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[suggestion] global enchantments, strategic cast times, interrupts and dispells... And more

[suggestion] global enchantments, strategic cast times, interrupts and dispells... And more

1)global enchantments: enchantments that affect everyone and everything.  Like "all empire troops function at +2 Atk. " or "all spells cost 50% more except for the casting player.   Lots of options for interesting spells.  

2) strategic casting times: I liked the mama based one in mom.  Here it could still be mana per turn usable, but increasing that limit could be done Through Mage traits and maybe some general ones.  

3)interrupts: being able to interrupt spells being cast by other players would add to the interesting.  Not guaranteed though, chance to dispell that could be different for different spells.  

 

4) dispells: being able to dispell global, or city enchantments.  

5) damage shields: more damage shields would help offset the abusability of maul

 

6) it needs to be easier to remove enchantMents from units.  Like it is from cities.  

7) notifications when other champions cast spells on units or cities you can see. Or globally if that is added.  

8) the ability to discuss specific enchantments or spells being cast in diplomacy. "stop casting night of the living dead or we will go to WAR!"

36,332 views 27 replies
Reply #26 Top

Now just to be clear: I appreciate all the suggestions of how to improve magic and there is stuff that can be done, but I myself am getting a little tired by all these threads wanting a MoM 2. There is literally another one just two threads down at the moment.

This series developed along a different path, a path that is focused far more on strategic empire building and less on magical extravaganza. Magic is there, but it is one viable option, not THE viable option and it's fun if you like strategic empire building in a fantasy scenario. I think it is futile to argue over and over again to basically change the focus and break the strategic element of the game in the process. And please let's face it: Master of Magic was fun magical extravaganza, but not much fun on the empire building front and imbalanced as hell. It may have been under consideration in the early stages of development, but the Elemental series is not Master of Magic and it will never be. If you want a MoM 2, support and wait for Worlds of Magic:

http://myworldsofmagic.com/

 

Reply #27 Top

I don't think anyone is requesting MOM2 here.  It was a feature of MOM that limited magic, but still allowed spells to be powerful.  The current method is to limit the number of Monsters a spell can have summoned on the map at one time.  I think the limit based off casting time for the monster is  a more effective one, and more fun.  And more importantly, and easier to use interface for magic.  I don't think anyone is asking for more *powerful* magic, just a more engaging, and easy to use implementation of it.   I don't think we need different races, I don't think we need over powered god heroes, I don't think we need 2 planes of existence, or any other of the variety of things MOM did differently than Elemental.

It seems that mentioning any feature that was in MoM is a sure fire way to have a thread derail multiple times into a "don't make this MOM / MOM was way cooler / MoM SUCKED" debate.  

As far as your link to yet another would be MoM remake, any die hard fan will tell you that there have been dozens of these projects, none ever come to fruition, and it is unlikely any ever will.   I'm personally okay with that, because when I want to play MoM, I load up dosbox and play it.