Came into me (about the fireball and thunder rain spells) that we have no separation betw. spells: all have the same cost: the action of the unit for that turn (however some have extra costs like sacrifice, or the caster units losts hp)
so we might need:
a) "mana need" and "mana consumption" when casting a spell (i tried to avoid this because it complicates the gameplay - however in fantasy games is a standard thing)
b) giving the spells "cooldown": so if the unit casts a fireball spell than the fireball spell is not available for 3 turns while it is "cooling down".
c) tricking with some awkward things like "decreasing the Summoned Ent lifetime to 2 turns" to not being too op having an elf sorceress (would be better having 4-5 turn lasting Ents, and having "a" or "b" as restriction to summoning too many)
what do you think?
which you would vote for?
or any new idea?
Mana or not mana that is the question
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Stratego (dev)
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Re: Mana or not mana that is the question
I vote for a combination.
It is a strategy game, so it is good, if it is complocated.
my idea:
spells vost mana, but they have a cooltime. they can only used once in a turn.
It is a strategy game, so it is good, if it is complocated.
my idea:
spells vost mana, but they have a cooltime. they can only used once in a turn.
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Stratego (dev)
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Re: Mana or not mana that is the question
of curse once in a turn, moreover: only one spell per turn since you have one action per turn.
cooltime ment to make the user to wait for 3-4 turns before using it again.
combination: i see you really share my fears about complexity!
cooltime ment to make the user to wait for 3-4 turns before using it again.
combination: i see you really share my fears about complexity!
Re: Mana or not mana that is the question
actually, it might be good if it can turned off.
because for example I have a good logic, but my friend don't have one.
It iy a quite lame example...
Anyway I agree you decision, because I know it might be hard to code.
btw. mana could be showed in a blue line under the health bar, and it would regensrate idk 10% each turn
because for example I have a good logic, but my friend don't have one.
It iy a quite lame example...
Anyway I agree you decision, because I know it might be hard to code.
btw. mana could be showed in a blue line under the health bar, and it would regensrate idk 10% each turn
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Stratego (dev)
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Re: Mana or not mana that is the question
it is not about hard coding, actually it is not hard at all. it is about game complexity.
(turning off with a switch is not a good way for such a basic logic of the game - could make the game even less understandable)
(turning off with a switch is not a good way for such a basic logic of the game - could make the game even less understandable)
Re: Mana or not mana that is the question
I think we should try it out.
We can't know untill then.
(and if is so awfull., yyoi ccan continue from the preevious savefile.)
We can't know untill then.
(and if is so awfull., yyoi ccan continue from the preevious savefile.)
This is Hungary and winter is coming.
Re: Mana or not mana that is the question
i think a cooldown would fit better with the current game, all units/buildings/techs are based on turns. So it would be logic that you can only use a spell after ... turns.
but it can be interesting to try mana though
but it can be interesting to try mana though
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Re: Mana or not mana that is the question
What about starting to add a cooldown time to spells?
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