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Old June 22nd, 2004, 07:44 AM
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Default Re: Suggestions to improve the Water Magic discipline

Quote:
Originally posted by Vicious Love:
While that really is a great idea for a spell, it
A) Doesn't really sound like a water spell, and
Sure it is - see below
Quote:
Originally posted by Vicious Love:
B) Has already been suggested a while back. The devs felt it would slow down the game/be tricky to implement/be overpowered. Or at least one of the above three, I don't recall which.
Sort of - the suggestion I recall them saying they didn't find workable was a double-run scenario - you cast the spell, give your orders, send in your turn, get the turn results back, and then change your orders for the turn, send them in AGAIN and have the turn processed and finalized - and THEN distribute it to the players who didn't cast the spell that turn - while that could, in theory, be done, it would be rediculously complex to implement and combersome to use. My suggestion could be a fairly small hack - duplicate the units/commanders involved into a temporary array, run the battle with those temporary units/commanders, throw away the temporary array (well, after packaging it up as a battle scenerio to send to the player), and report the results to the casting player.

It wouldn't be too overpowered, as any opposing commander inside of a castle is immune to being scried on in such a fashion, and the information can't be acted on immediately - sure, you can find out where the army was, and so get an idea where the army could be, but who is to say if the army has moved or not since then? Especially if you add a "Your military force in (insert province name here) has had very disturbing dreams - all on the same night." to the owner of the targetted province.
Quote:
Originally posted by Vicious Love:

Update: Oh, and while I may have overused astral in my own suggestions, when the less tangible aspects of water woulda sufficed, I'm actually inclined to agree with Simth on the astral component in his spell.
Foretelling the future is strictly and astral sorta thing, y'see.
Time is a river - why else would the time-warping spells (execept burden of time, which is D5) be in water? Shucks, it's even primarily an Eastern mysticism concept, which you seem to be fond of for this path. There's also the old tea-leaf forune telling which is often considered water-based in fiction (it's usually the water in the tea leaves at the bottom of the cup that's important, not the tea leaves themselves).

Quote:
Originally posted by Endoperez:
[QB]
BTW, I really like the Dream of Turmoil of Jack Simth (on purpose?)[QB]
If you are referring to m after i, yes.
Quote:
Originally posted by Endoperez:
[QB]
. But giving out information about the excat strategies and troop composition of target army is too much... Numbers should be enough. Even suicide scouts won't see the spells enemy mages have been scripted to cast.[QB]
Quite possibly.
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