.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old April 21st, 2004, 10:29 PM
Baalz's Avatar

Baalz Baalz is offline
Major General
 
Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
Baalz will become famous soon enough
Default Re: Suggestions to improve the Water Magic discipline

How about a water battlefield enchantment (or global?) to reduce everyone's attack skill. In general this would make battles Last longer and thus let the encumberance advantage of LI be worth more. Of course, it would also accentuate the advantage of elite units...

Water should have some more good climate changing effects like Wolven Winter. I like the idea of a Very Powerful item which shifts the scale of a province to cold. It fits the theme and is similar to some other items. How about a Drout spell that shifts a province towards death? A combination of multiple Wolven Winters and Drouts would be a worthy gem sink in a lot of situations...
Reply With Quote
  #2  
Old April 22nd, 2004, 10:38 PM
Vicious Love's Avatar

Vicious Love Vicious Love is offline
Second Lieutenant
 
Join Date: Feb 2004
Posts: 514
Thanks: 0
Thanked 0 Times in 0 Posts
Vicious Love is on a distinguished road
Default Re: Suggestions to improve the Water Magic discipline

Only have 2 metric minutes to post, so I'll be brief.
How about an alteration combat spell, in 3 possible variants(Single target, large area, and Inner Sun style death curse) which can only be cast/triggered underwater, and renders the target/s aquatic? Amphibians, poor amphibians, water mages and their retinues, anyone who fails to resist would be incapable of leaving the ocean without an amulet of the fish. Stylish, appropriate, and only rasies 1 question, that of whether poor amphibians would retain their penalties for fighting underwater.
A similar spell with slightly different style could simply afflict target water mages/amphibians/aquatic units with the mermen's curse, meaning they'd have to return to water every so often, amulets of the fish nonwithstanding. If this spell had a small area effect(Meant to be used on commanders) but could be used on land based units ordinarily incapable of entering the sea, that might serve to complicate things nicely.
I actually got the idea for this curse when toying with a nature battlefield enchantment, "Circe's Caprice". Irreversible, insanely random(And affected by fortune scale) mix of Polymorph, Transformation and Cross Breeding, which affects both sides in any given battle(Including the caster, but that's what mage MR is for. Besides, the effects aren't necessarily negative). If we start grasping at straws, I can see how a, shall we say, fish-based variant of that might work, though I imagine actually coding this sort of thing could be a major headache.
The second spell could also have a blood/nature or blood/earth counterpart which binds units/commanders to a particular province, a la hamadryads, certain vampire myths, and much, much more. Not that that's on topic, or anything, I just find it cool.

Time elapsed! See ya.
Reply With Quote
  #3  
Old April 24th, 2004, 10:33 PM
Vicious Love's Avatar

Vicious Love Vicious Love is offline
Second Lieutenant
 
Join Date: Feb 2004
Posts: 514
Thanks: 0
Thanked 0 Times in 0 Posts
Vicious Love is on a distinguished road
Default Re: Suggestions to improve the Water Magic discipline

Anyone here read Planetary?

Groinshatter
Water 1, Alteration 3, precision 100, range 10, fatigue cost 40, MR easily negates. Effects include 2 armor negating damage, paralysis, and immunity to succubi. If affected, the Lord of the Hunt and Lord of Fertility are completely destroyed.
Reply With Quote
  #4  
Old April 24th, 2004, 10:35 PM
Vicious Love's Avatar

Vicious Love Vicious Love is offline
Second Lieutenant
 
Join Date: Feb 2004
Posts: 514
Thanks: 0
Thanked 0 Times in 0 Posts
Vicious Love is on a distinguished road
Default Re: Suggestions to improve the Water Magic discipline

Cue a display of idle schlongery the likes of which has not been seen since the Athens of yore. Let's breathe some life into these fora.
Reply With Quote
  #5  
Old April 25th, 2004, 03:45 AM

HotNifeThruButr HotNifeThruButr is offline
Sergeant
 
Join Date: Apr 2004
Location: In your mind
Posts: 264
Thanks: 0
Thanked 0 Times in 0 Posts
HotNifeThruButr is on a distinguished road
Default Re: Suggestions to improve the Water Magic discipline

Vicious Love is a scary man... a very scary man.

I think I figured out what water magic means . Most of their spells are geared towards defense because they're more effective in your home turf. Many water spells are underwater only, so forget about flexibility there. Others are heavily influenced by cold domains, so they're superb with the -heim races and Caelum, but less than mediocre for those battles away from home, where your faith doesn't prevail, or worse, in Abysian/Machakan territory. Raise your hand if you see the inherent flaw in this philosophy when applied to a game about WAR and EXPANSION?

What about a high level ritual that would give your units Amphibian (NOT poor amphibian) traits? I don't feel like putting any stats, but I guess it should be alteration, and for each gem you spend, you can make 3 size worth of units amphibian.

Another ritual for water might be "Healing Spring." It's a low levelled conjuration or alteration spell that creates a healing spring in a province. The spring gives everyone in the same province Recuperation.
Reply With Quote
  #6  
Old April 25th, 2004, 08:46 AM

Minrhael Minrhael is offline
Corporal
 
Join Date: Mar 2004
Posts: 63
Thanks: 0
Thanked 0 Times in 0 Posts
Minrhael is on a distinguished road
Default Re: Suggestions to improve the Water Magic discipline

I like healing spring, except the low level part; wounds are supposed to be fairly difficult to get rid of, I'd make it perhaps 6th level (as opposed to 8th for Chalice or Faerie Court). A little lower in level so Water gets a boost, but high enough to keep wounds significant.
Reply With Quote
  #7  
Old April 25th, 2004, 10:09 PM

Norfleet Norfleet is offline
Major General
 
Join Date: Jan 2004
Posts: 2,425
Thanks: 0
Thanked 0 Times in 0 Posts
Norfleet is an unknown quantity at this point
Default Re: Suggestions to improve the Water Magic discipline

Quote:
Originally posted by Minrhael:
I like healing spring, except the low level part; wounds are supposed to be fairly difficult to get rid of, I'd make it perhaps 6th level (as opposed to 8th for Chalice or Faerie Court). A little lower in level so Water gets a boost, but high enough to keep wounds significant.
I'd see it as useful it were a lower-level, perhaps somewhat expensive, say, 50W spell. By bumping it up higher level, it's starting to tread on the toes of things like GoH, the Chalice, Faerie Court, etc.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:00 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.