Suggestions about new skills and powers

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I think it would make more sense for necromancers to lose strength/agility when creating undead, rather than just health. Like a temporary "wound" which has been implemented in some other mods.
 
Gerec 说:
I think it would make more sense for necromancers to lose strength/agility when creating undead, rather than just health. Like a temporary "wound" which has been implemented in some other mods.
Is that possible? A kind of temporary penalty to strength and agility? That would be pretty cool, like some kind of post-necromantic shock. PNSD.  :lol:
 
It should be, though I haven't messed with the module system at all myself. I have seen it done before. I don't recall how D&D handles it, but IMO this method makes more sense than losing health, actually making them weak for some time (which would also lower their max HP) rather than just hurting them.

You could also lower INT (maybe not all three attributes at the same time, but a random or situation-dependent coding system that could affect any or all of those stats) to simulate being sapped of mental ability.

Also could be interesting to expand the idea and implement some way for any kind of spellcaster to be able to cast spells above their ability, in an emergency for example, but at probable cost to their own health, either weakening their stats or even giving a chance to outright knock them unconscious by depleting them of all health.

That last idea wouldn't be very interesting until the mod gets fleshed out more though. I'm thinking of dungeons that might contain spell scrolls or books, or some such. If you purchase all of your spells, you'll probably just not purchase any spells you can't reliably cast yet. If you happen across powerful spells while you're adventuring, you might be tempted to go ahead and copy them into your spellbook, leading to a situation where you might want to chance casting one to save your skin.
 
Gerec 说:
leading to a situation where you might want to chance casting one to save your skin.
That could lead to some pretty cool battlefield drama. maybe there's a chance that the spell is too much and you're knocked unconscious from trying it? For a spellcaster, that's a pretty big deal (as I feel like I have more of an influence as a spellcaster on the battlefield than as a warrior, casting healing and bravery and turning undead and such).
 
Gerec 说:
I think it would make more sense for necromancers to lose strength/agility when creating undead, rather than just health. Like a temporary "wound" which has been implemented in some other mods.

I would advice against this, any mod that I've seen use an injury system has a major draw back, should you get injured(be it the same or a different one) again before the previous injury heals, it becomes permanent, ultimately even if the injury duration was set to 24 hours, the risk of it glitching out is too great...
 
I think it could be done appropriately. A permanent wounding system wouldn't really make sense for magic IMO, but maybe for actual physical wounds. It could just restrict you from raising more undead or casting a spell above your level if your stats are below a certain threshold, or even base it off of your current HP, which would mean that you couldn't do it with stats that were too low (max HP is below the minimum needed to perform the spell) or if you were recovering HP from a recent fight.

In most of the mods I've seen this kind of feature, it was adjustable or optional through a menu somewhere. As for whether it glitches out or not, that just depends on if it is well coded and tested. Of course that's up to G if he wants to go this route, it may be a lot of work.
 
For me it makes no sense to pay with HP. It would be better if there would be new Necromancy system with e.g. "Necro-points"- more for each Necromancy level, used for resurrect troops after battle and from e.g. graveyards.  "Necro-points" will recover to max after week. Skeleton and zombies could be summoned after battle or from this exemplary graveyard, shadows could be summoned everywhere but needs some sacrifices and time to perform the ritual. Player chooses what tier of troops he want to summon/resurrect e.g. there is 20 bodies after battle and he's got 20 "Necro-points", he can create 20 I Tier zombies, 6 II Tier zombies and 1 III Tier zombie. Summoning better shadows needs bigger sacrifices. You can also kill prisoners to get zombies. I was talking about something like this some time ago.
 
Just throwing it out there that I actually kinda like the HP system - it adds a way more interesting flavor (paying with your own life) than something like "Necro-points" ;P 

A pretty obvious suggestion, given the Faith skill, but.. it would be pretty neat if the mod had a religion system similar to Brytenwaldas, where certain areas could be hostile to you based on which god you aligned with.  They could be based on generalized alignment-based D&D pantheons, or whatever, and possibly even have special faith spells for the different alignments.  Since there seems to be a lot of talk about necromancy, it could even make sense for that to be part of the evil divine alignment stuff, if a change is needed at with that side of things.

Also, since there isnt anywhere else to say it, loving what this mod has done so far, and looking forward to the next update a lot!    My favorite "spell" system in M&B yet, and I've tried them all.
 
Just some ideas about skills/classes that could fit into this game.

