magick power vs. mana

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IJBall
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Re: magick power vs. mana

Post by IJBall »

Evnissyen wrote:TNoyce: Geneforge 1-5.

In the Geneforge games it's actually more difficult to play as a melee character than as a magic-only character. Magic wielders can become extremely powerful. In general: melee characters only get by, and even then only if they have creations to assist them.

But in general you seem to be right: when playing a new game I always go with the melee character.
To follow up on Evnissyen's point, I actually found E:B1 to be easiest playing as a spell-casting-only Mage (though I definitely found it hardest as a spell-casting-only Healer - in fact, I had to go melee with that one eventually...).

Still, I also agree with Evnissyen - I intend to start out E:B2 as a melee Fighter - though, first time out, I'm not going to try anything fancy like "No Magic", so I imagine the first time through my character will likely evolve into a 'Jack of all trades' type. :mrgreen:
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Re: magick power vs. mana

Post by BasiliskWrangler »

IJBall wrote:To follow up on Evnissyen's point, I actually found E:B1 to be easiest playing as a spell-casting-only Mage (though I definitely found it hardest as a spell-casting-only Healer - in fact, I had to go melee with that one eventually...).
I guess part of that comes from the idea that a Healer, by definition of the class, is not going to have an arsenal of powerful offensive spells. In D&D, a good Cleric often entered battle with a mace, while their magic was for healing or protection. I agree- it'd be very hard to finish Book 1 or 2 with a magick-only Healer.

A mage should have a really tough time as an apprentice (early levels) and then start dominating by late game when they reach high levels. That's part of the joy of being a mage! ;)
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Re: magick power vs. mana

Post by Randomizer »

In Book 1 a mage starts out with the advantage of spells always hitting which isn't the case in Spiderweb Software games. So except for running low on mana, a mage can breeze through the beginning. Now a D&D apprentice mage quickly runs out of spells.

Geneforge games can be played by a fighter, but certain monsters can be highly resistant to physical damage and easily damaged by magic. So it's a matter of having items that can duplicate magic spells for those situations.
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Re: magick power vs. mana

Post by Evnissyen »

BasiliskWrangler wrote:A mage should have a really tough time as an apprentice (early levels) and then start dominating by late game when they reach high levels. That's part of the joy of being a mage! ;)
Well, like I think I said before: I agree completely and wholeheartedly with this path. However: the only matter I had an issue with was that mages didn't seem to become powerful enough by the end.

...Well, maybe not exactly even that.

(Also, of course, it could be I'm forgetting my experiences/difficulty as a fighter.)

Like I'm sure (I think I remember) saying before: Supernova is quite a powerful spell. But... like I also said: there aren't enough area of effect spells -- just in my own opinion -- and the power of spells don't increase adequately, per level in comparison with mana consumption.

At any rate, bottom line:

When you progress, you should have a decent reward for your efforts. Study should produce greater ability to control your spells which should produce the ability to cast stronger spells at less mana cost.
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BasiliskWrangler
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Re: magick power vs. mana

Post by BasiliskWrangler »

Update: The testers have said it is too easy to run out of mana while battling harder creatures. So, wave decided to go with the "cheaper cost at higher casting levels" idea.

We call it "Casting Efficiency", and it simply applies a basic formula to knock approximately 3% per casting level, per spell difficulty tier from mana costs. The idea is the more powerful your spell, the more efficient it becomes to cast.

We will test and let you know how it goes.
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Re: magick power vs. mana

Post by Necromis »

Woohoo. One of my ideas is finally going into a game. ::Puffs up chest::
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