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GM Stormcrow
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GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Topic: some super spell suggestions Posted: 05 Apr 2011 at 13:51 |
Alimi wrote:
I think there might be a good place for a spell outside of the schools of magic, like the "dispel" or "identify caster": create a luck spell that makes you 15% more likely to "discover" something.
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/me likey muchly ty SC
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Alimi
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Joined: 26 Feb 2011
Location: US
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Points: 14
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Posted: 05 Apr 2011 at 13:49 |
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I like the school of illusion idea. You could use it to baffle diplomatic units by making it look like you have a very large (or very small) army. I also think the Blights school of magic could be expended to slow down the production of troops, or temporarily lower the enemy's cities population (poison the wells!). However it turns out, I think there needs to be another offensive school of magic. Maybe a simple 8% attack boost? I think there might be a good place for a spell outside of the schools of magic, like the "dispel" or "identify caster": create a luck spell that makes you 15% more likely to "discover" something.
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Sir Spamalot
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Joined: 11 Nov 2010
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Points: 21
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Posted: 04 Jan 2011 at 01:20 |
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I'd like to see a spell that allows a player's spell casters to "see" what spells are in operation at another city. Also, I'd like to see some sort of "gremlin" spell that allows a player to cancel spells at another player's city.
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bartimeus
Forum Warrior
Joined: 09 Jul 2010
Location: Right behind U
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Points: 222
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Posted: 06 Oct 2010 at 09:12 |
I know, but isn't having multiple ways to do the same things one of the pillar of Illyriad ?
GM Stormcrow wrote:
There is, however, a balance in Illyriad's game design whereby there are usually multiple ways of achieving the same ultimate objective through different paths.
For example, you can choose to build a Tanner and produce your own leather armour, or you can choose to trade other resources for leather armour, or you can choose to run quests that reward leather armour, or you can choose to steal leather armour from other players, or you can choose to join an alliance that might provide leather armour to new members... to name only a few options for getting leather armour.
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And also, using feint stops you from using your army elsewhere. With illusion, you could create a fake attack on one player, so everyone in the alliance send their troops there, only to find out that a cloacked army was marching on the capital.
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Bartimeus, your very best friend.
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some random guy
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Joined: 26 Aug 2010
Location: saturn
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Points: 378
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Posted: 06 Oct 2010 at 00:55 |
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u can do the same thing as "illusion" armies with one feinting heavy cavalry.
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Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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bartimeus
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Joined: 09 Jul 2010
Location: Right behind U
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Points: 222
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Posted: 05 Oct 2010 at 19:26 |
How about not just putting the spell of concealment in the "illusion" school of magic... How about also being able to create fake attacks ("the incoming troops faded like the mist as they closed in on the city wall. My lord it appears they weren't real.)
Even better, thought it would probably be really hard to put in code, would be to be able to hide a city (even from the profil page) and to add fake cities. obviously those illusion would fade if anything tries to walk on the same tile.
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Bartimeus, your very best friend.
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G0DsDestroyer
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Joined: 16 Sep 2010
Location: Ásgarð/Vanaheim
Status: Offline
Points: 975
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Posted: 05 Oct 2010 at 08:21 |
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Aye the spell of cocealment would work great especially when it takes 6 plus days for my siege army to get their goal.
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bartimeus
Forum Warrior
Joined: 09 Jul 2010
Location: Right behind U
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Points: 222
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Posted: 04 Oct 2010 at 11:52 |
Also, I'd like to bring up again the "necromancy" spell: Once it is up, most of the casualty(both yours and your enemy) from the next battle occuring on [the town that casted it] become zombys. most and not all because some of them escape your controle and go join the soon comming "undead" faction....
The reason why it happens this way is that your mage must create a huge pentacle arround your city (very long cast time) to stop the desceased's soul from leaving the area.
Zombys troop have 4 times the stat of their original units (zombys are hard to kill), but 4 times longer travel time (zombys are slow) and They tend to decay easely (7 days) especially if you send them to fight during the day (dead after the battle).
You might also want to create other type of spell from the necromancy school, like animated squelleton (a huge fear rune, in a way), Haunting gost (trap souls around your enemy's city to scare it's inhabitants and lower its productivity), The common thing of all thiese spell would be the requirement to have casualty somewhere, the amount affecting the potency of the spell.
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Bartimeus, your very best friend.
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bartimeus
Forum Warrior
Joined: 09 Jul 2010
Location: Right behind U
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Points: 222
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Posted: 04 Oct 2010 at 11:35 |
2 would be very cool and convinient for newby training alliance (instantaneous protection for whoever has got incomming, giving more time to negotiate before things escalate to far.)
But won't enemy just send a first army with few troop, then their main army?
A small idea I've had (migth be stupid) is that in order for Illyriad worlds to maintain its evil ballance, An army of approximate same size must be sent from the caster's town, everytime the peace spell is used. (you stop one battle at the cost of starting another...)
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Bartimeus, your very best friend.
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some random guy
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Joined: 26 Aug 2010
Location: saturn
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Points: 378
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Posted: 04 Oct 2010 at 04:02 |
here are a couple spells that I think would be awesome: 1 curse of discontent: your mages cause discontent in your enemies army. A small number of them desert, and many more are not as willing to fight. this spell would make say 3% desert and 25% lower their attack and defense by 5%. 2 blessing of peace: only your greatest mages can bring this spell into being. hostile forces bearing down on your city lose their will to fight, and turn around and go home. this spell differs from the "terror" runes in that it affects the entire army, no matter the size, and that it can be cast on the army before it reaches the city. 3 blessing of concealment: your mages bend the will of nature around your army so that your enemy can not see them. only when your army reaches the enemies gates does the spell abate. basically, it conceals your army. 4 curse of revealing: your mages train sharp-eyed eagles to scour the land in search of concealed troops. these eagles report to their masters the location of the enemies until they reach your cities gates. the flip side of no. 3, who ever puts the most power into their spell wins.
number 3 is cast from the "move armies" page, in much the way that you press the "covert operations" button. number 1 and 2 are cast from the military summary page. under each incoming hostile army there is a scroll bar with all of your available spells. under this there is a "cast spell" button.
questions? concerns? critiques? post 'em here! some random guy
Edited by some random guy - 05 Oct 2010 at 00:15
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Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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