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Eh, the idea sounds kind of complicated to implement, without adding much in terms of fun. If there were to be magical items implemented, I'd prefer to see them come from Military Quests, and go to the commander who completed it as a reward (and let them accumulate several, but only use one at a time)
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Due to the fact that i think the magical sphere of this game seems a bit small at the moment, i feel that the realm of possibile actions that can be utilized at the Mages Tower should be expanded. My suggestion is therefore:
Crafting Magical items.
Since magic playes a pivotal role in this world and heroes abound (commanders), Magical items which augment the heroes abilities would be a logical fusion here.
Lets say that this would only be available at MT 10 and Blacksmith 5, respectively for the knowhow to actually imbue an item (saddles, swords, armours, bows,spears these would be the items being enchanted. Not siege blocks, since there are no siege commanders) with the magical enchantment and the facilities to actually preform this action (this would actually be preformed in the Mages tower). Magical abilities would vary greatly, with (initially) being confined with the 20 skills of the commander. Money and mana would be required to power the enchantment in a once-off payment, and small amounts of resources and/or cows/horses/books/beer in various combinations would be required to give the enchantment the specific identity. The amount of token resources needed for the identity would be fixed, but the amount of mana/gold would have to be optional, so as to increase/decrease the potency of the enchantment (say, 10 levels of potency, and for say divisional bonus, each level would supply a futher 1%/2%/3% ect) Once the resources and gold/mana is expended, a set amount of time per level of enchantment intencity would then be required to "construct" the item, say 6 hours per level (6 hours at 1st level of intensity, and 60 hours at 10th level, since items of great power take LOTS of effort to bring into the worl, not just the magical ones)
This alone, however, would not be enough to keep the encantment ON the item, as a special metal is needed to bind the magical properties on the item in question, namely starmetal, a heavenly gift from up above. these would be needed, at certain amounts per level of intensity of an item (would need more of it to keep powerfull encantments from overloading the starmetal and destroying the item and everything around it in a cataclysmic magical explosion). This resource would not be easily obtainable, but are usually only ever attainable through a QUEST (later on in higher level quest levels) of great difficulty, or through the attack/raiding/destruction of various mercenary encampments or cities (later on if this is introduced) and taking it from their stores (not a certainty for each attack). Monster NPCs would also have a probability of possessing such an item, but in a much lower probability.
Each commander would only have 2 "slots" in which to fit these items onto their person, a weapon and an armour or a saddle 9last choice is nabled for cavalry commanders). Starmetal would also need to be stored in a special expansion of the storehouse, which would not be visible on the normal resource tracking system on the top of the page, since the average lord would not want to advertise the presens of plunderable starmetal in his city and would only be seen by the eyes of an advanced spy. Enchanted items would be stored in a special room in either the Mages Tower or the Vault. And a maximum of 6 items (may need more/less here) would be allowed per city. Enchanted items would be sold on the market for exorbitant prices but, depending on the enchantment, SOMEONE would want to buy it in order to increase the efficiency of their top commander.
If a commander dies in battle with enchanted item(s) on his person, these would then stand a 5%-10% chance of being plundered by the victorious army, while being impossible to plunder if the commander dies in the defence of his own city (the populace would make sure the items are spirited away to the vault for safekeeping.
The DESTRUCTION of unwanted and unsellable items, however, would be much harder. The ability would require a LvL 15 Mages Tower and Dispell Magic to carry out successfuly and SAFELY.
Any more ideas on how to improve on this matter?
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