[:1]The problem I find with mages in RTS games is they become a real micro pain due to individual spells and K&C seems to be one of those games where the mass army exists.
Mages apparently will exist, so I would like to see a way to make them all useful at once, by casting a group spell.
It would work on a simple basis: Spells would require a certain number of mages to cast, but after that number is reached the spell just becomes more powerful. The more mages casting the spell, the longer it takes to cast, not less. This means tide changing spells cannot be cast in the heat of combat and require forethought in order to be cast well. If the number of mages drops below the required number before the spell finishes, the spell would be cancelled. While casting mages are prime targets.
This would assist in ending stand offs (to get movement back into the game)
The last thing I want is people just spamming mages for a huge advantage, so I simply suggest more mages = more risk, but more gain if you can pull it off.|||I think Chris said that this will happen; or atleast if mages were making a bridge, 2 mages would make it faster, etc...|||The problem with making the spell take more time with more mages is you're actually encouraging more micro (well, not more than originally, but you aren't solving the problem sadly). People want to spread their risks around so they can't be screwed over by one little thing. Players will find the best reward for their risk (the perfect number of mages to cast a spell) and instead of adding more mages to each spell, they'll just use extra mages to cast more spells.
So in the end, if the perfect point for a fireball spell is at 5 mages, and a player has 50 mages, he'll just end up trying to cast 10 fireball spells rather than risk one big one. It's better than individual mages casting spells, but it doesn't quite get rid of the needless micro problem.|||Maybe if it was Supcom1 style, with no diminishing returns, but a faster drain on resources.
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