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Post by Madman on Jul 9, 2010 18:19:31 GMT -5
So just some quick ideas.
Essence cost on spells and abilities would be cool, just so that we can plan tactics at a glance.
'restore' areas like the fountains of health and mana in warcraft 3, where your essence and HP regenerate faster.
if at all possible maybe put the difficulty of a blueprint in it's discription before you buy it. Like show what level is required to consider that blueprint 'average' difficulty.
Also, possibly repalce the effect that harvesting gloves have with bonus produce. Example: Tier 1 harvest gloves would give one more item on a successful harvesting.
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Post by zunath on Jul 9, 2010 20:27:42 GMT -5
So just some quick ideas. Essence cost on spells and abilities would be cool, just so that we can plan tactics at a glance. It's coming in a later update. I figured I'd be modifying the essence costs and didn't want to keep updating the TLK every time. Not sure on this one. The stim packs and essence packs are intended to reduce downtime between fights. I'll think on it a bit but it's not a priority. Manufacturing difficulty and EXP rewards need a revamp as well. It's coming later but I agree - it's needed. Agreed. I think this will work better. I'll to-do it.
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Post by Xan on Jul 10, 2010 12:57:59 GMT -5
'restore' areas like the fountains of health and mana in warcraft 3, where your essence and HP regenerate faster. While the stim packs and essence packs handle regen in the field, this may still be warranted in some areas later on. For instance, once you're out in the savannah, far from civilization and where you can buy packs (unless you're rich and stock up hugely on them), it may be nice to occassionally find a randomly spawned oasis where you can recharge. To help ensure these aren't exploited, you may give them a limited amount of HP/ES they can restore before they are consumed and "dry up", waiting X number of hours or days before a new one will spawn. In addition, it may even be useful without becoming OP if you do the same thing before boss fights. Kinda like how when you get to a save point in some other games, it restores your stats It's definitely worrisome that this will be exploited -during- combat, so to make them more like rest areas instead of OP regen, make the benefit small and slow. The benefit will still encourage characters to remain in the area without changing the course of battle very much should they happen to fight in the rest area. In technical terms, while the characters are in the rest area/near the rest object, they regain +1ES and +1HP per cycle.
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Post by Madman on Jul 10, 2010 13:22:46 GMT -5
I was thinking maybe doubling the natural regen, then put like one next to the elevator to the city... or inside the city itself.
Also...
It seems critters have elemental resistances... but do any have elemental weaknesses? (I.E. would a water absed critter be weak to fire and thus have a damage bonus from fire attacks?)
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Post by Xan on Jul 11, 2010 5:03:14 GMT -5
Yup, some critters have weaknesses to certain elements. And yeah, increasing the regen in places like the city (where you could theoretically rest and recover) makes sense.
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Post by Madman on Jul 11, 2010 9:52:49 GMT -5
hmm well I have four elemental spells, i can see where resistances are (only about 75% of dmg) but so far in my testing the other three would do reg dmg.
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Post by Xan on Jul 11, 2010 17:27:22 GMT -5
Try Water on a burrower
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Post by Madman on Jul 12, 2010 23:13:33 GMT -5
I did and it did the same 10 dmg my fire spell would do :/
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Post by Madman on Jul 17, 2010 11:03:03 GMT -5
Just a little suggestion today.
Adding a numerical To Next Level meter below the visual bar. so it looks like:
Experiance To Next Level: |||||||||||||||||| Experiance To Next Level:400/100 (or whatever the values would be)
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