» Fri Jan 22, 2010 10:46 am
One problem that we had in OB/MW is that magicka either regenerates or doesn't. That means that you either neuter long-term resource management, or cripple battlemages.
I think the best solution is to go back to magicka that regenerates on sleep, but only treat it as a long-term resource. Magicka would be used to put long-lasting buffs on yourself -- a moderately powerful buff for your skill level could last 24 hours in game-time, but this would be balanced by giving each character a stat called Magic Power (or something) that would function like encumbrance and limit the total power of buffs and enchantments you could have active.
So how does that solve the problem of battlemages? Well, I would also turn attack spells into self-buffs that give you access to an ability until the duration/charge runs out, at which point you have to self-buff again. The ability could drain spell charge, or it could use your fatigue or health to power itself. The main takeaway is that the spell doesn’t shoot a fireball, it gives you the ability to shoot fireballs until you run its charge out, which means the cost per unit magicka is much less.
In terminology, both passive and active self-buffs would be called "spells", so spell-making is actually what you do when you use magicka. A "ritual" is the set of parameters that defines the spell, like an alchemical recipe. So, "ritual" corresponds to the term "spell" in previous games.
One implication of this system is that "Mages" are not the same as "Magic Users". In the same way that a warrior could pay a mage to enchant a sword, he could also pay the mage to cast a spell on him, granting him passive abilities or even active powers. The primary difference is that the sword enchantment is more expensive, and recharges over time instead of being dispelled when the charge runs out. Mages would still get more benefit from spells than non-mages, but the important thing is that only mages are actually capable of creating spells. (So, if you do get a couple of spells in the tutorial dungeon, it doesn't mean that every character is a mage).
It would also be nice if a spell could have multiple passive/active abilities linked to the same energy pool. So, for instance a spell called "Fire Attunement" could grant the following abilities:
Fire Resistance: A passive, always-on ability that drains spell charge over time.
Burning Strike: Each attack does fire damage, drains spell charge with each hit.
Burning Aura: Does fire damage over time to all enemies within a certain radius of the caster. Drains spell charge rapidly, can be toggled on/off.
Firejet: A tongue of fire shoots out at an enemy, up to 20ft away. Drains spell charge with each casting.
Burning Bolt: Shoots a small ball of fire. Drains no spell charge, but consumes fatigue with each casting.
If you just leave the fire resistance on, the spell could last for an entire day. If you turn on the aura, it might only last for an hour, and if you get in a long melee fight or shoot a lot of firejets, it might burn off even faster.Eventually, you'll need to create a new spell, or head back to town to see the mage again.