Cumulative Mana effects

SwampCow

Warlord
Joined
Apr 4, 2008
Messages
108
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Red Sox Nation
While discussing the Law mana and its pros and cons, it made me think more about the static, cumulative effects of the different mana types.

It does seem unfortunate that only a few have them. It would be great to see some thought go into having each mana produce some form of static effect. it isn't even necessary for it to be cumulative.

A few thoughts:

-Air give a bump to water movement by 1
-Water slows enemy ships in your borders by 1
-Nature increases occurrence of forest growth or maybe makes wild animals passive to your units.
-Alter Sun and Entropy to where Sun affects undead/demon unit heal rate and entropy affects living units/angel heal rate
 
I like vanilla bts. corps and the way they gave a value to the individual resource. This sounds like more of that and as such it got my vote!!
 
Some benefits from all mana types would be nice, but you have to consider that some mana types don't have any effects, because their spell-line is a little more powerful.

Getting effects from each type of mana also seems boring or less unique.
Instead one could give certain mana type nodes effects to their adjacent tiles.
For instance, Water nodes could give irrigation, Air could give all windmills +1 commerce and Fire could give all workshops +1 production on adjacent tiles.
Or one could just increase the food/production/commerce-output for tiles with one of those nodes so it's worth working them.
 
Some benefits from all mana types would be nice, but you have to consider that some mana types don't have any effects, because their spell-line is a little more powerful.

Getting effects from each type of mana also seems boring or less unique.
Instead one could give certain mana type nodes effects to their adjacent tiles.
For instance, Water nodes could give irrigation, Air could give all windmills +1 commerce and Fire could give all workshops +1 production on adjacent tiles.
Or one could just increase the food/production/commerce-output for tiles with one of those nodes so it's worth working them.

Actually that is a pretty good alternative. Avoids making certain mana too powerful and addresses the issue of mana nodes in your fat cross being a total waste of a good square.
 
Instead one could give certain mana type nodes effects to their adjacent tiles.
For instance, Water nodes could give irrigation, Air could give all windmills +1 commerce and Fire could give all workshops +1 production on adjacent tiles.
Or one could just increase the food/production/commerce-output for tiles with one of those nodes so it's worth working them.

That is a realy good idea
 
Water nodes should count as a source of fresh water for irrigation. The air and fire ideas are pretty good too. It'd be nice if the actual tile yields for all of the various mana were increased slightly. It's a little ironic that mana nodes are so important to have within your borders, but you really don't want them in your city radii.
 
-Alter Sun and Entropy to where Sun affects undead/demon unit heal rate and entropy affects living units/angel heal rate

Entropy mana already used to give negative healing rate to enemy units in older versions. I don't know if it still does that.
 
The AI just parks its stacks in one square, eternally waiting to heal, if that feature is used, so it was taken out.
 
I don't understand though why no negative healing is possible if you have enough entropy mana. Would be quite balanced (in Rhys' and Fall it's realized - the Russian unique power - and I think it's quite cool) and flavorful too.
 
But can entropy mana reduce healing to 0? Then any damage will stop the stack indefinitely?

Note to self: learn to read ...

But if it no longer slows healing its ingame info needs to be changed asap.
 
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