1.- Metamorph class ((http://www.dandwiki.com/wiki/Metamorph_(3.5e_Class)))
would be based off of strength or agility. you could use this skill in camp menu to shape into a creature based on skill level. selecting a creature would give you a creature suit, but armor restriction so you can't take it off and will also give you a weapon concerning with the creature, you could switch between human (which will remove the creature suit from you) (((only problem with this is the height of each race could effect the creature suit)))

2.- Summoner class ((http://www.dandwiki.com/wiki/Summoner_(3.5e_Class)))
Would be off int, the way this works is the higher level skill is the more things you could summon out side camp menu ((maybe during battle?)) but in order to summon these creatures you will need a certian amount of materials to summon them

3.- Monster Tamer class ((http://www.dandwiki.com/wiki/Monster_Tamer_(3.5e_Class)))
kind off like the summoner class, but instead could be based of agility or charisma. in camp menu you select tame monsters ((or something of the skill)) it requires food and you will have to wait awhile to capture and tame monsters.  Different foods can bring you different types of monsters and the higher skill level will bring you more and maybe elite units of that type of monster. (( these creatures consume a lot of food though)) ((no weekly pay? but extreme amount of food consumption))


((just suggestions since the game will be bringing in creatures and creature suits, so will be interesting if there was skills and classes based around them))

Edit- Another idea (Weapon Mage class- ((http://www.dandwiki.com/wiki/Weapon_Mage_(3.5e_Class)))

Something like when you used the charged staff option. maybe a option where you could charge different weapons with things like fire, ice, holy, lighting, shadow, and other things. giving them a glow and a new sound animation.
 
An idea for rangers could be a favored enemy ability. Just like becoming a necromancer, you'd have a window in your camp menu that asks for certain items. Each item is related to a specific race and you'll get a bonus when you turn it in.

It could be a script that activates at the start of a battle to reduce the combat stats/temporarily lower the health of enemies.
 
I'd really love to play as a shadow breed like Vasen Cale, or a way to become a shade like Erevis Cale. And implementing religion could be very cool, changing the names of the clerics of every faction and putting a malus in morale, if clerics of different races are in the party, should be enough. About the shadow/shadow breed player they should have a renown malus and a lot of athletics. Another cool thing could be giving shades the possibility to teleport but I'm asking too much perhaps especially because I can't really imagine how the AI could react to this! Finally becoming a Lich is cool, but I'd really like more paths... if I play as paladin for example is annoying that there's no "bigger goal" to achieve than getting more and more honor. For example, I've played Solid And Shade for the original mount and blade and by reaching level 30 without contracting any "strange thing" you were rewarded with a cool helm gifted by the gods... so giving paladins or clerics or "good guys" a kind of "reward" for their faith it will be great! Last but not least battle cry for the fighter or the barbarian and a good way to "sneak" for rogues will be appreciated! I really love this mod and it's one of the best in my opinion because it has real gameplay features and does not just "change the scenes" keep it this way  :wink:
 
Level 10 faith technique for Good Clerics and Paladins : Shield of the Divine. You take 10 hits, and unless the blow was enough to instantly kill you, the health you lost is instantly restored. Can only be cast once a day.
 
Because of mod has strange mercenaries, it is good idea to create "strange" class - monk, similiar to DnD rules.
He has some supernatural abilities like mage, but he take its with the help of Ki-energy. His mechanics based on level and encumbrance (because of monk must walk without armor).
His abilities may added by script (if monk-class) in weapon slots like mages spell in the beginning of battle, but without ability to restore (only in next battle).

2nd slot - Ki-fire. Looking like glowing transparent throwing stone with the same physic. Throwing weapon.
Damage = 30b + level - encumbrance
Speed = 100 + level - encumbrance
Amount = 10 + level - encumbrance
Weight = 0

3rd slot - Ki-shield. Looking something like mage shield with glowing, but stretched over the hand. Or may be only glowing left fist.
Size = 30 + level - encumbrance (monk must have ability to deflect arrows)
Durability = 300 + level*100 - encumbrance*100
Speed rating = 100 + level - encumrance
Resist = 0
Weight = 0

4rth slot - Ki-strike. Looking like glowing right fist. Melee weapon.
Stealthy. Can't block (block only with ki-shield).
Damage = 30b + level - encumbrance
Speed = 100 + level - encumbrance
Size = 50 + level/5
Weight = 0

Plus special ability for monk, triggered in the beginning of the battle - Monk speed:
+(10 + level - encumbrance)% to run speed, like in haste speel, but permanent

As you can see, monk have only 1 free weapon slot and must be unarmed and unarmored, because of his ability with heavy encumbrance may become even negative.
Generally monk is the fast and agily short-range unarmed melee fighter, especially good vs ranged and magic units, but with a lack of armor.
As in DnD he very good in one-to-one fights with his very durable ki-shield, but when flatfooted in the center of battlefield, 2-3 strikes can easyly kill him.

I can help coding that scripts.
 
As I've been playing the mage and cleric I've thought that it might be cool to give some of those abilities to other classes.

Barbarian has the berzerker ability but what about a haste ability or a slow time ability so that he can slow everything down for a period of time.  Perhaps a healing spell or an increased armor rating for a period of emergency.


The duration and potency of abilities can be linked to a barbarian skill or to strength attribute.

For mage there are two things I would like:

1. Increased recruitment and wage cost for mages. Given their power it seems fair that they should cost more. It takes years to learn all that stuff and they shouldn't be selling themselves cheaply. Also, they upgrade too fast. (I like it but they can be unbalancing). A few good mages can do great destruction so their cost should be prohibitive.

2. A sniper arrow spell. A spell that flies straight and true so you can kill far off enemies (arquebusiers and sharpshooters). Those guys give me first when I'm playing solo.

