![]() |
Re: A new idea for magic scales
Quote:
Quote:
Magic +3 +2 +1 0 -1 -2 -3 Drain (origin) Bonus +1 +1 0 0 0 -1 -1 A magic scale could even help penetrating magical domes: Magic +3 +2 +1 0 -1 -2 -3 Drain (origin) Bonus +5% +5% 0% 0% 0% -5% -5% |
Re: A new idea for magic scales
Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I actually thought of a similar effect for priests based on dominion strength instead of magic scale (5% chance of bonus priest level per candle above 7), but didn't include it because of the length of my original post. http://forum.shrapnelgames.com/images/icons/icon7.gif As for the random astral - that's one reason I limited it to paths the mage already has. The other is to keep standard Pangaea from getting too much versatility - their lack of randoms is a balance factor, forcing them to rely on indies or their pretender to branch out into other magic paths. Since I often take magic with them so that Dryads are better researchers, letting them get Dryads with randoms (even occasionally) might be too good. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Two reasons: it's easier to implement one thing at a time, and it's easier to balance one thing at a time. Boring, I know. But practical. http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
Drain 3: -3 research, +1 MR Drain 2: -2 research, +1 MR Drain 1: -1 research, +0 MR Neutral: +0 research, +0 MR Magic 1: +1 research, +0 MR, 5% Talent Magic 2: +2 research, -1 MR, 10% Talent Magic 3: +3 research, -1 MR, 15% Talent Quote:
Nations with limited natural mage versatility would still have to rely on their pretender, site-based mages, druids, amazons or amber clan tritons (any other population-based mages?) to branch out. I don't think that's unduly difficult. |
Re: A new idea for magic scales
Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">How drastically? If you have any hard data, by all means share it. The manual has far fewer nuts and bolts than I expected (sorry Psitticine, but I want to know all the formulae! http://forum.shrapnelgames.com/images/icons/icon12.gif ); although it does cover the basic fatigue calculation well (which already puts it a step ahead of a lot of manuals these days), it doesn't say anything about the effect of magic/drain scales on the calculation. In any case, AFAIK the bonus affects both sides equally, making it less than impressive; and much of the most important casting is ritual, which isn't affected at all. (AFAIK, a few rituals are affected by the MR modifier - if the target is in your dominion.) Quote:
Magic +3 +2 +1 0 -1 -2 -3 Drain (origin) Bonus +1 +1 0 0 0 -1 -1 A magic scale could even help penetrating magical domes: Magic +3 +2 +1 0 -1 -2 -3 Drain (origin) Bonus +5% +5% 0% 0% 0% -5% -5% </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I don't think this would help enough. Resistable rituals represent a tiny fraction of all uses of magic, or even of off-battlefield magic. Also, both of your tables show no extra benefit at magic +3, which is exactly the level that is really not worth it under the present system (has the lowest proportional research effect of any 1-point change and is already after you have gotten all MR modifier you can get). In fact it's possible that +3 magic should get you talent 20% (instead of 15%) for exactly this reason. At least your suggestion is biased toward the owner, though - the battlefield MR modifier lowers the MR of the god's own troops as much as it does the enemy. Gee, I really want to pay points for that. http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: A new idea for magic scales
Quote:
Quote:
It sure isn't gamebreaking, but you shouldn't underestimate it either. If you're playing a magic nation, the fatigue reduction compounding with the better research rate (and therefore the earlier availability of your mages once you've researched your first battle spells) can give a welcome boost to your early expansion. Quote:
Quote:
|
All times are GMT -4. The time now is 12:02 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.