This made me laugh out loud. Just sayin. On Fri, Oct 9, 2009 at 11:04 AM, eric drewes <figarus@xxxxxxxxx> wrote: > haha fire 1 is a "gateway" spell that leads to harder drugs ;) we could have > a "war against mana" lulz > > On Fri, Oct 9, 2009 at 1:36 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >> thats a pretty interesting idea Chris (: >> >> it's kinda like the drugs in fallout but its for magic. >> >> we could even introduce mana junkies into the world lol >> On Fri, Oct 9, 2009 at 9:33 AM, Chris Sherman <cshermandesign@xxxxxxxxx> >> wrote: >>> >>> What if mana was like an injection you took to amp up your character and >>> it gave them the ability to use spells and you had to use more the higher >>> the level you reached, kinda like it loses power the more often you use it. >>> Or there could be a stronger version you couldn't use till your really >>> "addicted" or it would kill you >>> >>> Sent from my BlackBerry >>> >>> ________________________________ >>> From: Alan Wolfe <alan.wolfe@xxxxxxxxx> >>> Date: Fri, 9 Oct 2009 09:13:40 -0700 >>> To: <project1dev@xxxxxxxxxxxxx> >>> Subject: [project1dev] Re: non mana resource systems >>> 2 ideas here! >>> >>> #1 - have cooldown time on spells, if we are doing round time fighting i >>> guess the coodown time would be in rounds. When a spells roundtime is up, >>> you can use it again. Wisdom or some stat like that could decrease round >>> time while increasing potency. maybe also putting skillpoints into a >>> specific spell could decrease RT while increasing potency, and/or there >>> could be a specific skill for general RT decrease for magic. >>> >>> This could be extended to other non magic skills too (oh wait dont we >>> already have an RT system?). Basically there would be no mana, only RT. >>> >>> Maybe "uber" spells such as "meteo" type spells would have something like >>> RT persistant across battles. IE if you use it, you have to wait 50 turns >>> to use it again and that might mean you wont get to use it for 5 more >>> battles? >>> >>> #2 - mana regens over time? >>> >>> i forget what our health system is about... >>> >>> On Fri, Oct 9, 2009 at 9:09 AM, eric <figarus@xxxxxxxxx> wrote: >>>> >>>> I generally dislike resource management (health and mana type systems) >>>> in rpgs and would like to come up w/ a new system for magic like we did >>>> with >>>> health... Any ideas? >>>> >>>> Sent via BlackBerry from T-Mobile >>>> >>>> ________________________________ >>>> From: Alan Wolfe <alan.wolfe@xxxxxxxxx> >>>> Date: Fri, 9 Oct 2009 09:06:21 -0700 >>>> To: <project1dev@xxxxxxxxxxxxx> >>>> Subject: [project1dev] Re: non mana resource systems >>>> yeah sounds like what they did with WOW too >>>> >>>> rogues dont have mana - they have energy >>>> >>>> On Fri, Oct 9, 2009 at 8:55 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >>>>> >>>>> I agree with Eric. >>>>> >>>>> It's basically a mana system with a potentially interesting way to >>>>> cause regen. >>>>> >>>>> On Fri, Oct 9, 2009 at 6:23 AM, eric drewes <figarus@xxxxxxxxx> wrote: >>>>>> >>>>>> *it's just renamed, rather >>>>>> >>>>>> On Fri, Oct 9, 2009 at 9:22 AM, eric drewes <figarus@xxxxxxxxx> wrote: >>>>>>> >>>>>>> it sounds like they have mana it just renamed... but we're not gonna >>>>>>> have mana really at all i don't think, personally i hate it :P >>>>>>> >>>>>>> On Fri, Oct 9, 2009 at 8:18 AM, Chris Riccobono <crysalim@xxxxxxxxx> >>>>>>> wrote: >>>>>>>> >>>>>>>> I was randomly reading stuff on Diablo 3 and I came across something >>>>>>>> neat, I am curious of what you guys think (esp Alan/Eric/Kent) >>>>>>>> >>>>>>>> There isn't really gonna be mana in d3, but each class will have >>>>>>>> something of their own to use for skills, like the barb has "fury" >>>>>>>> which increases as you fight, and the wizard has something mana-like >>>>>>>> but you have to use it quickly to get the most damage. >>>>>>>> >>>>>>>> it's from this link: >>>>>>>> >>>>>>>> >>>>>>>> http://www.diii.net/blog/comments/jay-wilson-exclusive-non-mana-resource-systems/ >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> > >