A way you could quickly add many techs is adding advanced spell techs.
I will explain:
Say there is energy ball spell, doing z damage. Researching advanced energy ball, allows for 1.2 * z damage plus an added bonus, say fire damage, or bonus against structures. (this bonus could be random)
Some examples:
Fireballs: More focused damage, stronger fire
Healing: Additional strength effect given, area heal, can heal non-flesh units, can un-heal enemy
Double strike: Triple strike, second strike is stronger or has an added effect
All Spells: Bigger range, faster recharge, added effects (e.g. fire), increased power of effects
Additional: Adept spells (e.g. adept fireballs) for a further increase in power, but only after advanced tech is learnt
--OR--
Normal -> Advanced -> Elite -> Adept -> Mastered
Turn cost for the techs would be about 6-8 for each spell.
Some spells will not have advanced versions e.g. lifelink
Could be researched in its own structure... e.g. magic tower
Hope you like
Advanced spells - LATER VERSIONS
Here talk about technologies, spells and abilities that can be implemented.
IMPORTANT!: Every proposal should be in a separate topic.
So if you have a new idea open a new topic for it!
IMPORTANT!: Every proposal should be in a separate topic.
So if you have a new idea open a new topic for it!
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Re: Advanced spells
Post by Stratego (dev) »
i like them!
However for the "first publish" i search for unique spell ideas, not leveling the existing ones.
so these levelings will be later implemented, when we are already out with the game, and we think we have a balance, and we can level spells equally on each races.
However for the "first publish" i search for unique spell ideas, not leveling the existing ones.
so these levelings will be later implemented, when we are already out with the game, and we think we have a balance, and we can level spells equally on each races.
Return to “Technologies, Spells & Abilities”
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