[discussion] shards

what you guys think?

 

after i tried the magic system i can only think more strongly that their importance is too high, the number of spells requiring shards is notable

 

yeah i know its not definitive but the main idea of the system is "you need shards to do more powerful things"

 

i find  a flaw in it, rather see shards "boosting" their appropriate magic (ie every fire shard possessed =10% more dmg from fireball, or 10% hp from a fire lizard or 1 more turn for your fire wall, stuff like that)

 

maybe its even acceptable that few very powerful spells require shards, dunno, but imo 90%+ of the spells shouldnt require some RNG resource

 

OR you should be able someway with some very long and complicated research and building to make shards not necessary

 

 

7,552 views 13 replies
Reply #1 Top

Agree 100%.  A powerful and expensive pick that you make with your soveriegn at the beginning of the game should not be largely negated through you not being able to acquire a single rare resource.  Those shards should enhance the power of spells in their field (or in any field... say a fire shard enhances fire spells by 20%, and all others by 5%), not be a prerequisite for them.

Reply #2 Top

fully agree

Reply #3 Top
Quoting lwarmonger, reply 1

(or in any field... say a fire shard enhances fire spells by 20%, and all others by 5%),

End of lwarmonger's quote

 

yes thats nice too

 

i still like the idea of some "complicated" spell, like an armageddon requiring 5 fire shards and 5 earth and producing again a cataclism destroyed the whole world :D

Reply #4 Top

Quoting ddd888, reply 3

Quoting lwarmonger, reply 1

(or in any field... say a fire shard enhances fire spells by 20%, and all others by 5%),


 

yes thats nice too

 

i still like the idea of some "complicated" spell, like an armageddon requiring 5 fire shards and 5 earth and producing again a cataclism destroyed the whole world
End of ddd888's quote

Great idea! That must be the Spell of Mastery! \o/  

Reply #5 Top

i agree with this, this way it would scale on the different size maps.  on larger maps there may be 5 or more shards each, on smaller there may only be 1 each.  this way instead of trying to balance powerful spells based on needed required shards, you get a near infinite ability to increase power through HAVING more shards.

Reply #6 Top

I also would have to lend my voice to this beleif.

Reply #7 Top

Another idea would be to reserve the Shards for maintaining powerful global enchantments like permanent thunderstorms or an ice age. You'd assign the spell to the shard and it would maintain it until dispelled. 

A claimed but unassigned Shard could cut the Mana costs of appropriate spells in half.

At least this way the Shards would be useful both early and late game and would effectively limit the amount of the really powerful spells.

Reply #8 Top

Quoting Hound, reply 7
Another idea would be to reserve the Shards for maintaining powerful global enchantments like permanent thunderstorms or an ice age. You'd assign the spell to the shard and it would maintain it until dispelled. 
End of Hound's quote

 

Actually, I like this, but would take it even further. Have the big world/game changing spells require one or more shards to maintain them. The player can assign any or all of their shards of the appropriate types to maintaining that spell. Enemy players can then either try to dispel the spell magically -- or conquer and forcibly de-tune the shards militarily. That gives tangible, defined targets to military AIs and players who are going against magical AIs/players, without being forced to dip into the magic side if they don't want to (since one of the goals is to have any of the research paths be a viable path to victory, that's important).

Reply #9 Top

I think as part of the leveling system (since Brad has admitted he's considering talent trees of some sort) you should be able to talent your Sovereign into removing the need for a particular shard.  IE, you select the appropriate talent and your Sovereign can now ignore the cost of one fire shard. 

You should be able to further specialize to remove the need for more fire shards (you are becoming more in tune with the element of fire) or you could generalize to remove the need for an air shard as well.  This lets you play a caster, and leaves the requirement for shards to cast powerful spells (which I like), but also gives you a way around bad starting location. 

Not only that, but it adds a strategic choice to your leveling up.   You can specialize in whatever school you plan to need to most just as a precaution against losing access to those shards.  It means non-caster Sovereigns will have to consider whether or not their campaign to capture your shard city is really worth it, given that there's a chance they won't truly cut you off from your school of choice.  And if you lose your preferred shard and didn't specialize.. well, sucks to be you.  You could have.

Reply #10 Top

Agree, idea is popping up elsewhere too.

Reply #11 Top

I just want Shards and Sovereigns to be more intertwined. My Sovereigns usually never get within 2 tiles of a shard. They're suppose to be the channelers of the Shards, capable of funneling immense magical energies not owners of a glorified crystal mine.

Reply #12 Top

Tch, Waaah waah waaah!

I like the idea of controlling the shards = controlling magic. I say keep the system the way it is. You want magic, you better get those shards.

Sides, the shards are technically the SOURCE of magic. You as the sovereign are just acting as a focusing device. It makes sense that any significant magic would require control of a shard. Its the lore of the damn game. How would it make sense to just change it to oh now I can use all the magic I want to hell with shards. YAAAAAY!

I vote no for this.

Reply #13 Top

Bam!  According to the most recent dev diary, shard control will only dictate a few major world ending spells.  The rest will not be contingent upon it.