Could you say ideas that you think you'll keep (or seems interesting) ? Oh, they ALL seem interesting the joy and struggle of it all will be to find a balance between what is fun and what is a headache....
- I agree that willpower and other stats should be taken into account. If you know your enemy can use this against you, counter spells and items are a must (though this currently IS just for roaming creatures).
- I can see per-turn mana costs adding data management overhead "why do I suddenly only have a max mana val of 5 when it was just 20?" But I can also appreciate forcing the player to make a significant, long term choice when casting it.
- I can see a 'timing-out' of a charm to be frustrating to the player, but understand the perceived necessity. If the charm works, I don't like the idea of worry about it randomly un-working. You'd have to be given fair warning, and perhaps the option of re-charming before the spell breaks.
- I like the idea of spell variations that alter stats...a 'Twist Creature', 'Soul-Crush', or 'Mind Domination' that givens bonuses and penalties to various stats of the charmed creature
All great feedback...gives a nice pool of ideas when we come back to polishing that feature.
Thanks for the reply
About willpower : it should be a stat used when you need to resist the spell and when you check for spell-end. Even if you control a strong willpower creature, it will have a greater chance of freeing itself.
Cost per turn : it shouldn't be different from the usual upkeep (gold or food or whatever ... if a "normal" spider cost 2 foods then a "charmed" spider should cost the same. Then if you want to control that archdemon who has an upkeep of 5 earth mana, 10 fire mana, 30 gold and 10 population per turn, then you have to prepare for such )
Timing-out : Why not warning the player when a charmed unit has over 75% (or even better : a user-choosed stat) chance of breaking their binds ? Or something else : when a unit free itself, the unit will stay for one (or more .. depend on the willpower of tha charmer) round doing nothing. Then you have one round to try to charmed that unit again.
Altering stats : in fact control spells should be in 3 categories.
Total control : unit will never get its mind back, you just burnt it. But the controled unit has no brain, thus has less efficiency with brain-skills.
Domination : you control the unit, it's like yours, but has still its whole mind. You has total control, but domination will lessen with time AND with orders that are against its "way of life". Ask a spider to destroy a spider lair and it will have a great chance to fight the order. Order it to catch someone with their web and they will accept easily.
Influence : the influenced unit has lesser chance to strike your units, a chance to rebel each turn against it's owner and becoming a neutral unit (noone controls it), you'll spend less to bribe it, it becomes a spy for you, or talk to anyone how good you are (increasing diplomacy skill).
At least, some diplomacy tech should give you bonuses for influence. Military (or spell) should give you bonus for domination spell. Total control would need a fair level in life/death magic and civilization (how to keep alive something that has rotten from the inside)