Magic Shields
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- Pellandria
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Magic Shields
It might be impossible to script and I also think that the devs would allready have had the Idea, but well I go anyway.
How it should work:A Mage, with the needed Runes, could speak the Shield above him or other people, it should be a "silent" Cast, but you see a a forced #me in some kind, the reason, why no "xyz says:[ANC]*****"
message should appear, will be explained later on.
The Mana Shield itself has an impact on mana gain, the first shield lets your char gain only 50% of his normal mana gain, the second stops the regeneration completly, the third will practicable drain Mana slowly, every "next shield" is 10% weaker than the first, as soon as you gulp down a mana potion, one shield will vanish.
Normal Magic Shields: There should be 3 kinds of magical "normal" Shields, each of them has their advantages and disadvantages.
"Piercing Shield": this Shield will mostly defend against piercing attacks, they reduce the damage taken from, every right "hit" drains some magic, a slashing weapon could cut trougth the shield and do 50% of its normal damage, oncussion weapons shadder the Shield, leaving the mage paralysed for a few seconds.
"Concussion Shield":This one will reduce the damage from Concussion weapons, they can be pierced by daggers doing 75% of the normal attack, slashing weapons can disable the Shield in a few attacks.
"Slash shield": These reduce Slash damage, ever concussion Weapon hit reduces the Mana of the mage, aswell as giving him 20% of the normal damage, daggers could pierce trougth the Shield and cause 125% of their normal dmg, slashing shields could only be lifted, if the mage runs out ot Magicor drinks a Mana potion.
Every normal shield will lower every magic skill by 5-10%, good mages produce a better Shield, but lower their skills on a higher rate.
Elemental Magic Shields: These are bound with a certaint elemental, creating advantages and disadvantages, their conditions(lowered mana gain) are the same as the normal Shields
Fire Shields: These shields lower the damage taken by fire spells, but they are weak against Ice attacks, any damage done to the Mage with normal weapons isn't lowered, but the attacks are slowed down and might fail more often, magical fire swords cancel the effects of a fire shield out, but the wielder will remain paralysed for 5-10 seconds.
Ice Shields: These SHields produce a solid Icecage around the mage, his Icemagic is lowered by 5-10%, his Fire magic even more, attacks from daggers are useless, slash weapons drain the Shield slowly, while concussion Weapons could crush the shield, draining the mages Mana instantly, fireswords deal normal dmg, Any spells will slowly break apart the cage, fire faster than other spells, walking speed of the mage is reduced to 75%, attacking someone out of the shield is impossible, without draining mana aswell.
Wind shield: These shields basicly enchant the Mages speed, making parry and dodge moves much more frequent, walking speed is enchanted to 125%, dmg taken raises to 125%, the "wind spell"( JUS QWAN) will push a char 4 or more tiles than normally away, teleportation will add 3 tiles in the direction ones casted, every attacking spell will disable the Shield, but attacking is allright.
Now you might know, why I said that a Spell itself should be silent, you could cancel out the effekts of a shield to easily, if you just count "stars".
How it should work:A Mage, with the needed Runes, could speak the Shield above him or other people, it should be a "silent" Cast, but you see a a forced #me in some kind, the reason, why no "xyz says:[ANC]*****"
message should appear, will be explained later on.
The Mana Shield itself has an impact on mana gain, the first shield lets your char gain only 50% of his normal mana gain, the second stops the regeneration completly, the third will practicable drain Mana slowly, every "next shield" is 10% weaker than the first, as soon as you gulp down a mana potion, one shield will vanish.
Normal Magic Shields: There should be 3 kinds of magical "normal" Shields, each of them has their advantages and disadvantages.
"Piercing Shield": this Shield will mostly defend against piercing attacks, they reduce the damage taken from, every right "hit" drains some magic, a slashing weapon could cut trougth the shield and do 50% of its normal damage, oncussion weapons shadder the Shield, leaving the mage paralysed for a few seconds.
"Concussion Shield":This one will reduce the damage from Concussion weapons, they can be pierced by daggers doing 75% of the normal attack, slashing weapons can disable the Shield in a few attacks.
"Slash shield": These reduce Slash damage, ever concussion Weapon hit reduces the Mana of the mage, aswell as giving him 20% of the normal damage, daggers could pierce trougth the Shield and cause 125% of their normal dmg, slashing shields could only be lifted, if the mage runs out ot Magicor drinks a Mana potion.
