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BaZeD
Tavern Dweller
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posted December 12, 2006 12:03 AM |
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Dark\Light magic
Hi all!
I was just thinking about HOMM5 magical system and have one interesting idea...
U know that each town has its 2 "favourite" magic schools...
And Haven specializes in dark and light magic. On the one hand its ok, because its logical that someone who can bless, can also curse. And a monk who curses enemy by the name of God seems ok... But on the other hand, due to the game contest, Haven actually should hate all dark stuff...
So my idea - to make a special school (smth like clerical magic) which spells will include the opoosite effects... for example one spell can increase attack, when casted on friendly unit, and decrease attack, wnen casted on enemy... that will fill both logic and consept!
So, what do u think?
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted December 12, 2006 01:17 AM |
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Not a bad idea, but I like having Haven with Dark and Light. That gives the game shades of gray.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted December 12, 2006 01:24 AM |
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I'm not fond of Haven having Dark Magic as its favored school, but if I understand you correct, what you suggest is to have two schools with the same spells (for instance, Dark Magic has a spell that decreases Attack, and we want a spell from this "Clerical" school to have the same effect). I think multiple spells with the same effect is a bad idea. We had that in Heroes 4 (in essence, most of the spells occured twice), and I think the Heroes 5 approach albeit not perfect is much better.
Sure, I think the whole magic school concept could need an overhauling to include the concept of forbidden magic classes for each Hero class (for one example of how this could be done, look here: Changed Magic system suggestion - look down to post #3 which is about the magic system). There might be other solutions that are easier to implement - such as the introduction of a 5th School of magic - however, so far no-one have been able to come up with a satisfactory suggestion for such a school, but in case anybody did manage, I think it should include completely separate spells.
This could be a general call for anybody to try to come up with a new (5th) school of magic!
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What will happen now?
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whiterider
Known Hero
death walks with me
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posted December 14, 2006 10:09 PM |
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I, for sure, like this idea. You can always approach the same effect from many angles or reach the same goal through many paths. Increasing damage or armor can be reached via divine bless or infusing bloodlust or stoneskin (divine vs nature). But I dont think that this can fit in the present hmm5 magic system and there is no need. Hmm5 is too narrow in the terms of faction identifications and the developers have all aspects to be "reserved" for only one fraction (making the game black or white and this system with several spells with the same effect but in different schools makes it more grey). Haven in hmm5 is given light and dark in my opinion to dismantle their halos in the previous parts, where haven/castle/humans were the ultimate good guys saving the day, and it somehow continues the line from hmm4 with the half-living/half-death hero that saved the world. The speed/haste, first strike/snake strike mixed system was good in hmm4 but not in hmm5 we have a different flavour.
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Homer171
Promising
Supreme Hero
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posted December 14, 2006 11:01 PM |
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Dark magic mixing whit Light magic might not be so good for H5 but some new Magic type could come next expansion aswell when no we had new Rune Magic. Some cleric spell is not bad idea but the same spell should not be used allies and enimies but mage guild could have 2 spells of each level one againts enemies and one for your army. There are allready spells like that in Summon Magic.
Also combining magic could be cool. I got idea from Rangers Imbue shots. For instance if we combine Haste, Bless and Righteus Might we could get spell Prayer (like in H3). And dark magic versio: Slow, Weakness and Suffering could be Hexen. Or another curse could be whit compining: Vulnerability, Decay and Confusion. Destructive magic could combie Stone spikes and Implosion to make it cross Implosion. All these combine spells could use double of hero's normal initiative and 20~ of mana.
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