Please enter your user name and password: User Name: Password:
Register an account! · Forgot Password or Username?
What is Muelsfell? - Muelsfell: Rise of the Golems is a persistent browser-based game (PBBG) that revolves around the creation of magical golems by mages and magic users. Muelsfell is part combat, part roleplaying game, part resource management. Sign up for an account and give it a try -- for free!
Darghelm, in the Foothills of Ulvania
The hardy people of Ulvania value family bonds and friends over all else, so Darghelm has developed an extensive network of taverns, cozy inns, and messaging systems. They are not a cowardly nor xenophobic people and so allow people from all over the continent to use their taverns and speakeasy establishments.
You can read but will NOT be able to post until you login or Register
Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Size Matters
Ileazar
Posts: 125
Location: Hans Mina
Magus Age: 118 years old
Message #1478 Posted: Apr 19, 2008, 2:58 am
Right now, the benefits of increasing the size of a golem are not nearly worth the experience cost for doing so. So what other benefits could a golem receive from getting bigger? I have some ideas, but some other things may need to be changed to pull them off. Anyway:

Increased Damage: Bigger fists/claws mean more damage.

Increased Accuracy: More surface area with which to inflict damage.

Increased Strength: Separate from and in addition to strength-only increases (a whole 'nother issue).

Increase in Opponent's Accuracy: A bigger target is easier to hit. This is partially offset by....

Increased Damage Resistance: Thicker parts with thicker skins.

There's also the question of appropriately-sized parts and equipment for larger golems. I refuse to believe that standard-sized arms and legs would be anything near effective on a larger-size torso. So, how about when crafting golem parts, in addition to flavor and level, the magus must select the size of the part as well? I don't think larger parts should cost experience, but definitely should cost more resources.

In the same vein, standard-sized armor and weapons would be less effective on larger golems (and, in most cases, vice versa). Thus, artificers would need to select the size of the thingies they craft.

What else?
Panacea
Panacea's Avatar
Posts: 167
Location: Broukendale
Magus Age: 117 years old
Message #1528 Posted: Apr 20, 2008, 1:28 am
I agree. At the moment size (and strength for that matter) are xp drains more than anything. While I would like to increase the item slots on my golem. It costs ridiculous amounts to get them where I want it ie. the chest so I can carry a big energy source and still armour the chest. So maybe putting some other bonuses on it as well would make it more attractive. I like the ideas of increased strength and damage resistance the most. And increase in opponent accuracy makes sense too.

I'm not sure if different sized equipment is such a good idea. It makes it harder to sell if you want to get rid of it and resource increases could be draining, especially for the prices of some of the higher level armours.
Sterling
Posts: 157
Location: Darghelm
Magus Age: 120 years old
Message #1541 Posted: Apr 20, 2008, 4:01 am
I think it's fine as it is, but either the xp cost needs to come down, or it needs to be switched to a resource cost.

Some of your ideas just overlap with existing upgrades (armor, weaposn, etc) which is not a great idea. And making limbs/weapons be built for a specific size just adds more needless micromanagement.

I would like it though, if the 'reach' advantage was better explained. Does it work like D&D where you get an attack of oppurtunity? Is it only helpful if, at the end of a round, the golems just happen to end up the right distance apart so that one gets attacks while the other doesn't? (hopefully not that) And how much reach do they get per size category?


Azraeth
Posts: 1
Location: Mottonsborough
Magus Age: 111 years old
Message #1579 Posted: Apr 21, 2008, 5:34 am
Actually I would rather see the size increase switched from and exp cost upgrade to an individual golem to a library research that would apply to all golems. I admit i haven't been playing very long but spending exp on size doesn't really make sense to me. You could have the 3 lvls apply to different types of golems, for instance lvl 1 would apply to say flesh, bone, glass, clay. Then have lvl 2 apply to wood, copper, bronze, brass, and lvl 3 apply to stone, iron, adamantine.

The costs/reqs for each i wouldn't be able to guess at, but it makes more sense to learn how to craft bigger golems through research rather than from combat exp.

This would also free up some exp to be used on the magus lvls, golem str, or motivation points or whatever, wich means the costs of those things wouldn't seem as high because of the extra unused exp.
 
Muelsfell Chat Options
Muelsfell currently has no official chat room setup, but there is an unofficial player run chat called Darkmyst Muelsfell Conference.

Username: 


Disclaimer: Please note that this chat is NOT moderated, supported, owned, or operated by Muelsfell staff. Muelsfell is not responsible for the content or function of the chat room, nor is it linked in any way to Muelsfell game functions such as your workshop, account name, or password (your magus name is forwarded to the chat as a nickname if you are logged in when you join the chat). Muelsfell Terms of Service do not apply for this chat, so please use this only at your own risk, and remember that official game staff will NEVER ask for your password.
Why wait? Register for your free account and start playing right now!

Play Muelsfell!