Dimensional Mana

Zechnophobe

Strategy Lich
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Deminsional mana should be, in my opinion, all about increased mobility. On that note, here are my propositions for 3 different takes on that theme.

Level 1 spell: Terrain Phasing
Adds a promotion to stack that gives:
Double move in hills
Double move in forests
Double move in deserts
Can enter impassable terrain (Mountains)
Promotion expires after one turn.

Level 2 spell: Phase Out
This is the spell that divided souls have. I would then propose that Divided souls would start with dimension II as their special ability.
This creates a phased out version of the caster (Flavor of sidar hunter is that it is a soul, flavor for mage is that it's a phased out simulacrum). Which can move 2 and has flying, and can recall the caster.

Level 3 spell: Teleportation
Moves all units you control in the tile to a random city in your empire. Perhaps should only work on 'unfortified' units. (So you can teleport from city to city hypothetically without stealing the defenders on accident)


Notes on 1) Terrain walk abilities do not stack, as most people should know. So the advantage of a unit that can 'double move' on anything is that it can truly always move at least 2 squares. Compared to haste, which lets units move faster along roads, and along flat terrain, the two spells are fairly balanced. If moving in impassable terrain is too strong, then axe it. I tried to make this not overlap Haste too much, and feel I have succeeded.

Notes on 2) Arcane units can get Extensions, which will allow them to use the division ability in a slightly different way to Sidar Hunters. With extensions 2, their simulacrum can move 4 squares, which would allow traversal even accross water. Summoners leaders would let a unit have multiple simulacrums, giving them immense mobility.

Notes on 3) This is like a suped up version of the old 'escape' spell. You can use it to get an army out of combat, or to try and get that army to far off or hard to reach settlements. In a pinch, works just like escape does, to get the archmage out of harms way.


Ultimately I'm not sure if 2) and 1) are balanced correctly. It may be that having blinking adepts is more balanced for a level 1 spell, while the terrainwalk ability is more fitting at level 2. Army teleportation is a level 3 ability, though, i think everyone would agree.
 
I believe it is pretty much settled that if Dimensional makes it back in that Escape (moving the caster to the capital city) will once again be the level 1 spell. It seems much better and more thematically appropriate than Terrain Phasing to me.

Not really sure I like Phase out either. It is certainly not as good as FF's ability to let the caster teleport(airdrop).



Why would want a level 3 spell that moved your units so randomly? By that point I think you should be able to control exactly where you are going.
 
I believe it is pretty much settled that if Dimensional makes it back in that Escape (moving the caster to the capital city) will once again be the level 1 spell. It seems much better and more thematically appropriate than Terrain Phasing to me.

Not really sure I like Phase out either. It is certainly not as good as FF's ability to let the caster teleport(airdrop).



Why would want a level 3 spell that moved your units so randomly? By that point I think you should be able to control exactly where you are going.

/agree 100%
 
Easy answer: I know how to implement random teleporting, but not selected?
 
Maybe use the air drop / Obsidian gate code?

This still seems like a very weak T3 spell to me. I can see uses for it, but they are all very specialized and rare situations, the sort of thing that would only be helpful every third game or so.

Now if you could randomly teleport ENEMY units around, that would be cool.
 
Not really sure I like Phase out either. It is certainly not as good as FF's ability to let the caster teleport(airdrop).

I don't play FF, but does that work even when you aren't in a city?
 
Yes, Vehem changed the DLL to allow that. In FF, any unit with a drop range can airdrop, and drop ranges can be increased by promotions. Technically, Dimensional II does not have a spell, but the promotion increases the drop range by 2.
 
I quite like the second one. Would have a good synergy with the Sheaim, which would most likely start out with it. However, you would have to make these summons unable to cast spells to avoid them becoming puppet clones. Speaking of puppets, this spell would have immense strategic value for Keelyn.

Maybe Dimension could have the terrain phase (needs a better name) and escape as duel 1st tier spells. This would make the spere quite unique, making the caster (but only the caster) much more mobile. To avoid micromanagement, the promotion ''terrain phase'' gives should be permanent.
 
I've said it before but I think Dimensional ought to have an unsummon spell, instantly killing all summons in a range. Of course, since most summons attack the same turn, a spell would be largely useless, but it could add a promotion that kills nearby summons for a turn.
 
I've said it before but I think Dimensional ought to have an unsummon spell, instantly killing all summons in a range. Of course, since most summons attack the same turn, a spell would be largely useless, but it could add a promotion that kills nearby summons for a turn.

It could be an AoE that prevent the summons being cast or it could give troops a bonus against any kind of summoned unit (Vorpal Blade has a nice ring to it). The latter is probably easy to code.
 
How about a spell that converts all your rivals' nearby summons to be under your control (probably boosting the duration by 1 to make it useful)?
 
How about a spell that converts all your rivals' nearby summons to be under your control (probably boosting the duration by 1 to make it useful)?

At first thought it seemed really overpowered, but after thinking about it, wouldn't it only be usefull on summons that attacked you and lived, or keylens puppet hordes?

And even then, it would only really shine in MP, were people know how to effectivley use summons.
 
Teleporting puppets would shine in single player since AI cannot understand them.
 
I like the name "phase out" - but what if it acted as an alternative defensive spell to stoneskin? - the caster effectively phasing himself in/out of the dimension he's in. Perhaps gives 10% chance per level of Channelling (if thats possible?) that a successfull physical/arcane attack by an enemy strikes as the caster is "phased out" of the current dimension - and is thus discounted?

As such I invision it being a level 1 spell, that would give an Adept a small chance of survival, but by the time he/she becomes an Archmage they have become quite skilled at being able to time phasing in and out of dimensions and still be able to perform other actions in Erebus
 
Tier 3 spell could give the caster a 90% retreat chance, removed after the next battle.
 
What I think would really fit tier three is to summon a random 2 or 3 summons. Unfortunately this is more or less the effect of Wonder (Chaos III).
 
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