Results 1 to 8 of 8

Thread: From what I remember of MOM magic

  1. #1
    Arcane Candidate
    Join Date
    Apr 2013
    Posts
    1

    From what I remember of MOM magic

    In MOM I like how you can "multi-class" so-to-speak for your choice of magics, but it seems like I was focusing on just one every time. If I remember correctly, it was because multi-colored wizards wouldn't have access to higher-level spells. Ask yourself, if you were to compare a wizard of black & green (multi) to one that is pure black (or pure green): are they just different or does the mono-colored purist have a distinct advantage every time? All you would need to do is add multi-colored spells in to the game in addition to the mono-colored ones that we are used to. Thanks

  2. #2
    Moderator Aldaron's Avatar
    Join Date
    Feb 2013
    Location
    Buenos Aires, Argentina
    Posts
    174
    Quote Originally Posted by EXoCiDe View Post
    In MOM I like how you can "multi-class" so-to-speak for your choice of magics, but it seems like I was focusing on just one every time. If I remember correctly, it was because multi-colored wizards wouldn't have access to higher-level spells. Ask yourself, if you were to compare a wizard of black & green (multi) to one that is pure black (or pure green): are they just different or does the mono-colored purist have a distinct advantage every time? All you would need to do is add multi-colored spells in to the game in addition to the mono-colored ones that we are used to. Thanks
    Aaron said somewhere that they are trying to avoid that. To do that they're going to create spells that can be cast with the sum of two different circles as well as with one circle. So you can cast fireball with 5 fire circle levels, 5 destruction circle levels or a any combination of the two that sums 5 between them (2 fire + 3 destruction for example). There're also going to be cross circle spells that actually NEED two different circles to be reasearched.
    “We don’t stop playing because we grow old; we grow old because we stop playing.”

    George Bernard Shaw

  3. #3
    Exactly! That's one of the limitations we're trying to overcome. The spell "stacking" effect is one of the things that will make using multiple spell circles more powerful. We hope to go even further than that by offering spells that require multiple circles to cast and by adding combo-spells that combine spell effects. We have to flesh out the ideas a bit and then get down to play testing

  4. #4
    Quote Originally Posted by EXoCiDe View Post
    In MOM I like how you can "multi-class" so-to-speak for your choice of magics, but it seems like I was focusing on just one every time. If I remember correctly, it was because multi-colored wizards wouldn't have access to higher-level spells. Ask yourself, if you were to compare a wizard of black & green (multi) to one that is pure black (or pure green): are they just different or does the mono-colored purist have a distinct advantage every time? All you would need to do is add multi-colored spells in to the game in addition to the mono-colored ones that we are used to. Thanks
    True, but at higher difficulty levels you could pick up extra spell books by attacking really tough nodes.

  5. #5
    What about some very usefull spells, set in diffrent circles, MoM had circles in witch you specialise, but also arcane spells you always have like create artifact, summon hero, and realy needed sumon spirit to take nodes. for example if there is multaple layers in game it can be little problem to "travel" from plane to plane if portals are away from each other, and only life had planar travel enchantment or spell for astral gate to travel on other plane from city. Or earth gate for city from nature circle for fast travel. it depend on strategy so not everybody need tham but are very useful if available (usualy play sorcery for example so slow units are not a problem with wind travel, no need for earth gate).

    maybe have 6 points to distribute on spell circles (end game spells need circle for example 10) so player can and need to make more research than for spells only, but depending on distibution of points, you easly get all needed low level spells, but need more time for late game-shattering ones. even if there is no max on number of points you get from research and luck (nodes only in MoM, there is max13 in total i think) time is needed to research spells AND circles so time is balancing. only realy,realy long game form intently delaing player can get all spells but most likely already won, just want to see all spells so havent conquerd that one last ai city.

  6. #6
    I really like the idea of being able to research other circles and increase your skills. I understand the point of the game is to defeat the other wizards, pure and simple, but the aspect that I most enjoyed in MoM was creating a massive empire, and training the crap out of my champions until they were insanely powerful. I would not go after the other wizards unless I was out of room to expand my own empire, or they started casting the spell of mastery. And even then I usually just sacked their main city to delay them while they cast the spell of return.

    I'm hoping WoM will allow me to do the same, build up my empire past the point where I can win, but to where I can become as powerful as possible in the game. I know this may not fit most play styles, but it is one that I enjoy.

  7. #7
    I liked building up an empire and creating super-heroes a lot too. I would like the opportunity for long games.

    I would build up a massive infrastructure, building roads between all cities and then enchanting them.

  8. #8
    Arcane Candidate
    Join Date
    Apr 2014
    Posts
    1
    I agree with Tholok, I'm pretty OCD about cultivating my Sorceror, building super-heroes and managing my infrastructure. I love long games.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
footer