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July 24th, 2002, 02:03 AM
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Shrapnel Fanatic
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Re: Magic Mod
Umm... no.
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July 28th, 2002, 08:16 AM
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Sergeant
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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?
Quikngruvn
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The opposite of war isn't peace... it's creation. --from [i]Rent</i]
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July 28th, 2002, 09:11 AM
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Shrapnel Fanatic
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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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July 29th, 2002, 03:09 AM
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Shrapnel Fanatic
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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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July 31st, 2002, 05:56 AM
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First Lieutenant
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Re: Magic Mod
::BUMP::
Eeee i am the mad bumper i am going around now bumping threads i like EEEEEE
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August 6th, 2002, 05:20 PM
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Second Lieutenant
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Re: Magic Mod
Quote:
Originally posted by Lord Kodos:
::BUMP::
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[Boo!]
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August 6th, 2002, 07:37 PM
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General
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Join Date: Apr 2001
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Re: Magic Mod
Well that's new... never seen anyone quote a bump before!
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The Ed draws near! What dost thou deaux?
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August 7th, 2002, 02:39 AM
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General
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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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The Ed draws near! What dost thou deaux?
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August 8th, 2002, 08:03 AM
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Shrapnel Fanatic
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Re: Magic Mod
The staff is more of a "spell focus" than a weapon.
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August 15th, 2002, 10:16 PM
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First Lieutenant
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Re: Magic Mod
Although we can never deny a staffs good ol' head bopping abilities.
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