Include Coup de Grâce into the magic system
Moderator: Gamemasters
- Pellandria
- Posts: 2604
- Joined: Fri Oct 04, 2002 6:06 pm
- Location: Running around
- Contact:
Include Coup de Grâce into the magic system
Its quite easy, is it possible to include the Coup de grace into the magic system, so the last spell that would kill someone just "pushes" the person back aswell.
I kinda dislike that fact that magic kills instantly, maybe its allright with flames, but projectiles should include such a system.
I kinda dislike that fact that magic kills instantly, maybe its allright with flames, but projectiles should include such a system.
Yes please!
Also, reduce the distance knocked back to one square, as to lower the chance of knocking your victim through a wall for example.
Alternatively you could use the same script which sends a teleporting char back to the starting point if he teleports to an impassable square? If a char was quickly teleported away from person who "killed" him, and then back, the attacking fighter would loose target, and would have to click again in order to kill his victim? I hope this is understandable lol...
Possible?
Also, reduce the distance knocked back to one square, as to lower the chance of knocking your victim through a wall for example.
Alternatively you could use the same script which sends a teleporting char back to the starting point if he teleports to an impassable square? If a char was quickly teleported away from person who "killed" him, and then back, the attacking fighter would loose target, and would have to click again in order to kill his victim? I hope this is understandable lol...
Possible?
- Sundo Raca
- Posts: 487
- Joined: Tue Jan 01, 2008 3:23 pm
- Location: Conflict inc.
not my opinion, just being objective:
Coup de Grace was introduced to make duelling more convenient and reduce unintentional clouding. Do mages really duel that often? And shouldn't they be able to know when to stop casting offensive spells?
--
The mage scripts use the same base script (at least before the recent update, but I think that didn't change), so implementation should be possible.
About the re-warping: one can't check if the warp was really successful or if there is an unpassable item on the target field. Does that really happen that often? I think 2 squares was introduced to max out safety.
Coup de Grace was introduced to make duelling more convenient and reduce unintentional clouding. Do mages really duel that often? And shouldn't they be able to know when to stop casting offensive spells?
--
The mage scripts use the same base script (at least before the recent update, but I think that didn't change), so implementation should be possible.
About the re-warping: one can't check if the warp was really successful or if there is an unpassable item on the target field. Does that really happen that often? I think 2 squares was introduced to max out safety.
-
- Posts: 284
- Joined: Mon Jul 21, 2008 2:45 am
- Location: you can find me.
-
- Posts: 727
- Joined: Wed Jun 18, 2008 2:43 am
- Location: !! Don't send PMs/doves to this account. Send them to Karl !!
Well, from a personal point of view, I full agree with Pelly.pharse wrote:not my opinion, just being objective:
Coup de Grace was introduced to make duelling more convenient and reduce unintentional clouding. Do mages really duel that often? And shouldn't they be able to know when to stop casting offensive spells?
--
The mage scripts use the same base script (at least before the recent update, but I think that didn't change), so implementation should be possible.
About the re-warping: one can't check if the warp was really successful or if there is an unpassable item on the target field. Does that really happen that often? I think 2 squares was introduced to max out safety.
I don't like clouding people and ever since I've been playing Illa, I've only clouded TWO persons and it was on pure accident.
When casting numerous spells repeatedly, there's lag, and you can't know what their health is, so no, you don't know when to stop. If that coup de grace thing was implemented, we'd be able to neutralize people without killing them.
For now, it's impossible for mages. We have to kill them or entangle them (which btw doesn't seem to be working) or trap them in walls; pretty lame.
So yeah, coup de grace for mages ftw.
- Kaila Galathil Travinus
- Posts: 539
- Joined: Sat Dec 16, 2006 9:50 am
- Contact:
-
- Posts: 727
- Joined: Wed Jun 18, 2008 2:43 am
- Location: !! Don't send PMs/doves to this account. Send them to Karl !!
- Youchimitchu
- Posts: 134
- Joined: Sun Jun 01, 2008 12:24 am
- Location: a computer located in the realms of space
-
- Posts: 727
- Joined: Wed Jun 18, 2008 2:43 am
- Location: !! Don't send PMs/doves to this account. Send them to Karl !!
Instead of opening a new topic for this, I thought I'd tack it onto the end of this one.
Now that the Magic system has been updated, and Magic Resistance actually works like it should.
