Tomb Titivator
Posts: 909
Joined: Thursday, 3rd January 2013, 20:32
Yet Another Golem/Automaton Species Proposal
I've seen a bunch of past species proposals flavored around artificial beings, and they mostly take the concept in boring, predictable, degenerate directions like "eats magical items instead of food" (obligatory: remove food) or "has tons of resistances and extra armor but is slow/large/aptitude-poor/etc." But I think Pak has already hit on a mechanic that creates interesting gameplay and has an artificial/mechanical flavor built right into it.
This is not a complete exact-numbers proposal (hence starting this in CYC), but just dream with me here for a minute about what it would be like to turn Pak into a species:
- Golems are normal size, eat normal food (flavored as burning it in the micro-furnace that powers your artificial body, or whatever, who cares, remove food again), have full equipment slots, and move at speed 10. They have no special resistances (OK, maybe rN+? But they're not "undead" and they can be tormented, drained, etc. because they're, like, a real soul bonded to an artificial body or whatever, who cares).
- Golems have relatively flat aptitudes, and gain levels slowly.
- Golems regenerate HP just like any other species (flavored as magical self-repairing metal or whatever, who cares).
- Golems do not regenerate MP naturally. Small amounts are regenerated on some kills, but less than Pak currently gives -- half as much or half as often, or whatever the right ratio is. Potions of magic work as normal; channeling doesn't (flavored as your metal skin blocking the absorption of ambient energy or whatever, who cares).
- Golems have the following species-specific abilities (which may need hunger costs):
- Quick Charge - Basically just like Pak's first ability, it drains 2/3 of your MP and translates it into wand/rod charges based on the device's max charge, your MP/maxMP ratio, and your XL (instead of Evo skill).
- Drain Wand - Reduces a wand charge to zero, converting a portion of those charges to MP based on your maxMP, the device's charge/maxCharge ratio, and some metric for wand tier (the intention being that you get better returns for draining rare/powerful wands, but you'll always get less MP out of a wand than what it would cost to add that many charges via Quick Charge).
- Device Surge - Basically just like Pak's second ability, it spends up to XL/3 MP (max 9) to add up to 3 evocations enhancers to your next use of a device.
(No Supercharge here, but I think the ability to transfer charges from low-tier wands to high-tier wands or rods kind of makes up for that. I guess it could be added as a one-time ability on reaching a certain XL, maybe?)
My thinking is that by limiting MP-on-kills a bit more than Pak does now but also adding Drain Wand, the species would admit a variety of playstyles. Players should feel that it's reasonable to limit casting to the occasional support spell and rely more on evocables, just as we seem to be doing with Pak now; AND that it's also reasonable to play a caster background if you're willing to reduce most wands to (weak) potions of magic that you'll often want to drain-and-drop immediately. (You shouldn't even need the wand in inventory; the ability could prompt for any wands you're standing over before opening a menu, as with eating food off the floor.)
Concerns:
- If MP-on-kills isn't balanced right, we end up jacking up the inventory management game by encouraging players to carry all kinds of low-tier wands around in case they need an MP boost.
- Not sure how this would play with Veh. In theory, if MP-on-kills is balanced right, it shouldn't be too different from playing a blaster-caster of Veh with natural MP regen. But we also open the door to evokables-based characters choosing Veh just for the additional passive MP-on-kills, which could be good or bad depending on how it affects the overall balance.