> Yes - that is reasonable. But I also wonder if there is/should be a way > to increase potency at the expense of sp cost. > > Taking that fireball example, changing the weighting would more or less > keep the sp cost the same - but the power of the fireball itself does not > change all that much. But maybe there are some modifiers which increase > the power (eg, damage, duration, range), but also drastically increase the > sp cost - if you want to try and emulate current spell effects, your sort > of need this. > > Otherwise, just by changing weighting, you will never be able to get > something as powerful as a large fireball currently is - but at the same > time, the large fireball itself is higher level and costs considerably > more sp (base 16 sp vs 6).
Which is why I mention that possibly the sp cost is a weighted combination of the various weights, so you can make "power" more expensive that "radius", for instance. > Fair enough, just see note above. > > But one other thought would be is there even higher level spells, or are > pretty much all spells going to be first level, but it is the power of the > spell that changes? > > This is just my preference, but at some level, it is nice to have things > to try and achieve (once I get 10th level, I can cast this cool spell) - > if number of spells is drastically reduced, I have a feeling that effect > would also change. So make fireball a level 1, comet a level 47, meteor storm a level 80. That's a challenge to reach 80 to get really powerful meteor storm spell :) Or there could be steps in increase, ie from level 1 to 10, fireball has a base power of 3, from 11 to 20 5, and such, with some "big" steps along the way. Or add a "fire mastery" skill, that will increase the power or radius when you gain it. > Maybe - but presumably, just as stats help out a player, under basis of > same rules, one could adjust power of monsters by their stats. > > For example, the average new character is going to have a stat average of > 12 or so, decent armor, decent weapon, etc. If those kobolds have a stat > average of 4, and no armor and crappy weapon, it should still be pretty > easy for the character to kill those kobolds. > > Just like characters, level isn't everything - a level 100 character with > no items and no spells would likely be a fairly easy target for a much > lower character to take out. > > I've also thought of the idea of changing stats so the range is much > greater - say 1 to 100 - in some ways, it is easier for players to improve > stats (stat potions work better) - but under such a system it may still be > very difficult for a character to get one stat above 75, let alone 3 or 4 > stats. But powerful monsters might very well have several stats above > that. Note that the whole global balance requires some heavy work on item_power. I'd definitely see good weapons over 30, just to require a player to be high level and not a low one. Same would be for armors, a 1-40 item power doesn't seem too weird. This would force players to compromise on the equipment. Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org
signature.asc
Description: This is a digitally signed message part.
_______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