Every normal shield will lower every magic skill by 5-10%, good mages produce a better Shield, but lower their skills on a higher rate.
Elemental Magic Shields: These are bound with a certaint elemental, creating advantages and disadvantages, their conditions(lowered mana gain) are the same as the normal Shields
Fire Shields: These shields lower the damage taken by fire spells, but they are weak against Ice attacks, any damage done to the Mage with normal weapons isn't lowered, but the attacks are slowed down and might fail more often, magical fire swords cancel the effects of a fire shield out, but the wielder will remain paralysed for 5-10 seconds.
Ice Shields: These SHields produce a solid Icecage around the mage, his Icemagic is lowered by 5-10%, his Fire magic even more, attacks from daggers are useless, slash weapons drain the Shield slowly, while concussion Weapons could crush the shield, draining the mages Mana instantly, fireswords deal normal dmg, Any spells will slowly break apart the cage, fire faster than other spells, walking speed of the mage is reduced to 75%, attacking someone out of the shield is impossible, without draining mana aswell.
Wind shield: These shields basicly enchant the Mages speed, making parry and dodge moves much more frequent, walking speed is enchanted to 125%, dmg taken raises to 125%, the "wind spell"( JUS QWAN) will push a char 4 or more tiles than normally away, teleportation will add 3 tiles in the direction ones casted, every attacking spell will disable the Shield, but attacking is allright.
Now you might know, why I said that a Spell itself should be silent, you could cancel out the effekts of a shield to easily, if you just count "stars".
Last edited by Pellandria on Thu Dec 13, 2007 7:11 pm, edited 1 time in total.
- Pellandria
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- Senrin der Ältere
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- abcfantasy
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We can use the warcry from the game NOX!Senrin der Ältere wrote:Yes! Better implant some shields for warriors, which can block some kind of magic....
Warcry:
You can now let loose a thunderous yell that immobilizes the meek and confounds spellcasters.
Damage: 0
Delay: 10 seconds
Note: Disables ability for spell casters to cast spells. Also stuns weaker creatures such as urchins.
On topic, I didn't really understand perfectly but I don't think this is really needed.
- abcfantasy
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- Djironnyma
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- Avalyon el'Hattarr
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No Nitram, I did NOT put her up to this, haha.
Shields are perfectly possible with the current scripting system. I've been bugging Nitram for AGES about this kind of thing.
For my own input I think that these would be a fantastic addition to the game and for mages in general. It will give some defensive abilities so that mages can defend themselves without having to blast people to cloudness. It would also add a deeper tactical level to playing a mage character, not to mention the RP potential of including protective magic into the illa world. Not to mention allowing mages to solo NPC's.
I don't however like the types of shields you are suggesting implementing. I would prefer a small number of much more generic shields, this is less work for the scripters too.
For instance:
Blur: Increases relevant stats and dodge skill to effectively make the mage harder to hit.
Physical Shield: Increases relevant stats and parry skill to make the make more resistant to physical attacks.
Magical Shield: Increases relevant stats and magic resistance skill to make the make more resistant to magic attacks
Dispell Shield: Dispells one/all of the shields protecting the mage.
Invisibility: Turns target invisible for x amount of time.
Of course an advanced version of each shield could also be added, that costs more mana/takes more skill but offers more protection.
In terms of mana usage and balance...well...thats something for people on the test server to work out what is fair and what is not, either a continual drain or a larger one time drain would work well. Of course other mages should have a way of dispelling the shield, much like they can dispell flames etc. And warriors should be given access to items that will either allow them protection against these newly protected mages, or items that will dispell/work through the shields. This of course is another matter of balance. Dont forget though, that a friendly mage can cast all of these shields on other people.
Nitram informs me that there is another completely revamped system in the works, but this will not be available for some time, barring a miracle. So we get a decent period of use out of these. The only thing is none of the senior dev's can spare the time/resources to work on this. Therefore if one of the junior scripters wishes to have a go at these, it wouldnt be terribly hard. It just requires raising changing relevent stats/skills for x amount of time and of course adding the relevent mana/ap drain.
Shields are perfectly possible with the current scripting system. I've been bugging Nitram for AGES about this kind of thing.
