cRPG => Suggestions Corner => Topic started by: haxKingdom on May 01, 2015, 12:25:41 am
Title: Spells?
Post by: haxKingdom on May 01, 2015, 12:25:41 am
The idea came from when I was switching weps really fast. So the order and combinations cause different spells to be cast. Depending on the goodness of the spell more switches are needed. For example bow, dagger 1h makes an ice floor (makes everyones pings worse in an area). Spells can only be used if you have the required weps and a magic stone. The magic stone however nerfs your armor by 50%. Whenever you cast a spell you temporarily get bad ping (seriously, getting bad ping gets makes me feel like I just got a headache) and a poof of smoke from the flintlock appears.
Ideas for spells:
Dome appears around you so they can't escape, ice floor, smokescreen, the other team sees a banner over your head, horse stampede swarm, counter spells, mind travel to an enemy, slash the air which becomes a projectile, make a tree fall over, make a decoy that you can control like an RC car, freeze someone else if you freeze yourself, poison blade, summon npcs, disguise as a tree, reverse the keys of your enemy, summon a healing tent with a doctor, autokill from behind, attack when it looks like you're still and vice versa.
Title: Re: Spells?
Post by: AwesomeHail on May 01, 2015, 12:33:44 am
What the fuck?
You do realise that this is the Warband engine lol
Title: Re: Spells?
Post by: haxKingdom on May 01, 2015, 12:40:42 am
I never said they should use all my spell ideas. I think the engine might be able to handle the tree stuff, I've seen ragdolls and projectiles ingame so a tree shouldn't be impossible. I compensated a bit with the ice and the acceleration would be hard to change, so I suggested ping instead. I really want to see the disorienting spell or the attack when it looks like you're still spell, which would be pretty easy to do in garrysmod, where you can rebind all the keys or just change the animations.
Title: Re: Spells?
Post by: Jona on May 01, 2015, 12:47:08 am
I legitimately can't tell if this guy is serious...
Title: Re: Spells?
Post by: pepejul on May 01, 2015, 12:51:31 am
Fireballs needed...
Title: Re: Spells?
Post by: WarLord on May 01, 2015, 08:40:51 am
Title: Re: Spells?
Post by: Paul on May 08, 2015, 12:19:34 pm
I think we had the idea to add "realistic magic" where someone points, shouts and nothing happens.
Title: Re: Spells?
Post by: Admerius on May 08, 2015, 01:37:50 pm
Byzantine(Roman) style Oracles:
Pidgeon cage: 3 slot 1 minute cooldown between uses.
When you relase pidgeons there's a: 49% chance of them flying to the right which means the gods has favored your team and you will win(unless they are tricking you), Gameplay effect: None 2% Chance the pidgeons stay in the cage, Gameplay effect: Your whole team is stunned for one minute until you can try again 49% Chance of them flying left: your team will lose if you choose to do battle according to the gods, Gameplay effect: Your team surrenders(Autowin for enemy team)
Title: Re: Spells?
Post by: Krex on May 08, 2015, 02:35:06 pm
Pidgeon cage: 3 slot 1 minute cooldown between uses.
When you relase pidgeons there's a: 49% chance of them flying to the right which means the gods has favored your team and you will win(unless they are tricking you), Gameplay effect: None 2% Chance the pidgeons stay in the cage, Gameplay effect: Your whole team is stunned for one minute until you can try again 49% Chance of them flying left: your team will lose if you choose to do battle according to the gods, Gameplay effect: Your team surrenders(Autowin for enemy team)
inb4 krems mass abuse.
Title: Re: Spells?
Post by: DaveUKR on May 08, 2015, 02:44:36 pm