Race Spells

Started by Shadow, February 09, 2012, 08:20:42 PM

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Shadow

When we put 3.0 out, we had to get rid of all the race spells since several of them (goldmine, for example) did not fit the theme. We will eventually put them back once we have finalized spells for all the races. Some of the old ones work fine, but I would like to hear suggestions from everyone else with regards to viable race spells for the different races. Currently, the following race spells are fine as-is:

rat: battlefield healers (reduced losses while attacking, no fear losses for attacking high up)
fox: cloak
lizard: fortify (reduced losses while defending, attacker takes extra losses)

All the other races need to be rethought with regards to their race spell.

I have a good idea for weasel: prod market, which would refresh mercs by 10 mins worth each time it is cast to facilitate reselling. But for the others, I would like to hear suggestions.

Have at it.
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Peace Alliance

Ya! Can't wait to get me my cloak back. haha. Missed it dearly. Sittin in the top 10 all round is stressful.

The cloak spell is actually exemplary because it does not directly effect other game balances, yet it also adds a very different dynamic. So I will try to think of more like that.

Wolf Snare

I think benefiting clan-play would be essential. Enrich could be viable, though maybe raise it to 3-5% per member, and obviously make it boost foraging returns since leader feast is gone.;)
Prod market is a good idea, I was thinking about it the other day. Derived from FaF, no?
I think a cashing spell would be interesting for magpie: either a % more cash for a certain allotment of time, or a more generous % per cast at the cost of more loyalty-- it'd have to be more productive than standard buffing, obviously.

Do you think a pressgang spell would work? Similar to the revised edition prior to 3.0, it'd make a lot of sense given the game is worker based now...

Maybe a reseller spell that would allow for cheaper troops from the market? Say, through some fabricated event the game pays for 15% of any marketed troop (peace could have fun making up a story )? It could be a decent spell if you think about it. It could work both ways: when selling troops, so long as the spell is activated, you gain say 10% more cash from the troops that people buy (courtesy of a black hole) and you get cheaper troops when purchasing?

On second thought, it may be abused, but then again, you said you were taking measures to prevent market abuse and didn't specify so I can't be sure the problem would occur... Either way, it'd be a decent incentive for the reseller strat, especially since the prices will be capped more reasonably soon.
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Shadow

A clan boost to foraging is certainly viable. Ferret had a spell like that. Magpie had the equivalent boost to cashing, though I am not sure if it is a clan boost or not.

Pressgang... that would be a neat dynamic - troops without barracks, allowing more hybrid play. Certainly viable, might be tricky to balance.

Not sure I want to mess with market prices via race spells. The market is one of the messier aspects of RWL to work with as far as balancing things goes, so adding more complexity is probably not a good idea at this stage. Let's revisit this after we see how the market net passing fix works out, since it will all be related.
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Firetooth

I think keeping Stoat's spell as it is might actually still work, seeing as stoat is only really used for emping/takedowns and that's leaders main use, along with buffing, atm. Same for Wildcat, as has been said pressgang would be interesting at the minute.

For Marten/Magpie, maybe a spell that lets you raise your tax rate higher without the downside of health not going back to 90%, or maybe a spell that increases how high you can put your tax rate before you get desertions? Might make more sense for Magpie as it has better workers.
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Raggon

Maybe one that lets a higher percentage of other types of troops into towers to defend?
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Ian2424

That would be interesting. But you would be able to lock land really easier then,, so it might ruin the fun for new players because they wouldn't get any land. :/
Uhh, it's needs to be about 20% cooler.
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Sharptooh

it might make sense for lizard to have something like that, but I don't know how easy something like that would be to abuse for locking (like Ian said)

Peace Alliance

I think the borrowed spell is an OK one too. Although I still think we need to make it more challenging to prepare raiders and move to new territories.

Peace Alliance

Sleep Spell (probably food for a wildcat or similar): An attack spell that puts the enemy army to sleep for 20 minutes, preventing them from being able to make any attacks.

Spell is successful if the enemy has not attacked in 30 minutes (so likely aren't running).

Shadow

would rather not make stuff mess with people's schedules
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Peace Alliance

Ya that's true. We could just make it so you cast it on an enemy and they aren't able to attack you (maybe also your clan) for 20 minutes.

Peace Alliance

Scratch the sleep spell idea. Instead we have a "Block Attacks spell" that players can cast that will disallow any attacks against them for 20 minutes and has a 14 hour cooldown.

Pippin

something like that just seems like theres no use behind it other than gaining an extra 10 turns to use in those 20 minutes

though it could be abused within an unclanned team of 3 men to hold land for an hour or more with a larger team with no army by just taking land from each other and using the spell
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Shadow

Same problem. It has no utility except to mess with another person's run. The only people who would find any use for this spell are people who camp out all day waiting for someone to screw with.
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