Unit Training and Magic/Mundane Balance

By on December 28, 2010 10:44:39 PM from Elemental Forums Elemental Forums


Join Date 03/2008

So, I was thinking of ways to help differentiate casters from noncasters, because I am just averse to my Sovereign not having any reason not to wear full plate and wield huge weapons, and I had an idea.

Why not attach strength requirements to armor and high level weapons and make magic scale much better with Intelligence? That way, you'd have an actual trade-off when leveling up your Sov and champions without having to go to anything like a class-based system.

I really liked this idea, but it has at least one problem that I can see, and that is the training of "normal" units. They obviously wouldn't meet the requirements for high-level armors. And then I had an epiphany- use training levels to allow the assignment of stat points. Each race would start with a base set of stats (see, it's also a way to differentiate the races!). Basic training would yield a nominal amount of stat points to distribute, Elite would recieve a large number. Then, after these were assigned, weapons, armor, etc. could be assigned. You could have training level determine production time, and gear determine material cost.

Of course, you would need to Int and Cha do more for normal units, but this could easily be done. Int for group size determined bonuses, etc.

I think system would add alot to the game for me, personally. What does everyone else think?

EDIT: I just saw that Winnihym had a very similar idea to this one. I obviously agree with what he/she said in a post previous to this one.

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December 28, 2010 11:21:01 PM from Elemental Forums Elemental Forums

Great minds, LoA.   It's he.

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