#World map spell restrictions in closed beta

6 messages · Page 1 of 1 (latest)

stiff wagon
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The proposed one world map spell per turn sounds too restricting especially for play-through specializing on magic. The problem of casting too many spells could be solved by making multiple casts less appealing but still viable if entirely focused in it.

I would propose adding an upkeep on precast spells to limit their accessibility. So you can't precast 7 spells then fire all at once. Either mana upkeep per precast spell or precast only reduces the world map casting points by X% instead of eliminating it entirely.

About a wizard king with too many world map casting, it is possible to add a X% casting points modifier per spell cast that turn.

e.g 1st summon per turn costs 50 mana / 50 world cast points. 2nd summon per turn costs 60 mana / 60world cast points. 3rd summon per turn costs 70 mana / 70 world cast points.

soft sand
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I would disable the ability to store spells, or limit it to 1.
If one has many casting points, more spells should be allowed, but storing a bunch of spells seems lame

pulsar palm
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Agree

lethal vapor
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I think making the spells stored cap scale with something visible would be a great start. Something like starting at 1 for non-wizard kings and 2 for wizard kings, then maybe a tier 2 wizard tower upgrade could increase it to 3.

celest gull
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Yeah, this is something I'm not fond of. As the game goes on, I'm just going to end up with a whole bunch of casting points that are effectively "dead" and functionally unusable because I won't be able to spend them on anything, and it's going to turn terraforming into a slog. If people have been abusing overworld combat spells to nuke down armies, isn't it more appropriate to limit those specifically, and not lock out the rest of the toolkit?

pulsar palm
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Or disable saving spells once ready... which is kinda a weird idea anyway