Changing the speed of magic

Post » Wed Jan 27, 2010 6:04 am

Instead of my fireball going 20mph maybe i want it to go 100 mph
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Michelle Serenity Boss
 
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Post » Wed Jan 27, 2010 5:51 am

How about coupling it to skill? Speed and distance like this would also make sense for arrows. Or:
Spells:
Increased complexity of the spell also slows it down. So a low level fireball when you're high level would be very fast, but not the uberball.
Arrows:
Lightweight arrows travels fast and long at high levels, but are weak against armor. Daedric doesn't go that far but is more effective.

Dunno, just thinking out loud...
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El Goose
 
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Post » Wed Jan 27, 2010 8:53 am

Because enemies still have to be able to dodge your spells to make it more fair...
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Racheal Robertson
 
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Post » Wed Jan 27, 2010 8:21 am

It's never really seemed as an issue to me seeing as I haven't thought about it until I saw this topic, and I don't think it's a vital feature that'll be top of the list to stick in the game.
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Charlotte Buckley
 
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Post » Wed Jan 27, 2010 5:51 am

learn to anticipate ur opponents moves. u say that now but when u fight a gang of mages u will sorely regret wanting them to move that fast... i assure u that much. that wuld make a pretty cheap mage in my opinon. mages have the most powerful attacks in the game last thing u need is super fast attacks. i dont think thats fair. i made a spell that did 600 damage in oblivion... i culd shoot one that did like 200 damage or more... i mean thats not fair th throw at anyone. it'd make it super cheap and it really was not of inconvience with the speed in the first place. it just takes some skill to hit people.
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Sherry Speakman
 
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Post » Wed Jan 27, 2010 11:15 am

ah the greatness of mods :)

mine go 200 hehe

arrows too

and I can even enchant quivers with magic damage using ingredients

THANK YOU MODDERS U ROCK :bowdown: :bowdown:
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Zach Hunter
 
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Post » Wed Jan 27, 2010 9:28 am

I can say I've never thought that my spells needed to travel faster. I did think there should be different cast times for more complex spells though. So maybe a mage with 25 skill in destruction could cast a spell that normally only somone with 50 destruction could cast, but it would take longer for that spell to go off. You could then interrupt a mage during casting (or perhaps counter it with silence, drain magicka, or some other countermagic), and cause them to waste their magic. This way, you could cast spells that are of a higher level, but there is some risk involved
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x_JeNnY_x
 
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Post » Wed Jan 27, 2010 10:22 am

How about varying speeds. When you fire a small bolt of fire (like Dark Messiah of Might and Magic) from a finger it shoots out like a bullet, but a hunking great fire ball travels much slower.
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Laura Ellaby
 
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Post » Tue Jan 26, 2010 10:53 pm

quit complaining it could be worse. you could have to put up with the speed of plasma weapons in fallout..........now that is annoyingly slow.
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Arnold Wet
 
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Post » Wed Jan 27, 2010 1:32 am

This would make it much more interesting to fight a high leveled mage.
In Oblivion, it was like this fighting a mage character: (*'s are mage, -'s are my actions.) *mage shoots 7mph fireball* -sidestep. and fires an arrow.- battle over.

It would be awesome if you were high leveled as a mage character, to be able to cast spells that come flying out of the palm of your hand like freaking lightning. like 450 fps(feet per second) in the game or something like that, not 2.
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Julie Ann
 
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Post » Wed Jan 27, 2010 3:16 am

Be a nice slider option for spell making. but it would be adjusted to magicka costs.
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Susan
 
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Post » Wed Jan 27, 2010 1:56 pm

quit complaining it could be worse. you could have to put up with the speed of plasma weapons in fallout..........now that is annoyingly slow.


No need to make anything better if something is worse? Wonderful logic. :slap: Speed could be one factor of spellmaking and or skills in certain ares could allow you to cast faster fireballs etc. It would make spellcasting more 'realistic' and interesting. Also variable casting times could be a good addition.
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stacy hamilton
 
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