Re: Resource management
Posted: Wed Aug 06, 2014 9:15 am
I think Anima is talking more in general about the system to use for Loren 2 without specific SOTW references, though:
I think the main problem is also having fixed spells. I checked what some big RPG do: on Everquest for example, every level up you get a powered up skill. It's basically the same as previous one, but more powerful to inflict more damage to enemies, but also more expensive. So for example:
Ice spike 1 = 25 SP cost = deals 50-60 dmg
Ice spike 2 = 30 SP cost = deals 60-70 dmg
Ice spike 3 = 35 SP cost = deals 70-80 dmg
...and so on. So even if the SP pool increases, as the skill/spell cost increases too, it solves the problem a bit. But the way SOTW was designed I really can't have tons of variants of the same skill, so that's a problem
I could do that change easily. But it wouldn't break all the game balance?yayswords wrote: If all my (druid) spells cost 5 SP more but my Magic Bolt restored 15 SP that would feel totally different. Mana replenishment becomes an active choice, not just "acquire regen from gear and/or Riley/Jariel, then take the fastest cheapest turn possible to let it tick". If Magic Bolt restores 15 SP it feels like more than a basic attack.
I think the main problem is also having fixed spells. I checked what some big RPG do: on Everquest for example, every level up you get a powered up skill. It's basically the same as previous one, but more powerful to inflict more damage to enemies, but also more expensive. So for example:
Ice spike 1 = 25 SP cost = deals 50-60 dmg
Ice spike 2 = 30 SP cost = deals 60-70 dmg
Ice spike 3 = 35 SP cost = deals 70-80 dmg
...and so on. So even if the SP pool increases, as the skill/spell cost increases too, it solves the problem a bit. But the way SOTW was designed I really can't have tons of variants of the same skill, so that's a problem