Author Topic: Ocean Spaces  (Read 3689 times)

Offline x4000

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Re: Ocean Spaces
« Reply #15 on: April 25, 2012, 10:26:17 am »
Cheers all!

Chris did you see my suggestion in Mantis to use spell recoil for moving around ocean spaces? What do you think of that idea?

I thought that was a really good idea; most spells don't actually have any recoil, though.  So the question would be whether or not we want that in place as a generalized thing underwater, or if we need some sort of new spells (other than storm fist) which have recoil.  I couldn't decide, and 1.0 was looming, so I left the issue at the time.

What are folks' thoughts?
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Offline Hyfrydle

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Re: Ocean Spaces
« Reply #16 on: April 25, 2012, 10:40:52 am »
Recoil could be an interesting mechanic and add some more strategy to combat situations. Also maybe something like the rocket jump in quake could be attempted to reach places without the use of platforms on occasion.

Offline Penumbra

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Re: Ocean Spaces
« Reply #17 on: April 25, 2012, 10:46:59 am »
Just general recoil based on the "mass" of the spell being flung would some nice weight to the combat. We already deal with a bit of movement when casting in a wind storm, so things like being knocked off platforms are not new.

It would also add tactical decisions on spell use. Full auto on Forest Rage might be really interesting under water, and could change how you use it in battle other places. A well timed launch rock at the apex of a jump could just be the thing needed to make a life saving jump.

The general case would allow for the most emergent behavior. As for specific issues with it, well, you'll just have to implement it and let us play around  :)

Offline x4000

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Re: Ocean Spaces
« Reply #18 on: April 25, 2012, 10:54:21 am »
True!  I agree with these assessments.
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Offline Toll

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Re: Ocean Spaces
« Reply #19 on: April 25, 2012, 10:59:04 am »
*pictures myself using Forest Rage as an improvised Storm Dash* Wheeee!

Offline x4000

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Re: Ocean Spaces
« Reply #20 on: April 25, 2012, 11:02:17 am »
Tricky thing is that I would think of forest rage as being one of the smallest knockbacks, honestly.  So, sure, you could use it some if it was really set up on a low cooldown, but I'm not sure how much it should be moving you around.  But the weightier spells in particular would be more like rocket launchers in FPS games, I'd think.
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Offline Hyfrydle

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Re: Ocean Spaces
« Reply #21 on: April 25, 2012, 11:06:50 am »
This mechanic about having spells affect characters on use could perhaps be looked at in other less physical way. Definitely food for thought.

Offline mrhanman

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Re: Ocean Spaces
« Reply #22 on: April 25, 2012, 11:15:06 am »
This reminds me of the David Eddings novels.  Magic was not immune to Newtonian physics, if memory serves.

Offline x4000

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Re: Ocean Spaces
« Reply #23 on: April 25, 2012, 11:15:54 am »
This mechanic about having spells affect characters on use could perhaps be looked at in other less physical way. Definitely food for thought.

I think that would be on a spell-by-spell basis, but would be interesting.
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Offline Penumbra

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Re: Ocean Spaces
« Reply #24 on: April 25, 2012, 11:29:00 am »
Things like Launch Rock would remain interesting, if you consider that all it's damage is from mass. Launch Meteor might do more damage, but some is fire, so it would cause less knock-back.

I would think that a spell like Forest Rage would have little to no effect on land, but underwater could be a very useful propulsion mechanism.

Also, if there is ever the charge-up mechanic added, knock-back will be well welcome.

Offline Dizzard

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Re: Ocean Spaces
« Reply #25 on: April 25, 2012, 07:08:12 pm »
I posted a mantis about this a while back, about adding some more depth to seafaring and having small island continents.

It would be nice to come across small island continents that have something special or unusual happening with them. Like they have special inhabitants or maybe they're threatened by a volcano or an evil sea creature.

As for the deep sea tiles, what if there was something like in Legend of Zelda: Wind Waker where you could get maps that place 'X' marks on deep sea areas and you could use a "hook thing" to search for treasure on the seabed.