Mana or not mana that is the question
Posted: Wed Jan 21, 2015 8:28 pm
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?
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?