For an Archer class perhaps a charged arrow that does splash damage?  Same with throwing weapons. The power of either is governed by power draw and power throw respectively.

Thanks.

 
Would it be possible to turn the "Necromancy" skill into the "Summoning" skill, with another few skills added on below it to specify what kind of thing you're good at summoning? So that people could make golems, elementals or demons instead of zombies or something. I unno.
 
There could be prestige classes in the same way that you turn into a necromancer. Each class could gather specific items or buy them at the four way inn, allowing them to complete a ritual and improve.

Paladins could potentially rank up and have their unique healing ability affect the whole party when used. Maybe they could also have a charge sword that works like the charge staff, except for the Holy Avenger that upgrades it and strikes with Faith Power.


Barbarians could become Berserkers and their rage would improve so it doesn't decrease and increases with each blow. They could deal more damage the lower their health gets, gaining a huge attack bonus when they're below 25%.
 
here i have few suggestions for magical and faith abilities :
Magic :
-Stone Shock : makes enemy stuck in place for (x) seconds.
-Finger of Death : one shot one kill but you take half of the damage dealt with this spell.
-Equilibrium: costs health to add in some extra magicka.
-Bolide: flaming rock that heats up as it travels dealing bonus damage based on distance.
-Slay Living: necromantic blast that destroys enemies below 25% Health.
-Wildfire: burns a target dealing gradually increasing damage on subsequent hits.

Faith:
-Purification: heals you and damage nearby undead at the same time.
-Repel: you gain spell immunity for (x) seconds.
-Degen Aura: degenerates movement and attack speed of all enemies nearby.
-Guardian Angel: you gain physical damage immunity for (x) seconds.
-Serenity: you are immune to all knockback effects from all kinds of attacks.
-Divine Strenght: you gain (x) points in Ironflesh,power strike and power throw for (x) seconds.
-Steed Charge: your horse gain speed and charge damage for (x) seconds.

anyways i dont think some of these abilities are gonna be possible to add with m&b engine.but those are just some ideas to work with :wink: . the (x) means a random number since i dont really know how to balance things so yeah.
 
I would like to see some strategic (non combat) spells.

Such effects could include teleportation or the summoning of independent allied parties.

Ritual of town portal: The players party is teleported next to a nearby town. At low levels, the chosen town could be random, while higher levels could allow you to be more specific and increase range. The cost of the ritual could scale with the size of the players party, making moving whole armies this way less than efficient. Such could be used to escape an approaching enemy lord, return to town for supplies, or simply to speed up a journey.

Upon building a landing portal in an owned castle or town, you should be able to select your fief as a teleportation destination, actually arriving within it's walls. A dangerous gambit, considering you would have no idea of the size of an invading force.

As for party summoning, such should be self explanatory. The player uses a ritual to create a party of undead units, then sends them on their way to attack smaller parties. As undead need to be controlled, the cost of the ritual could include a relay amulet of sorts, in short, a means to control the party remotely. Such extended control over the undead could come naturally to a lich, extending their ability to threaten the land.

The size and number of summoned parties could be limited by the necromancy skill. By default, when summoned, they patrol an area around the summoning point. That point is their HOME location. Alternatively, they could be ordered to accompany the player. This would allow a player to amass quite the horde of expendable minions. When the player is done with them, they can either dispel them, freeing up a party slot, or order them to patrol their HOME area.
 
A suggestion or two I thought while playing with missle storm.

Missle cluster - Based off of the magic missle, the caster throws a ball to a group of enemy, when made contact with a surface or any enemy, it explodes, giving a little fire explosion damage and a magic missle bolt in a round radius.
at least 15 ammo units.
More damage than the normal magic nmissle.

Missle storm cluster. - Based off of the missle storm, the caster throws a ball to a group of enemy, explode on contact with surface or enemy, release shock damage as the base of thd explosion, release  hundreds (In this case, Dozens) of innaccurate, but kills upon contact of missle bolts in a round of innacurate
radius.
At least 5 ammo units.
VERY STRONG, but innacurate to balance it's strength.
 
Some druidic type of spell to heal animals including a horse.

Maybe even some druidic type of magic to unhorse enemies or temporarily keep animals out of a certain area.

Would be nice to see the edges of the battlefield.  I get killed so many times because I run into the invisible wall at the edge of the field.

Some earth to mud type of spell to slow all movement maybe.

Might make a caster choose between types of magic instead of being a jack of all trades.

With the new skills, why would not everyone make a fighter if the fighter can gain honor and use holy avenger as a paladin and can gain faith to use clerical spells and gain magic power to use mage spells?  Each choice of profession should make a difference but be balanced.  Not sure the best way to do this, but I think the modder can do this easily given his DM experience.

The magic resist dynamic still is the weakest part of the mod.  Intelligence is the must have attribute due to needing magic resist.  Not sure of other ways to do this such as items or just using level and class.  Maybe even some items that have the effect from inventory without being worn such as the books.  I actually think some more inventory functioning magical items would be grand.  Maybe even a bag of holding or some such to enable certain items to be accessed while away from the inventory chest.
 
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