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  #51  
Old July 24th, 2002, 02:03 AM
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Default Re: Magic Mod

Umm... no.
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  #52  
Old July 28th, 2002, 08:16 AM
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Default Re: Magic Mod

Looks good, IF. A couple of questions...

--Will spells be a 'one-spell-per-drone' type of thing, or will you be able to put, say, 6 level 1 spells on a level 5 drone? (And is the tonnage of the level 5 drone supposed to be 8kT?)
--How will spells deal their damage? Will they have to strike the opposing mage (a warhead), have a one-shot or repeating beam, or a mixture?
--Did you know you have Extend Spell listed twice, for both Meta-Magic 1 and 3?
--When can we start playing?

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  #53  
Old July 28th, 2002, 09:11 AM
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Default Re: Magic Mod

--Will spells be a 'one-spell-per-drone' type of thing, or will you be able to put, say, 6 level 1 spells on a level 5 drone? (And is the tonnage of the level 5 drone supposed to be 8kT?)

You can place multiple lower level spells on larger drones. However, the higher level spells are better. I'm thinking that the meta-magics will be Mounts. So, a level 3 spell with some meta-magic will require a level 4 or 5 drone. The level 5 drone may or may not supposed to be 8 KT.

--How will spells deal their damage? Will they have to strike the opposing mage (a warhead), have a one-shot or repeating beam, or a mixture?
Well... drones fire their weapons once at a target, and then ram it, so both. Some spells will be a better "weapon" and others will be a better "warhead".

--Did you know you have Extend Spell listed twice, for both Meta-Magic 1 and 3?
Ack! That is a typo. The level 3 one is supposed to be named something else.

--When can we start playing?
In the future.

[ July 28, 2002, 08:12: Message edited by: Imperator Fyron ]
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  #54  
Old July 29th, 2002, 03:09 AM
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Default Re: Magic Mod

For Intelligence, I am thinking of removing sabotage projects. The Counter-Intel will be very weak, allowing for many espionage projects to succeed. These espionage projects will represent spells of Divination.
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  #55  
Old July 31st, 2002, 05:56 AM
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Default Re: Magic Mod

::BUMP::

Eeee i am the mad bumper i am going around now bumping threads i like EEEEEE
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  #56  
Old August 6th, 2002, 05:20 PM

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Default Re: Magic Mod

Quote:
Originally posted by Lord Kodos:
::BUMP::
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  #57  
Old August 6th, 2002, 07:37 PM
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Default Re: Magic Mod

Well that's new... never seen anyone quote a bump before!
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  #58  
Old August 7th, 2002, 02:39 AM
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Default Re: Magic Mod

Hm, how about giving the Staffs a limited attack ability? You can bash other wizards over the head with them after all! Or maybe point-defense for warding off enemy spells & monsters... Or would these abilities cause wizards to rush in to hand-to-hand combat and getting themselves killed?
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  #59  
Old August 8th, 2002, 08:03 AM
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Default Re: Magic Mod

The staff is more of a "spell focus" than a weapon.
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  #60  
Old August 15th, 2002, 10:16 PM
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Default Re: Magic Mod

Although we can never deny a staffs good ol' head bopping abilities.
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