Re: Research Mod: Help & Suggestions
In response to the random 50% possible spells, there was some discussion about tying certain spells/spell effects to various pretenders. Either new effects or divvying up the current, giving more strategic value to certain pretender chassis.
Could also be tied into pretender magic level (lvl 9 in a path gets 100% of spells, lvl 6 gets 66% of available spells of that path, etc)
Someone had also brought up the idea of a hero/summon that would spawn baby researchers. Give them a 2-5 month lifespan and spawn via domsummon and you'd get a random amount (although it would up micro slightly as you'd have to put them on research manually).
Have a transformation type spell, easy to cast, that would change to a new ID, with random research capability. Wouldn't solve the deterministic approach, but would add a random factor.
I do like the idea of limiting/randomizing the overall spell book by game, either by path, level or effect. Be kind of neat to bid on available paths/schools or to determine it via pretender creation.
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