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Every team has its own special equipment. Thieves have flashbombs and potions, guards have traps of all sorts. What should our new mage get for his specific items?
While guards provide raw firepower and trapping abilities , mages could be an "investigating" team always trying to outsmart thieves. They could use invis potions , and even have a (lesser) invis modifier. While their staff would not inflict that much damage , it could block attacks and even knock thieves out from behind... the counterpart is that mages have less health points and run slower than thieves.
Hmm, I reckon mages shouldn't be able to buy equipment, & only purchase spells.
However, I do hope that mages will be running off a mana system (that can only be recharged by PURCHASING mana potions), I'm gonna get quickly pissed-off by mages with infinite fireballs.
Also, lets not get too carried away with the power of mage spells.
Fireball is fine, but Uber-mega-death-fireball that instantly kills half of the level is just daft. You may think I'm stating the obvious, but someone is guaranteed to request a really stupidly-powerful spell.
How about a really powerful massive fireball! Why not? It takes ages to charge up, costs loads, and sets a patch of ground maybe like 2 meters squared alight. I'd also like to see some kind of homing projectile as well.
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