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Wizard Revamp (Extremely WIP) (Rough Draft)
#6
Iatots Wrote:Ok first things first, this sounds like a gamemode where the wizards get to be "player 1"s and everyone else is stuck playing some kind of shitty mob with a madcatz controller.
I am also sure that without admin intervention decent wizards would spend the first month or so simply killing everybody and then experimenting with the forge/cauldron for 2 hours straight uninterrupted.

Now that I voiced my main concern:
1) Add in a hangar on the wizshuttle with the wizzputt so that spellforgers/potionbrewers don't have to sacrifice a spell slot for getting to and from the station/candy shop all the time.
2)For the potion system, I am guessing/hoping we are avoiding chem 2.0. Can't really think of how this works though as very few objects on station could be ingreients IMO.
3), 4) etc coming tomorrow, it's late here and I am sleepy.
0) "Simply killing everyone" is probably going to be a little harder under this system. I intended it to be an interesting, diversifying nerf at first that transforms into a buff if the wizard survives long enough to make some cool shit. Otherwise, if you choose to play wizard the old way you can still do it, but it'd be a little tougher despite the cool new spells

1) viewtopic.php?f=11&t=4126#p45793
wizpod!

2) It's just recipes to make Marquesas' wizardy potions, if you've seen those. In my head they're more about precise measurements/steps (turn twice, add this, then do this) than collecting chems around the station, although there might end of being a little of that
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