So, here is how I’m planning on fixing this system. You know, for all those people who are actually interested. :)
The first move would be to get away from the linear progression in terms of development. I want to give each magic type three different paths of progression, built around Attack, Defense and Special Effects. That way each magic type can be free to develop the types of spells that most interests them, whether that be primarily defensive techniques, offensive spells, castings based around more odd-ball effects, or a mix of all three. Now instead of just grinding through the spells you hate to get to the ones you actually want, a player can choose the path of their own progression. Hopefully that would lead to more interest and more connection to the techniques they get.
The second move is to change the energy base the magic is based off of. Rather than having each spell run out of juice individually, I’m going to have a central pool of Magic Points that each player uses up for all of their spells. That would force them to choose during battle between the spells they are going to use, maybe even hold back a bit so that they won’t find themselves out of juice during an important moment. A small fix, but an important one.
Finally, I’m going to take out the late spells that were basically stronger versions of earlier spells. I think players always grew a bit bored when things like that happened, and it made them less excited for a new technique. Rather than having that, I’m going to make it possible for the players to use the Tech points they gain from spell usage to enhance the spells they already have. That way if someone likes throwing a plain bolt of lightning, they can upgrade it. Someone who doesn’t can just save the Tech points and get a new spell. I’m also going to make it so that Tech points can be used to increase the pool of Magic points available to the user, or to increase the recharge rate of those points.
Along with some changes to spells and such, I also decided to work in some item creation. Another, unmentioned issue with Battle Magic is that you could never make anything with it. While other abilities gave you access to items and enhancements and such, Battle Magic was only about firing shots. To make it more interesting there, I’m going to make it so that Battle Magic users can create magical artifacts, materials and spell books. This way Magic users who reach the rank of Channeler can have a lot more in the way of crafting when they aren’t blowing things up.
One last random change is that I am going to include something new in the system. In each of the branches of this revamped version of the Game, there will be a point where you will be able to choose to advance on either the side of Good, or the side of Evil. In Battle Magic, that choice will come up fairly late in the progression, as the first two ranks (Caster and Channeler) are considered neutral. Once a Magic user has reached the third rank, they will be able to choose to become either a Mediator, who uses Peacecrafting spells to further the cause of good, or a Necromancer, who uses the chained spirits of slaves to access Death Spells for their own ends. The highest rank, that of Mage, will also be associated with either side, and will still be able to design and create their own spells.
So those are the new ideas that I’ve had concerning this part of the Game. Let me know if you guys have any way of making it better than it currently is. If there is anything interesting about it to you guys, just let me know as well. Thanks for your patience, and I’ll see you around.
No comments:
Post a Comment