For my own input I think that these would be a fantastic addition to the game and for mages in general. It will give some defensive abilities so that mages can defend themselves without having to blast people to cloudness. It would also add a deeper tactical level to playing a mage character, not to mention the RP potential of including protective magic into the illa world. Not to mention allowing mages to solo NPC's.
I don't however like the types of shields you are suggesting implementing. I would prefer a small number of much more generic shields, this is less work for the scripters too.
For instance:
Blur: Increases relevant stats and dodge skill to effectively make the mage harder to hit.
Physical Shield: Increases relevant stats and parry skill to make the make more resistant to physical attacks.
Magical Shield: Increases relevant stats and magic resistance skill to make the make more resistant to magic attacks
Dispell Shield: Dispells one/all of the shields protecting the mage.
Invisibility: Turns target invisible for x amount of time.
Of course an advanced version of each shield could also be added, that costs more mana/takes more skill but offers more protection.
In terms of mana usage and balance...well...thats something for people on the test server to work out what is fair and what is not, either a continual drain or a larger one time drain would work well. Of course other mages should have a way of dispelling the shield, much like they can dispell flames etc. And warriors should be given access to items that will either allow them protection against these newly protected mages, or items that will dispell/work through the shields. This of course is another matter of balance. Dont forget though, that a friendly mage can cast all of these shields on other people.
Nitram informs me that there is another completely revamped system in the works, but this will not be available for some time, barring a miracle. So we get a decent period of use out of these. The only thing is none of the senior dev's can spare the time/resources to work on this. Therefore if one of the junior scripters wishes to have a go at these, it wouldnt be terribly hard. It just requires raising changing relevent stats/skills for x amount of time and of course adding the relevent mana/ap drain.
Priests will no doubt have 'divine' attacks as well however.
Look at the DnD system for example.
Both Cleric and Mage have offensive and defensive abilities. However the strength and emphasis of each is balanced to favour one or the other. Mages need some way of defending themselves against being prime target number 1, without the use of 3 or more warriors dedicated to protecting them.
Look at the DnD system for example.
Both Cleric and Mage have offensive and defensive abilities. However the strength and emphasis of each is balanced to favour one or the other. Mages need some way of defending themselves against being prime target number 1, without the use of 3 or more warriors dedicated to protecting them.
- Mr. Cromwell
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Priest shields; good.
Mages shields; bad.
You can't have everything, magelings. I agree with Pharse, priests should be more inclined for such abilities than the mages. So, unless the mages want to give some of the candy (attack powers) away at the same time, there's no way they should be given chocolate (defensive powers) as well. Don't be so greedy.
Otherwise the system becomes extremely difficult to balance (To keep everyone else from being raped totally, that is).
Mages shields; bad.
You can't have everything, magelings. I agree with Pharse, priests should be more inclined for such abilities than the mages. So, unless the mages want to give some of the candy (attack powers) away at the same time, there's no way they should be given chocolate (defensive powers) as well. Don't be so greedy.
Otherwise the system becomes extremely difficult to balance (To keep everyone else from being raped totally, that is).
- Kaila Galathil Travinus
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I do. Particularly from a roleplay aspect. I would love to play a defensive mage that doesn't have to use force to get things done, or roleplaying the research of new ways to protect people. It should be possible to play a mage as a pacifist. Not all of us want to go round throwing fireballs and lightning storms.pharse wrote:I see no valid reason.Nalzaxx wrote:But its also fair that mages have some.
Play a priestNalzaxx wrote:I do. Particularly from a roleplay aspect. I would love to play a defensive mage that doesn't have to use force to get things done, or roleplaying the research of new ways to protect people. It should be possible to play a mage as a pacifist. Not all of us want to go round throwing fireballs and lightning storms.
- Juliana D'cheyne
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That has a number of roleplay differences though. :ppharse wrote:Play a priestNalzaxx wrote:I do. Particularly from a roleplay aspect. I would love to play a defensive mage that doesn't have to use force to get things done, or roleplaying the research of new ways to protect people. It should be possible to play a mage as a pacifist. Not all of us want to go round throwing fireballs and lightning storms.
I will probably end up playing a priest, but some of my characters have an independent streak in them, and are not fond of being a god's puppet.