Regarding Mana:So... there is some interest for me in Penumbra's idea of "heat," but that still doesn't really go for the feel that I ultimately would like to have. I think that Baleyg really hits the nail on the head with saying that the whole idea of a central mana pool is just too flexible, for all the reasons he notes.
The idea of basically doing gun-style ammo for spells is hugely attractive to me, and I'm amazed this never occurred to me before. Really it's a very flexible system for me as a designer, because it's a system that could have ammo that is specific to individual spells, whole groups of spells, or otherwise. Really whatever makes the most sense for a given spell is something that works. This is similar to a lot of FPS games in how you might have rockets that only work on rocket launchers, and bolts that only work with a crossbow, but 32mm bullets that work with several SMG variants or even a few handguns.
I think that sort of system is probably the way I'm leaning now. Probably ammo should take up main inventory slots so that that's another thing you have to think about when choosing your loadout, but then again maybe that should be reserved for abilities you can actually directly trigger just to not be annoying. Ammo could go in a new inventory so that it doesn't clutter up your commodities inventory, too. Not that there would be all that many kinds of ammo for the most part, really.
Ammo types
would be too plentiful to show on the HUD as separate bars or whatever, though, so we'd be losing the mana bar and then individual spells would just show the ammo counts for whatever their ammo type is. I think that would actually be a great information condensing, while actually adding some interesting tactical options and more interesting stuff to collect.
The other thing that goes along with this is that I don't think there would then be a distinction for spell scrolls. The whole concept of spell scrolls would then get removed, and the existing ones would become new spellgems that would use ammo of various sorts. That in turn reduces the initial complexity for new players that don't have to learn the difference between the two kinds of spells and why they care: all spells would then be spellgems, and the difference comes in their ammo types, which I really like.
Then the question becomes if we should just remove gem dust entirely, or if that should be some optional way of crafting ammo. But I think that crafting ammo gets to be annoying fast, it's more interesting to make that something that you're able to search for and predict where it is, rather than something you have to periodically craft... I think. That would also save folks some commodity inventory space, as then you're just collecting the regular tier-less commodities, raw gems with tiers, and nothing else. All ammo would be tier-less, too, although I'd make it so that lower-level regions simply would yield less (or eventually no) ammo for you to find.
There's also something to be said for making the ammo inventory not like any other inventory, but instead making it have literal slots for each type of ammo, and those slots never change and have finite caps. So you can never have more than 300 basic charges, never more than 8 slots for some powerful ammo type, etc. Really going whole hog with the FPS-inspired style of this, basically. And certain enchants that you could apply to yourself could actually improve your maximum charges for various ammo types, letting you customize yourself even further.
Regarding Health:It sounds like some form of the "health tanks" has a lot of traction with folks, but the details are by no means solidified yet. There's still the question of how we make that attractive and not something that's an added stress on players where they feel like they must be at 100% on their tanks at all times to do any adventuring at all.
Personally I think that Hearteater has a lot of great points about the health tanks being temporary in that they can be destroyed, and that whole thing with the collecting pieces of health tanks that go up exponentially in cost. I'd still max it out at something like 10 tanks just because visually there is a limit to how many tanks can be shown on screen and
somebody would figure out to have 5000 tanks if there was no cap.
The concept of tiered "suits" that FallingStar mentioned also is kind of interesting. I guess the idea of Enchants that we already were thinking for the game kind of overlaps with that a little, but the concept could be made to work for health buffs/tanks, too. I think that having enchants be able to affect how much health is in each tank might be the most flexible thing, but there are limited enchant slots and if you're buffing health then you're not buffing something else.
I think that this is getting closer to something that we could experimentally implement next week, at any rate. I don't want to make a change this drastic right before the Thanksgiving holiday gets in the way, heh. Further thoughts?