Can you PLEASE PLEASE make it possible to gain magic resistance from monster spells. They hurt like hell and we have absolutely no defence against them apart from PGing Magic Res with another player.
I'd much rather see a natural progression with the spellcasting ghoulies.
Now that the Magic system has been updated, and Magic Resistance actually works like it should.
Can you PLEASE PLEASE make it possible to gain magic resistance from monster spells. They hurt like hell and we have absolutely no defence against them apart from PGing Magic Res with another player.
I'd much rather see a natural progression with the spellcasting ghoulies.
A coup de grace system in magic would be excellent, as far as Pharse said "It is in place to prevent accidental cloudings in duels" I beleive this is incorrect, It should be in place to increase roleplay overall in battles.
When i play Seregon in a big fight, too many times have i casted a simple small spell to make the person back away and initiate rp, but instead it clouds them.
When i play Seregon in a big fight, too many times have i casted a simple small spell to make the person back away and initiate rp, but instead it clouds them.
I woud like to piggy back on this as well about magic resistance.
could it be made so certain magics cannot be resistance. in particular healing and curing magic.
it would be excessively irritating for somebody to slowly become immune to being able to be healed over the course of their life in game, perhaps instead of completely blockign magically affects magic resistance could be made so it allows you to 'resist' half or three quarters ro something but never fully block a magic attack.
I mean seriously. you get fried by a lightning bolt but somehow because you are 'resistant' despite wearing heavy METAL armors, are unaffected by the massive electrical discharge, that is... unbelieveable at best
could it be made so certain magics cannot be resistance. in particular healing and curing magic.
it would be excessively irritating for somebody to slowly become immune to being able to be healed over the course of their life in game, perhaps instead of completely blockign magically affects magic resistance could be made so it allows you to 'resist' half or three quarters ro something but never fully block a magic attack.
I mean seriously. you get fried by a lightning bolt but somehow because you are 'resistant' despite wearing heavy METAL armors, are unaffected by the massive electrical discharge, that is... unbelieveable at best
- Sundo Raca
- Posts: 487
- Joined: Tue Jan 01, 2008 3:23 pm
- Location: Conflict inc.
Its a fantasy game.Olive wrote:I woud like to piggy back on this as well about magic resistance.
could it be made so certain magics cannot be resistance. in particular healing and curing magic.
it would be excessively irritating for somebody to slowly become immune to being able to be healed over the course of their life in game, perhaps instead of completely blockign magically affects magic resistance could be made so it allows you to 'resist' half or three quarters ro something but never fully block a magic attack.
I mean seriously. you get fried by a lightning bolt but somehow because you are 'resistant' despite wearing heavy METAL armors, are unaffected by the massive electrical discharge, that is... unbelieveable at best
- Julius
- Posts: 1961
- Joined: Sat May 12, 2007 2:41 am
- Location: My religion is better then the one Alex taunts you to join! Update: Alex secretly worships me.
- Contact:
I used to train mine on YR's but.. since the new mage system sucks at healing I can't anymore.
Anyhow, I think that Olive's idea is rather deflated. A mage without magical resistance is silly. Just don't get lazy with your pging and bring your cursor over a tile instead of clicking the runes a thousand times.
Anyhow, I think that Olive's idea is rather deflated. A mage without magical resistance is silly. Just don't get lazy with your pging and bring your cursor over a tile instead of clicking the runes a thousand times.
I had an idea for mage with magic resistance, but there needs to be an on/off siwtch of sorts (-_-)
Basically you can resist a spell, by paying a cost in mana to neutralise it.
How much you pay in mana depends on how high your resistance skill is, and how high your commotio skill is.
If you can cast the spell sent back at you, you 'automatically' cast it, multiplied by a factor depending on the resistance.. and BAM, spell neutralised.
If your resistance is high, you pay less mana, up to the point where you can turn the spell back at the opponent.
Would need some sort of balance.
Basically you can resist a spell, by paying a cost in mana to neutralise it.
How much you pay in mana depends on how high your resistance skill is, and how high your commotio skill is.
If you can cast the spell sent back at you, you 'automatically' cast it, multiplied by a factor depending on the resistance.. and BAM, spell neutralised.
If your resistance is high, you pay less mana, up to the point where you can turn the spell back at the opponent.
Would need some sort of balance.