Poll: How do you feel about offensive magic being removed entirely from Rathmor, and only having healing magic? This will allow for a combat focus game that feels more organic and less 'fantasy' also, ...
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I'm all for it! "Live by the sword, live a good, long time!" - Minsc
25.00%
1 25.00%
It sounds like a good idea, but I can see flaws here (so I'm going to post about my concerns)
50.00%
2 50.00%
I'm all for combat, but leave a few secret offensive magic spells in the game for players to find.
0%
0 0%
I'd rather play a balance of combat and magic, regardless of the game setting and the way enemies react.
25.00%
1 25.00%
Spells are essential in any game that involves combat, as a fail safe against enemy attacks. I'm against it.
0%
0 0%
Total 4 vote(s) 100%
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Removing offensive magic. Poll!

#1
This will impact the game mechanics immensely if a proper conclusion is reached, so please choose carefully ‎  Smile you can change your vote at any time.

Stats will be adjusted accordingly along with the speed of weapons. Since magic would no longer be used as an 'interrupt' to stop an enemies attack hitting you, weapons will have to be lighter. Because the player will attack alot more, the strength stat from levelling up will be removed.
INT (MAG) stat will increase slowly by reading books and talking to NPCs. INT will affect certain outcomes in quests or dialogue.

For every 5 levels the player has earned, the player can train abilities in either strength or intelligence, in town.

Healing will be a massive benefit to a combat game, and thus will be utilised properly.

The player starts off with basic equipment. Long dagger (small weapon - about the same size of a shortsword) or an axe (medium length) and a spear.

There will be 5 types of attack.

Small weapons
Shortest length.
Anything between 0.1 to 0.7 KG
A 180 degree slash, left to right, in front of the player with a moderate attack angle. Fastest recovery.

Medium length slash and hack weapons
Moderate length.
Anything between 0.7 KG to 1.2 KG
A traditional KF style right arm vertical slash, with a good attack angle. Moderate recovery.

Heavy one handed weapons
Good length.
Anything above 1.2 KG
Attack similar to the short weapon having a 180 degree left to right with the best attack angle. Longest recovery.

Spear
Best length.
Spears will be between 0.5 to 1.5 KG
Tip of weapon is held below the players eye level so they can aim properly, then spear extends from that position. Smallest attack angle. Moderate recovery.

Punch
Shortest length.
Arm extends forward from a wind up position and hits slightly to the right of the players central view. Moderate attack angle. Moderate recovery. The players fist will always be the least damaging of attacks.
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#2
Sounds good but, here are my concerns... ‎  As far as I know, even with the MDL additions that have been created, we still dont have projectiles yet correct. Ie bows, crossbows ect. ‎  So my problem is that in first person rpg's , people like to throw things.... And for som users magic is the closest that we can get to projectiles. .... I kinda like your idea, it would make a more skill based game, and would have players, happily collecting your beautiful weapons and armor..

Before you kill all offensives though , you might want to see if holy could make a magic spell or two that had an animation, to simulate a crossbow, or lowbow.... Then 1 Rathmore will be the first som title to implement bows, and 2 people would not care about the lack of magic, cause they got projectiles........

If you figure it out let me know, I would love a bow or two in my game as well..... I know that was one of his goals.... He managed to give us custom NPC and baddies, so half the battle is won, if we get projectile weapons..... That would be awesome..... And something that we all dreamed of years ago, and the reasons we were all mad that they never made a kings field 2 making tool as that would have stackable tiles and a projectile system in the program.... What doyou thinks sir :-) ............... ML
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#3
Ha "Go for the eyes Boo!!, Go for the eyes!! RHAAAAAARRGGGG!!!" Minsc

I think that could be quite nice. Exactly like ML says, it would make you use and enjoy the weapons more.

I went through this same quandary with my game and finally decided on having one strong offensive spell which was obtained near the middle of the game, and no MP restoratives. Instead, you had to have a specific item equipped that recovered MP quite slowly. ‎  The offensive spell cost a lot to cast so even with the MP-recovering item equipped, you could only cast the spell as an occasional power attack.

I had one weak ranged weapon set up as sword magic using the PRF editor. It wasn't meant as a weapon, but more as a puzzle/immersion device. Sword Magic projectile weapons require player timing skill rather than just a button push. And since you can adjust the length of the"magic release" slot in the PRF editor, I had learning events that made it easier to use my ranged weapon.
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#4
Unless you guys incorporate bows or some sort of ranged weapon attack, I myself enjoy the use of magic :)
- Todd DuFore (DMPDesign)
Site Founder
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#5
Is magic really that offensive? Oh you mean just the attack magic. Seems like an odd decision to have support magic if you don't have attack magic. Either way I think you'll run into a lot of problems with not so obvious solutions if you try to do that.

If you took out support magic too then the blue gauge would have to serve some other purpose. Lighter fluid? I don't think it would be wise to remove it too. If the monsters and other characters have magic then I'd say definitely not. Magic in sword and sorcery games is really cliche. It would be refreshing to not have it. ‎  But SOM is built around that arrangement. So it's too soon I think. So no. And because problems.

Even if you made a Sci-fi game. I think you'd need to use the blue gauge for batteries or something.


EDITED: Also the cheese stun you worry about will get fixed long before all of the little features that would have to be put into place to wallpaper around the gaping hole that would be the absence of magic.
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