Some of you may know about my mod from the past year (when I was smart and able to do something useful, heh!) Alternative Oblivion Magic System (aka AOMS) -> http://tesnexus.com/downloads/file.php?id=31918
The Idea of the mod was basically give the player a list of "Classes" depending on the character's main skills.
Once this class was chosen, the mod followed the character's advancement and skill levels and given certain spells, which were different depending on the class you chosen.
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Thinking about finishing the project to make it fully playable until level 100, I had an alternative idea, So I wanted to ask for your opinions.
AOMS Classic Version
Disadvantages:
1. Long development time: Since I had to manually set up each spell list, for each class, given different skill combinations and at each skill level, until level 100 and knowing all spells from Supreme Magicka, Lame and Midas, with their costs and functionalities.
2. Difficult subjective balance decisions: I had to manually anolyze each spell's power with it's magicka cost, making sure it was "usable" by the character, and if it was useful and balanced in front of other classes to make them all interesting.
3. Straight-Forward system after choosing initial Class: Even though there were special events, such as meeting different skill-combo-level requirements, which gave the player bonus spells. The spell earning system was pretty much straight forward, and playing twice the same class would mostly give the same spells, with little choice by the player.
Advantages:
1. Customized manually spell lists: being pretty much unique from other classes. Spell by spell check and balance corrections.
2. Immersive roleplaying gameplay: The Arcane Chemist was pretty much an arcane chemist, and all the spells on his hands were forced to be 'that' spell lists.
AOMS Type 2 Version
The idea of this version would be to create a Dynamic Storage Box, where (redundantly) 'dynamically' chosen spells by an automated character anolysis would be added inside. After the character selects a Class, he would be able to chose a limited number of starting spells. And after that, each time the character advances his skill level, the Storage Box would check the character's capabilities (such as Magicka Pool) and add Spells to it, depending on the player's advanced skill and 'magical' class.
So basically, each time you increase your magical skill, you would be able to chose from a spell list, which increases the availability of spells to chose from together with the character's advancement.
Disadvantages:
1. Less uniqueness in each class: Even though I would try to limit and carefully chose the spells added to the dynamic box, the filters would be less restrictive.
Advantages:
1. Fast Development Process: Even though the redesign would take sometime before the first release, then it would be really fast to complete it for the whole game (meaning to level 100 characters, given all the spells will be added to the list and the filter would be basically the magicka pool or skill level)
2. High re playability factor: given each time you play with a character will be able to chose different spells than the first time.
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This is the pretty much general idea, on the run when I start developing this one (after you given some feedback on which one to continue), I have in mind different features, such as not requiring the secondary mods and being able to read any spells available in game, or -BuyPoints- which give the players to buy one powerful spell or many lesser spells.
I await for your feedback!
Thanks!
Revolucion09