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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: New system of golem progression.
Poseidon
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Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
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Email: kingclown00@hotmail.com
Message #11077 Posted: Aug 31, 2008, 9:44 pm
I had an idea last night. As it is now, golems don't really progress in ability on their own, rather their equipment does and you make better golems along the way, throwing old golems out as trash or scrapping them for petty resources or money.

A way to keep old golems useful would be to have a better system of progression. As it is now, all you can do to upgrade your golem itself is to pump valuble exp into it to gain strength.

I think a better way would be to allow the golem to progress itself through experience. Allow me to explain.

A new kind of "experience" would be introduced. For now lets call them "golem points".

(Numbers here can be tweaked if needed, just throwing the concept out)

For every 10 wins your golem accumulates, it gains one golem point.

For every kill your golem accumulates, it gains one golem point.

For every 15 limbs your golem knocks off another golem, it gains one golem point.

For every 1000 damage your golem does to other golems, it gains one golem point.

For every 5000 damage your golem does to monsters, it gains one golem point.

These golem points are specific to the golem that earned them, and after being acquired can be spent on certain stats. These stats include

-Strength - costs 1 golem point for one point of strength. (Doing away with the exp based strength gain in place now)

-Defense - costs 2 golem points for every point of defense. (Every 3 points of defense giving +1 to all basic defenses, every 6 giving +1 to all elemental defenses, every 15 lowering your opponents minimum damage by 1)

-Speed - costs 3 golem points for every point of speed. (Affects evasion and hit percentages, as well as movement and travel times.)

-Efficiency - costs 5 golem points for every point of efficiency. (Every point of efficiency results in a -1 motivation cost)

-Level - costs 5 golem points for the first level, the cost for every advancing level will increase by 5. (Each level increases your golem's chest max hp, as well as raising the stat cap for strength, defense, and speed (Efficiency is constant). Every 5 levels your golem's chest gains an item slot. What we refer to as level now would henceforth be referred to as size.)

Level can be increased without limit.


Beginning Stat Caps by Golem Type

Flesh

Strength : 20
Defense : 20
Speed : 50
Effeciency : 10

Bone

Strength : 30
Defense : 15
Speed : 45
Effeciency : 7

Wood

Strength : 40
Defense : 30
Speed : 30
Effeciency : 9

Clay

Strength : 50
Defense : 25
Speed : 30
Effeciency : 6

Stone

Strength : 60
Defense : 50
Speed : 25
Effeciency : 5

Iron

Strength : 70
Defense : 60
Speed : 20
Effeciency : 3

Copper

Strength : 40
Defense : 30
Speed : 30
Effeciency : 6

Bronze

Strength : 30
Defense : 40
Speed : 30
Effeciency : 6

Brass

Strength : 30
Defense : 30
Speed : 40
Effeciency : 6

Glass

Strength : 10
Defense : 10
Speed : 70
Effeciency : 12

Adamantine

Strength : 100
Defense : 100
Speed : 65
Effeciency : 7


In this way, golems that see battle more would gain a distinct advantage over other golems with nothing but a high ECL. This is more realistic, as even a flesh golem that has been in many fights should by experience fight better than an iron golem fresh from the factory.
Last Edited: Sep 1, 2008, 5:17 pm
ViconiaXunrae
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Posts: 226
Location: Andulaz
Magus Age: 119 years old
Clan: ADV
Message #11079 Posted: Aug 31, 2008, 10:52 pm
Sounds like a sweet idea. But it depends on whether or not golems have intelligence/learning ability. If you animate them, and they perform tasks that the caster specifies, then the golem itself doesn't learn, it just performs actions through the caster. However, if the golem has the ability to learn, then this makes perfect sense. I like the idea nonetheless.
Astros
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Posts: 40
Location: Last Alvia Dawning
Magus Age: 113 years old
Message #11083 Posted: Sep 1, 2008, 12:43 am
I like the idea but it would require maximums on the various stats, also it kinda makes the higher golems materials less useful in the long run so that would be a point against it.
Dreamweb
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Posts: 87
Location: Hans Mina
Magus Age: 111 years old
Message #11084 Posted: Sep 1, 2008, 1:10 am
Interesting ideal but as it is it isn't workable I don't think, my impression is that the golem isn't intelligent and you are spending your xp not the golem xp.

The ideal is worth doing, change it where you gain the golem points to modify your golems, it wouldn't be set to a certain golem but certain golems can be upgraded differently.


-Strength - adds capacity and +1 min damage per 10 point
(Different golems can have different max strength.)


-Defense - I would say instead of all basic defense place in a single. (i.e. impact, slice or puncture) the other side of this is damage increase


-Speed - (Different golems can have different max speed, A iron golem may get a max speed of 15 but a glass could have 35)


-Intelligence - I would get rid of this and replace it with a different name for reducing motivation.
(Animating Spirit Specialization - reduces motivation cost and energy cost to perform action on the golem with set type of Animating Spirit, All other types of Animating Spirit increases motivation and energy cost of the golem.)

ViconiaXunrae said:

Sounds like a sweet idea. But it depends on whether or not golems have intelligence/learning ability. If you animate them, and they perform tasks that the caster specifies, then the golem itself doesn't learn, it just performs actions through the caster.


Another possibility is that could be said that you have used that golem enough to be familiar with how it works better through using that golem their for the points belong to that golem

-Intelligence - I would get rid of this and replace it with a different name for reducing motivation.
(Familiarity - reduces motivation cost and energy cost to perform action with the golem.)
Nanashi
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Posts: 1115
Location: Asylum
Magus Age: 120 years old
Clan: OTAKU
Message #11087 Posted: Sep 1, 2008, 2:52 am
It would be nice to get more use out of the "weaker" golem types like bone and wood. As things stand right now I tend to max out on bone and it is my slowest gathering resource while I am saving up money.

A possible alternative for intelligence could be "energy efficiency". The more you supply energy to a specific golem, the easier it becomes. Like recasting a spell on the same item over and over, it becomes ingrained in the item.
Poseidon
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Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
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Email: kingclown00@hotmail.com
Message #11088 Posted: Sep 1, 2008, 2:52 am
Yes that was a point I forgot to make. Golems would of course have maximum stats, the caps differing for each golem type. Though I don't like the idea of actually being forced to cap out entirely and the golem reach a final potential. A good way balance out would be to allow level to continue indefinitely, and instead of adding minor bonuses to the other stats for each level, slightly raise their cap and require more points for each progressive level, kind of like leveling your magus.

Item slots however would eventually need to cap out, possibly at what a golem two sizes above it can carry.

As for defense numbers, as I said, those can be tweaked. The main point of this is to allow your golem to progress separately from your magus.
Vardos
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Posts: 146
Location: Mallow
Magus Age: 120 years old
Message #11103 Posted: Sep 1, 2008, 7:44 am
Also another way to look at it would be to tie level to max stats for example

level 1 you can have 5 str 5 def 3 spd
level 2 you can have 8 str 7 def 4 spd
level 3 you can have 11 str 9 def 5 spd

etc etc etc add until you explode :)

Also since golems are not intelligent you can make it interchangable for regular exp since that means you are spending the time and effort to make it better.

Overall I like the idea

Vardos
Poseidon
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Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #11111 Posted: Sep 1, 2008, 2:52 pm
That's exactly what I'm suggesting vardos, just with larger numbers. The numbers above are subject to tweaking, and only the starting caps. Each subsequent level will raise the cap by x amount.
 
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