Advanced spells - LATER VERSIONS

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ollie444
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Advanced spells - LATER VERSIONS

Post by ollie444 » Thu Feb 19, 2015 10:37 pm

A way you could quickly add many techs is adding advanced spell techs.
I will explain:

Say there is energy ball spell, doing z damage. Researching advanced energy ball, allows for 1.2 * z damage plus an added bonus, say fire damage, or bonus against structures. (this bonus could be random)

Some examples:
Fireballs: More focused damage, stronger fire
Healing: Additional strength effect given, area heal, can heal non-flesh units, can un-heal enemy
Double strike: Triple strike, second strike is stronger or has an added effect

All Spells: Bigger range, faster recharge, added effects (e.g. fire), increased power of effects

Additional: Adept spells (e.g. adept fireballs) for a further increase in power, but only after advanced tech is learnt
--OR--
Normal -> Advanced -> Elite -> Adept -> Mastered

Turn cost for the techs would be about 6-8 for each spell.

Some spells will not have advanced versions e.g. lifelink

Could be researched in its own structure... e.g. magic tower

Hope you like ;)

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ollie444
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Re: Advanced spells

Post by ollie444 » Sat Feb 21, 2015 9:44 am

Any thoughts? I know it's a lot of writing... I'm beginning to think I spend more time on these damn forums than I do in the actual game :?

Stratego (dev)
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Re: Advanced spells

Post by Stratego (dev) » Sat Feb 21, 2015 10:06 am

i like them!
However for the "first publish" i search for unique spell ideas, not leveling the existing ones.
so these levelings will be later implemented, when we are already out with the game, and we think we have a balance, and we can level spells equally on each races.

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ollie444
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Re: Advanced spells

Post by ollie444 » Sat Feb 21, 2015 10:52 am

Okay

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