Wizard Kits - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Wizard Kits (/showthread.php?tid=12619) |
Wizard Kits - Frank_Stein - 07-23-2019 Similar to Syndicate gear kits, how about the option for wizards to instead of selecting 4 spells, they instead pick a pack of spells and items built around a theme? For instance, a fire wizard that comes with - Standard fire ball - Magic missles that ignite people - A staff that doubles as a magic powered flame thrower - A robe that makes them immune to burn damage RE: Wizard Kits - aft2001 - 07-23-2019 Could prove interesting. Also gives a chance to implement seldom-seen or otherwise relevant items/powers that already exist. As another idea for a kit, maybe just a kit that essentially trades any damage capabilities for ludicrous mobility? An assortment of movement spells (blink, teleport, etc.) Robes which don't protect you from damage, but which make you harder to grapple and maybe other effects. A staff which, when you click, instantly teleports you to the tile you clicked on (if it's nearby), with a short cooldown And, for the main feature: Blessed Sandals. Yes, those blessed sandals, the ones that make you impossible to slip and make you move at a gajillion miles per hour. You can't do or take much damage, but you are one slippery bastard! RE: Wizard Kits - MagicStudiosGuy - 07-23-2019 Morph kit: 1) Polymorph spell (for obvious reasons) 2) Cluwne spell (also for obvious reasons) 3) Robe that prevents Cluwne/Animal melee damage 4) Telepathy with Cluwnes and Animals RE: Wizard Kits - BlueHatCipher - 07-23-2019 The Flunky Wizard: Summon Golem Raise Skeleton Modified Summon Bats from Vampire? Doppelgänger Make the crew deal with an army to get to you, only for you to actually be a doppelgänger, and for the actual you to fly into Maint/the nearest safe place to rebuild your army. The least fun option to pick. RE: Wizard Kits - salix_catus - 07-23-2019 Oh but you could go further than that! You could have a bee wizard kit! RE: Wizard Kits - Lady Birb - 07-25-2019 (07-23-2019, 10:31 AM)MagicStudiosGuy Wrote: 3) Robe that prevents Cluwne/Animal melee damage how to make polymorphed players go braindead instantly ANYWAY here is a magic knight kit I came up with: General idea for this one is a tanky melee juggernaut that is extremely difficult to kill and hits like a tank in melee but lacks any ranged attacks besides the default magic missile, so they are extremely easy to run away from.
RE: Wizard Kits - Sundance - 07-26-2019 Alternative suggestion: Remember how syndicate TC's were rebalanced? (I know they're not called TC anymore, but bear with me here) They were doubled (as far as I recall) - with the intention that with more TC's meant easier refactoring of items. Example: A 4 TC item went to 8 TC but that weaker 3 TC item only went up to 4 TC or was left alone. It was a smart change that everyone welcomed. The same could be applied to Wizard Spells. Instead of being given 4 Magic Points, they're given 8. Instead of wizard spells costing 1, they now cost 2. What would cost 1? Wizard equipment. This would allow for everything mentioned above, but without being restricted to kits, they can chop and change. I think kits work for Nuke Ops because they're a team and it's interesting to see mixed comps. But I don't think this would have the same effect as intended if applied to Wizards. My 2c. inb4 wizard spawns on the station with 8 random equipped items and gets absolutely steamrolled because they have no spells. RE: Wizard Kits - aft2001 - 07-26-2019 That'd be rather neat - equipment versus spells sounds like a wonderful idea. As a potential concept for a piece of equipment: The Wand. You buy it for one WP (Wizard Point), and you can permanently bind one of your spells to that wand. What this does is drastically reduce the cooldown of the spell, but you MUST be holding the wand to cast it - and the wand can be used by anyone (which also means that you can cast spells without your robes and hat! But so can Jimmy Shits the greyshirt who grabbed your wand when he flashed you and you dropped it...) |