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Drakonis

Reach

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I've checked the forums to see if it has been brought up before and I have studied some of my battles to make sure I'm not saying something already implemented, so here it goes...

I believe that our creatures should have a 'reach' which would make people have to use a mix of creatures in order to add importance to formation. It doesn't have to be complicated, could just go something like the following:

Aramors are pictured with swords and axes (even at the earlist levels) so their 'reach' would allow them to attack anyone in the front row of your opponents formation. Once the first row is destroyed they would then be able to attack the back row. This may mean to compensate they could be given more damage or more armour/hit points.

Archers really own at early levels, and naturally an archer would be able to 'reach' all enemy opponents. This could then be balanced with lower armour/hp or something on those lines. At the moment there are a lot of archers in the front row which isn't really 'good' battle strategy in practice.

If you wanted to go further you could say that 'hand-to-hand' creatures, if put in the back row wouldn't be able to attack until the creature immidiately in front of it (in the formation) had been killed. This would force a balance in peoples' formations between ranged and hand damage.

Powers, like Heal, will still be able to reach anyone as it is much like a ranged effect. Just thought it would balance battles a bit as at the moment any creature can attack any other.

Please note I am only MP3 at the moment, so if someone is further in the game and sees a big hole in my suggestion then of course you are in a better position to comment than me :P

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That sounds interesting and like more strategy would then be involved in the game. I don't really think about details, though, so I can't really tell whether this wouldn't work or anything.

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Yeah - I can't claim to be an expert on the whole 'balancing' of the armour and attack points and that. I just thought it would add some structure to battles and actually give putting the creatures in a particular slot some meaning.

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I like the idea quite abit, adds a new level of depth. The question is would the creatures need to be rebalanced if this was implimented, cause if thats the case a whole lot of work needs to be done.

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yes, if this was implemented now, basically the entire fighting system and all the creatures would undergo some change. although it is a good idea and i do support it, i think that at this point its not a top priority and/or would not be worth it. mostly because the placement in rituals are not quite accurate when making them. maybe in the future though this "reach" factor in combat can be added, it certainly would make setting up a ritual more of a strategic process

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Thanks for supporting the idea peeps (nice to know I wasn't talking complete gibberish :P )

I understand it would take a while to implement and I know all focus seems to be on the stories and quests right now - and rightly so, it's a strong part of MagicDuel. I've just got a little hooked on the game and thought the strategy would give the battles a bit more depth! As tyran242 says though, probably something more for the future than something immediate.

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exactly

but dont forget this idea, i think it will be a good addition and can make the game slightly more interesting... sometime later when the game is more advanced and developed bring it up again and we'll see where it takes us :P

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that is a great strategy but think of this

life stealers in the front and archers in the back

the life stealers would heal themselves and the archers would continue to do damage

that would completly make for a win if you cant attack them they cant be harmed so it would unbalance the archer to make it one of the strongest creatures

they should then be in loreroot which i am still unable to go into

grrrr

lvl 2 elementals -2

lvl 2 grasan -1

lvl 2 dark archers -2

lvl 1 grasan -1

egg -1 (7k vitality one ) got so lucky i got this but age again i hate it but it is there for a reason

still cant beat them

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not necessarily... cuz the other guy could have chaos archers in back and knators in front and easily win against a force like yours... theres always a ritual that can defeat another ritual.

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yes there is but for someone to have those they have to do what i have yet to do

finally beat first loreroot guard

now the 2nd is doing more damage than me lol

though i last all 60 rounds he does more damage to me so i am gonna try with both elemental lvl2's

this time with 200% vitality lol love md shop

hope it works

though my power will be halved for them each it should work

i only have 7 power

darnit need like 15 or so

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yes there is but for someone to have those they have to do what i have yet to do

finally beat first loreroot guard

now the 2nd is doing more damage than me lol

though i last all 60 rounds he does more damage to me so i am gonna try with both elemental lvl2's

this time with 200% vitality lol love md shop

hope it works

though my power will be halved for them each it should work

i only have 7 power

darnit need like 15 or so

Uhh..not really Morgan. I did it with

6 power only, 1 elemental and using only a 300 Vitality boost.

I won by a lot.

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Life Stealers aren't something I can say I have a lot of knowledge on. They would probably be the type that could play in the frontline or at the back. Out of those creatures I have only seen an elemental, but if you compare their hp and inititive to all out attackers (like from the sound of it, the knators). It would need some stats tweeked to balance (maybe like slightly less hp for lifestealers to discourage everyone using 6 of them and higher defence on armor-types to encourage their use upfront.

I'm sure manu would have some fun introducing new abilities around the reach system :P

I fully accept looking back at my idea now though that it would take a while to implement, so don't think I'm saying "Introduce it now with the current creature stats!" :P

Edited: Sorry, talking about elementals I said comparing hp and defence when I meant hp and inititive. Their defence is pretty good, hehe...

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It just amazes me how many people want Magic Duel to look like other cames they are more familiar with. MagicDuel is unique and need not offer the same features of other games. It's not even clear how the forces of your rituals are deployed, so reliable application of reach may not even be practical.

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