so maybe the resistances the gods give should use your current level? the higher the level, the less of a resist you will get? that way the gods will protect noobies, and as you level up more and more, they give you less help, but leave you with more spells availible?
so have both Ix and Rugilli give +30 resists, but as the player levels up they get less and less of that? something along the lines of:
(2 * (god's resist) ) / (highest level)
os at level 1 they have +60 to cold, and at level 30 they have about +2? it wll probably need more balancing out, but that general idea would work. the lower levels should probably have a little les that 60, and the higher levels should have a tad more that 2...
I reckon that if anything the opposite should happen, that as praying levels are gained the bonus and penalties should /increase/ so that each character finds themselves skewing further toward the strengths and weaknesses of their own deity.
This would mean that most gods would need to have more profound weaknesses than currently though....
cavesomething wrote:I reckon that if anything the opposite should happen, that as praying levels are gained the bonus and penalties should /increase/ so that each character finds themselves skewing further toward the strengths and weaknesses of their own deity.
This would mean that most gods would need to have more profound weaknesses than currently though....
I think this is an interesting idea... though to be balanced, then some gods that don't currently have weaknesses should be given small base weaknesses, but Some gods that already have have significant weaknesses should not have their weaknesses changed in either direction.
I think that if this is implimented, then there should be neutral god and/or a way to stop worshiping a cult at all (and therefore lose the ability to pray)
Well valriel is pretty neutral already, although the idea of an apostasy quest has a certain appeal (especially if it were harder to convert directly between enemy gods, so that it was either do that or take /two/ prayer exp hits changing through an intermediate god).
i like that too. but the newbs need to start off at a high enough level. but i gues +10 to any res is pretty high for a level 1 char
but then the gods would all have to have higher top level resistantces. looks like the whole res and god code is going to be re-worked...
it should probably also be harder to join anothers cult, but gods like gaea and val should probably accept eachothers followers easier, and maybe rugilli and vals enemy god (i fogret the name...)
but in the end, ix might end up with the +80 cold res everyone wants...
Aaron wrote:it should probably also be harder to join anothers cult, but gods like gaea and val should probably accept eachothers followers easier, and maybe rugilli and vals enemy god (i fogret the name...)
Neat idea, but I think it should be the other way around, with enemy gods being harder to change to, but others the same as currently.
this brings up another point, and probably a topic split on gods:
since gods have enemeys, why dont they have allies? i thik of gaea and val imeasietly, and the fire/demon gods ganging up. maybe ix an devourers, but kinda just because theyre cold gods, not friiendly, but just kinda hanging...
Aaron wrote:since gods have enemeys, why dont they have allies? i thik of gaea and val imeasietly, and the fire/demon gods ganging up. maybe ix an devourers, but kinda just because theyre cold gods, not friiendly, but just kinda hanging...
Lythander and Mostrai also comes to mind (both have similar enemies for one). However I don't know what to do about giving Sorig and Gnarg allies, they certainly don't go together, and I don't know who they would go with...
Well, each diety has some sort of preference/neutrality for protection, healing vs chaos, destruction. Peace would be Gaea, and destruction Devourers. Valriel would be peace, Gorakh chaos. Both Rugg and Ix, even though enemies, fall between chaos and destruction. Even though siren is charming, it has the effect of removing enemies by force as opposed to protection, restoring one's self. Gnarg would near chaos. Lythander and Mostrai are neutral.
Elements are a circle, no beginning and no end. There are things which oppose. Rugg and Ix are good examples. We could place a fourth element and call it whatever in opposition to the element of lightning.
Some species would have a relation to others. No idea how.
But, that aside, the exp loss is bad enough. More would be very much of a problem for characters deciding to use a new strategy in combat. Lessening the losses may not be good either, as then those allied/near to Mostrai, Valriel would get more followers, as they are useful levelling aids.
Zephyrus wrote:
But, that aside, the exp loss is bad enough. More would be very much of a problem for characters deciding to use a new strategy in combat. Lessening the losses may not be good either, as then those allied/near to Mostrai, Valriel would get more followers, as they are useful levelling aids.
That would be where the apostasy quest would come in, if you have the result of the quest being to set god to none 'youself?' without an exp penalty, and then only the normal penalty would apply to switch to any other god. This would make it hard to switch directly to an enemy god (to cross the middle of the circle you describe), but no more difficult than it is now to switch to a neighbouring point on your circle.