one use of Dirt Torrent meaning that the the spell now dose far more blunt force impact that it would usually have.

Obviously not all boosts would be beneficial, adding water or reducing the temperature of many fire spells would weaken them or adding blunt force to a cutting air attack would blunt the it.

This means every spell can be used in lots of different ways.

- Mach Gust -
The Mage fires a stream of wind that travels at a very fast speed toward their opponent. While low in damage (about that of a mild punch), this spell can be used several times.

+ Medium Fire Energy = a burning wind
+ Medium Water Energy = a freezing wind
+ Medium Earth Energy = a wind full of sharp stones


I'd also suggest is removing the restrictions on having to buy the other elements.

Also what about having a combined stress system to stop getting mages stuck in one element. This would lead to lots of great combinations of spells + elemental energies.

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 Post subject: Re: Patch - New Mage system
PostPosted: Thu Jun 27, 2013 4:32 pm 
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I think restrictions on new elements might be a bit sketchy, especially now that your spells will pretty much always have the option of being augmented with another attribute. This will also lower incentive for certain spells that may not synergize well with the element(s) the user currently knows. It's all about options, but lowering the restrictive properties between the elements and their stress might be too much.

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