spell components?

Send your ideas and suggestions here.

Moderator: Board moderators

Post Reply
Aaron
Senior member
Posts: 496
Joined: Sun Jan 30, 2005 9:04 pm
Location: New Jersey
Contact:

spell components?

Post by Aaron »

i think it was leaf who mentioned this in #crossfire yesterday...

components for spells? im thinking not all spells, and just a new spell class or use summoning of sorcery. i dont know if thats what leafs thinking.

i know someone proposed the golem thing use components to create the golem, but what about a spell like magic missle requiring one arrow, marked, or one frog leg? this seems to make sense for alchemy, but could be disaterous if you have something else marked by accident? maybe just make a new sub-alachemy class for making spelled items, like a container you can fire?
cavesomething
Forum Fanatic
Posts: 852
Joined: Sun Jun 13, 2004 2:07 am
Location: Hemel Hempstead

Post by cavesomething »

I didn't recall this being mentioned, but after checking my log, I saw the mention of it, hidden away where it wouldn't be noticed.

I like this idea, done properly it would make spells cost to cast, so that weaker spells would have far greater use (more common ingredients to cast them) and meteor swarm spamming could be sufficiantly expensive that it would be very hard to justify doing.

three things I would point out though.

1) I don't like the idea of limiting it to marked items. If there is an inventory check when 'cast' is called, then a pointer defined in the spell object (I think inv is sufficant), then at cast time, it is a case of checking that the item pointer is still valid, that it is still in the inventory, and that nrof is sufficiant. This way the object marked won't matter, although it will be a little slower.
2) cast without arguments would need to move to be NDI_WHITE with NDI_GREY for the spells that don't have all the needed ingredients (maybe with a list of what is needed?)
3) spellbooks should probably print the required ingredients on learning the spell

as to what the spells themselves should actually require, I think the objects in question should have to be mostly fairly light, and hard to obtain en masse - possibly alchemical products, using some quested items for the high level spells?

one other point, for the purposes of game balance, weapon damage would have to be introduced at about the same time. :twisted:
Ryo
Forum Fanatic
Posts: 752
Joined: Mon May 19, 2003 9:16 pm
Location: Paris, France

Post by Ryo »

What could be fun would be to have a special item to "learn" spells based on components.

So you'd need to find that container, then one time put the right components in it, and then you do learn the spell.
This way there could be spell "recipes" you could hunt :)
Also, could require having that particular container to cast spell.

Idea being "to cast the spell you put items in container, but since you did it one time, we'll be nice and assume you put items when you want to cast" :)
Aaron
Senior member
Posts: 496
Joined: Sun Jan 30, 2005 9:04 pm
Location: New Jersey
Contact:

Post by Aaron »

should probably leave basic spells alone like burning hands/icestorm, and only requiore components for the higher level spells. they should also be easy enough to find that the spells are usable, but just not spammable.

also, spells seem to keep getting there power lowered, while playing as a warrior has more benefits. this needs to be changes. i think starting as a mage should give you benefits, so magic can become just as powerful as hitting... i sense a topic split, and a solution that many people are not going to like...
cavesomething
Forum Fanatic
Posts: 852
Joined: Sun Jun 13, 2004 2:07 am
Location: Hemel Hempstead

Post by cavesomething »

I wouldn't define icestorm as a basic spell, it is one of the most overpowed cold spells in the game. If there were 5 spells to curtail the power of by needing incredients, icestorm would be one of them.

I'm inclined to say though, that there isn't much difference between having fairly basic ingredients, and none at all. having magic arrow need arrows (for example) isn't too much of a stretch.

certainly I would agree that the ingredients requirements for some 'basic' spells should be quite mundane (magic bullet, magic missile, icebolt, firebolt, small lightning, lesser golem are mundane spells. area of effect ones are not)

As an extra bonus, if in general area of effect spells are harder to cast, then there shouldn't be so many of them causing server lag :)
Aaron
Senior member
Posts: 496
Joined: Sun Jan 30, 2005 9:04 pm
Location: New Jersey
Contact:

Post by Aaron »

magic bullet is a bullet made entirerly of magic i think. some should be left componetless, but stuff like snowstorm or icestorm might require a icecube

and you should also get a cointainer labeled 'spell components' so you can differentiate between icecubes you want to save, and ones you dont
poof
Senior member
Posts: 333
Joined: Fri May 07, 2004 5:31 pm
Location: Alaska, USA

Post by poof »

Like I said on the mailing list:
Needing items to cast spells is more along the lines of witchcraft
than sorcerous magic (read some Steven Brust <http://dreamcafe.com/>
to see what I mean). In CF the magic system seems to be sorcerous
based. The witchcraft based magic is more akin to alchemy in CF.
e-mail: poof \a\t eracc \d\o\t com
Aaron
Senior member
Posts: 496
Joined: Sun Jan 30, 2005 9:04 pm
Location: New Jersey
Contact:

Post by Aaron »

new skill witchcraft? maybe make it easier to cast spells from any branch, but you need the ingredients? so change alchemist to witch? that would make them more powerful, but not quite overpowered. and something you can do with alchemy other than gather plat...
bort
Forum Junkie
Posts: 607
Joined: Sun Jun 20, 2004 9:40 pm
Location: LG

Post by bort »

I think that all existing spells should be left alone.
Making the game more complex is not the answer.
It already takes signficant time to learn CF, and making it more complex serves only to lose people.

You want them to like the game, not burst into tears because the god danged game is harder than ADOM on Friday the 13th.
lordyoukai.DA
My wraith is cooler than your dragon.
Aaron
Senior member
Posts: 496
Joined: Sun Jan 30, 2005 9:04 pm
Location: New Jersey
Contact:

Post by Aaron »

thats why i was thinking about adding it as an obscure trade you can learn. alchemy is already hard enough, but it just needs a little tweaking to make it worth it. just adding a witchcraft component to that skill would make it more interesting, while n00bs ever have to intereact with it...
Post Reply