Author | Thread: 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? |
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Panacea 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. |
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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? |
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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. |
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