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Spell-combining system

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Level 6
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Sep 18, 2013
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Spell-combining is well-known in table-RPGs and almost unused in computer games (except Magicka and TW2) I think such system (even simplified) would be useful for different sorts of WC3 maps.
Here is my theoretical part:
Caster is able to summon basic types of matter (or elements):
-Air, Water, Earth(Stone)
and able to alter summoned matter:
-Heat, Chill, Charge(Electrify), Animate

Combinations:
Air + Heat = Fire
Air + Chill = Snow
Air + Animate = Air golem or Haste
Air + Charge = Lightning
Air + Heat + Animate = Fire golem

- - -
Water + Heat = Steam
Water + Chill = Ice shards
Water + Air + Chill = Hail
Water + Animate = WaterElemental or Heal;
Water + Chill + Animate = Ice golem

- - -
Earth + Heat = Fireball
Earth + Chill = Iceball
Earth + Animate = Stone golem
Earth + Water + Animate = Mud golem

- - -
Air + Water = Spray of water
Earth + Water = Mud trap
Earth + Air(+Heat) = Cloud of dust


Resulting combination should depend of volume of matter and force of alteration (or skill of creating and altering).
For example:
Summoning of golem:
more matter - higher damage,HP,elemental resistance.
more animation - faster movement,attack(regen)
Fireball:
more stone - higher hit damage(knockback chance)
more heat - higher blast radius and (or) damage

Your oppinion or suggestions?
 
Level 14
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This is why I said a map project as there is no news about it and the creator of the thread in the idea factory said he wanted to do that project himself and he seems to have completely forgot about it but perhaps one day he will discover his thread and try to make it.
 
Level 23
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This is why I said a map project as there is no news about it and the creator of the thread in the idea factory said he wanted to do that project himself and he seems to have completely forgot about it but perhaps one day he will discover his thread and try to make it.

To be fair, the idea is very hard to execute in the wc3 engine.

Much of the idea hangs on fluid moving of elements, which doesn't come easily both in technical execution and game mechanics.
Worldshaper wasn't about mixing elements and shooting them at people. It was about giving the player the ability to churn earth, sea and sky; to bring down avalanches and send out tidal waves.
 
Level 28
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How about having the terrain be modified (as in the tileset) when a spell is cast on it? For example, casting Water + Earth on a grass field changes it to mud terrain, Air + Chill to snowy terrain, etc.

Air + Water + Heat: Fog (Cloud spell; Increase Air for longer duration, Water for radius, Heat causes damage to units in the cloud)

Air + Water + Charge: Thundercloud (Floats above and attacks one enemy for splash damage; Increase Air for longer duration, Water for radius, Charge for damage)

Air + Water + Animate: Steam Elemental (Ethereal or very high evasion; Increase Air for greater move speed, Water for HP, Animate for attack speed)

Air + Earth + Charge: Glass (Area stun, AoE becomes unbuildable; Increase Air for lower channeling time, Earth for radius, Charge for stun duration)

Air + Earth + Animate: Sandstorm (Continuous damage and blindness in an area; Increase Air for greater radius, Earth for damage, Animate for duration)

Water + Earth + Heat: Hot Spring (Places a Fountain of Health at the location; Increase Water for regeneration rate, Earth for channeling time, Heat for duration)

Water + Earth + Chill: Serac (Ice spikes appear from undergound, damaging and stunning enemies; Increase Water for number of spikes, Earth for radius, Chill for stun duration)

Air + Charge + Animate: Thunderstorm (Attacks all enemies within range; Increase Air for longer duration, Charge for damage, Animate for attack speed)

Air + Chill + Animate: Blizzard (Slows all enemies and blinds them; Increase Air for longer duration, Chill for slow, Animate for radius)

Air + Heat + Animate: Simoun (Enemies take percentage damage while in cloud; Increase Air for longer duration, Heat for damage, Animate for radius)
 
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