» Fri Sep 03, 2010 2:35 am
My idea revolves around magicka not regen'ing, also like in Morrowind. They were forced to make summoning (and most of magic in general) kinda weak due to the implementation of regenerative magicka, for balancing reasons. With non regenerative magicka you have to think twice before using it, but you get more power out of it. Keep in mind they also have to find a balance on leveling; balance for the true role player or balance for the uber trainer constantly casting cheap spells for no reason.
With the three bar split on all the bars, you would have magicka you could restore by absorb and potions, but each time you cast a spell the non restorable part would increase, putting a limit on how much you could cast in a day, forcing you to sleep. Combined with more costly spells (or spell effects, if those are granted by magic skill perks) train more than casting cheap spells, I think you could balance out the ridiculousness of power training we have had since Daggerfall.
I.e. casting Light at low levels is weak and not very durable, but does aid you in leveling. At higher levels Light is powerful and durable, but is now second nature and doesn't improve training anything.
With that in mind, here is how I think of Conjuration. If each skill has 5 perks, various spell effects are available at each perk (that's 5 perks for the conjurer, 25/30 perks for the full mage (knows every spell effect in the book), and 90 perks in total for the 18 skills. Perks for Conjuration:
1. Bound Items.
2. Beastiary.
3. Undead.
x. Possible expansion - Double summon.
4. Dremora.
x. Possible expansion - Summon companion.
5. Daedra.
x. Possible expansion - Summon double companion.
Oh, forgot. It also suggests the system let you have two additional slots. What you fill those slots up with is players choice and sacrifice:
1. 0 Slots. Only player.
2. 1 Slot. Player and cart.
3. 1 Slot. Player and horse.
4. 2 Slots. Player and cart and horse.
5. 1 Slot. Player and companion.
6. 2 Slots. Player and two companions.
7. 2 Slots. Player and horse and companion.
A normal summon affects only time it sticks around, and what we have today is good enough at starter level. But when you're at high level casting a low level summon effect, it lasts longer. They will always follow you around and you have no control over them, just as now. Casting daedra summons at high level, provides more bang for the buck, but they only stick around same amount as summon beastiary did at low level.
Bound items at minimum skill required: 30 - 60 seconds.
Bound items at maximum skill possible: 240-300 seconds.
Daedra at minimum skill required (which is a lot): 30 - 60 seconds.
Summoning companion will be so expensive in magicka (no regen) that daedra will never be possible, and dremora will most likely require Atronach birthsign (150% magicka, but stunted magicka, just as bad news as it was in Morrowind). A summoned companion will automatically dispell if you sleep or is knocked out since you cannot focus your thoughts on keeping him here. Very powerful, but has a high cost, especially considering such a high level spell will considerably increase your "permanent magicka damage" (the one you cannot restore via potions, only sleep).
I also think summoned creatures should be immune to soul trap, to avoid the all too easy summon-trap-summon-trap-summon-trap training exploit.
Having a summoned creature as a companion makes you a loner though. You have to hide him outside cities, be denied fast travel services (fast travel will be forced to be on foot), and people will generally hate you for dragging them around.
Well, those were my thoughts on an improved system. Goes a little deeper than "simply increase" without thought on balance.
So if you can live with sacrifice (needed for balance), you get to be quite powerful with two summoned companions and two normal summons. But you have now increased the magicka drain so much you have a hard time doing much more with magic (can't be restored without sleep).