Re: Why magic paths are like mod Nations.
Much as I like the idea of adding mod nations with access to warrens like Kurald Galain, Kurald Thyrllan, Ruse, Serc, Tellann, etc. (done up as paths), the idea of moddable magic paths seems to me as fundamentally difficult as moddable stats. By this I don't mean altering the stats a unit has (Strength -> 30) but adding the concept of a new stat (Initiative) and semantics for it (Initiative affects how likely a unit and its army are to 'win' if it's trying to move straight at an enemy army; high Initiative means you almost always move first and thus wind up in the territory you were trying to move to). You'd need a whole new metasystem.
It's much easier to envision moddable blessings for the existing magic paths, but even that would be a lot of work to design and implement.
-Max
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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