Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - The Magic... How to do it?
  FAQ FAQ  Forum Search   Register Register  Login Login

The Magic... How to do it?

 Post Reply Post Reply
Author
Lotharblack View Drop Down
Greenhorn
Greenhorn
Avatar

Joined: 13 Dec 2014
Location: Greece
Status: Offline
Points: 65
Post Options Post Options   Thanks (0) Thanks(0)   Quote Lotharblack Quote  Post ReplyReply Direct Link To This Post Topic: The Magic... How to do it?
    Posted: 08 Nov 2015 at 12:57
What if instead of training magical creatures you "aquire" them through casting of spells. 

For example "bound elemental" spell for the various elemental roaming around , summoning spells or even illusion spell to create fake troops to fool scout reports. 

Their upkeep should perhaps be mana instead of gold.
Lord Loth
Back to Top
Carbonara View Drop Down
New Poster
New Poster
Avatar

Joined: 19 Aug 2015
Location: Perth,Australia
Status: Offline
Points: 27
Post Options Post Options   Thanks (0) Thanks(0)   Quote Carbonara Quote  Post ReplyReply Direct Link To This Post Posted: 08 Nov 2015 at 12:13
Magic units would be cool. One for each race, to strike fear in the hearts of the enemy :)
..although I don't think they need to necessarily be slow moving.

only question now is, what would the magic unit for each race be called?

orc.. Shaman? Spirit Wolf?
dwarf.. Ancestral Spirit? Gargoyle?
human.. Witch? Drop Bear?
elf.. Sprite / Duende?
Back to Top
Neytiri View Drop Down
Wordsmith
Wordsmith
Avatar

Joined: 25 Nov 2010
Location: California
Status: Offline
Points: 123
Post Options Post Options   Thanks (0) Thanks(0)   Quote Neytiri Quote  Post ReplyReply Direct Link To This Post Posted: 15 Oct 2015 at 18:44
Wouldn't it be easier to cast spell that would reduce the cost in gold of maintaining regular troops? This would serve essentially the same purpose, I think.

What about a spell that would allow a siege from one square away (rather than from an adjacent square)?  This might fill the desire for "long range attack spells" without creating too unfair an advantage.

Thanks for starting a new thread on this topic.


"It is well that their bodies know the heat and the cold; it will make them strong warriors and mothers." - Absaroke elder (from Edward S. Curtis's book 'The North American Indian')
Back to Top
Wartow View Drop Down
Postmaster
Postmaster
Avatar

Joined: 20 May 2014
Location: United States
Status: Offline
Points: 870
Post Options Post Options   Thanks (0) Thanks(0)   Quote Wartow Quote  Post ReplyReply Direct Link To This Post Posted: 15 Oct 2015 at 14:48
The good folks in GC were discussing the unused artifacts in the game (like those cyclopes hearts I collect in my basement) and the point was made that some of these artifacts might have purpose should magic ever be expanded in the game.  

So here is the question... how can magic be expanded in the game without requiring a reset on the server?

I'll start...

Magic troops

1. What building is needed to recruit them?

Are the barracks satisfactory?  Everyone has barracks.  Everyone also has a mage tower.  Should another building be required?  Probably not.  Stay with the barracks as it is necessary for all other types.

2. What should be necessary to build them?

I would assume there would be T1 and T2.  I'd also assume that they cannot use horses, weapons, or wear armor.  Therefore...  the materials necessary to build magic forces would be gold, mana, and research/books... why not throw a cow in there too... a little animal sacrifice necessary to train the magicians.

A special new military building would be necessary to reduce costs.

They should also take a long time to recruit.  A new sov spot would be needed to decrease recruiting times.  How about those dolmens that are currently 0 0 0 0 0? Gypsy campsites?  Or swamps, canyons, firey mountains, volcanic peaks, lava pools, lava peaks... could offer a bonus.

3. What should the upkeep be for magic troops?

Make them expense to keep around... Maybe not as much as the siege units... but more than any other unit.

4. What would be their offensive and defensive stats?

The T1 should be strong defensively against other magic attacks and weak against all other troop types.

The T2 should pack a punch on offense.  

The major weakness would be the speed at which they travel.  They are so slow... How slow are they?  The challenge catapults to races and the result is... interesting.

5. How can they be equipped?

Rather than spears, bows, swords, the magic troops are armed with spells.  These spells can be created/crafted similarly to specialized weapons.  Here is where the unused artifacts are introduced.  There would be a real potential impact on the market here... unlike the prestige production which probably did very little for the market... 

The spells/weapons with which the magic troops are equipped can have bonuses/penalties similar to other weapons and armor already available in the game.  

This may require a new building, unless the mage tower or another magic-related building is under-utilized (similar to the library and its modification for prestige transfer manufacturing).

What other aspects of the game might magic be applicable without major changes in the game?
  • Your answer goes here.
  • I like the ideas of attracting NPCs and deterring aggressive factions.
  • Illusions that make "fake" encampments (for "occupying" resources, kills).  A simple scout will make the "fake" disappear.  No report is given to the creator regarding who made their illusion go "poof".
  • Awakening of dormant portals?
  • Terraforming?
How might prestige be consumed in the magic process?
  • Your answer goes here, but remember that in Illyriad a balance is sought between the advantage gained through the use of prestige and the profitability desired to keep the game funded.
Back to Top
 Post Reply Post Reply
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.