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Mana or not mana that is the question

Posted: Wed Jan 21, 2015 8:28 pm
by Stratego (dev)
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?

Re: Mana or not mana that is the question

Posted: Wed Jan 21, 2015 9:45 pm
by balint
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.

Re: Mana or not mana that is the question

Posted: Wed Jan 21, 2015 10:00 pm
by Stratego (dev)
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! :)

Re: Mana or not mana that is the question

Posted: Wed Jan 21, 2015 10:04 pm
by balint
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

Re: Mana or not mana that is the question

Posted: Thu Jan 22, 2015 5:31 am
by Stratego (dev)
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)

Re: Mana or not mana that is the question

Posted: Thu Jan 22, 2015 6:00 am
by balint
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.)

Re: Mana or not mana that is the question

Posted: Thu Jan 22, 2015 8:53 pm
by draakjee
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 :)

Re: Mana or not mana that is the question

Posted: Tue Aug 23, 2016 7:24 am
by Alexander82
What about starting to add a cooldown time to spells?