Author | Thread: On Chimeric Golems |
Ileazar Posts: 125 Location: Hans Mina Magus Age: 125 years old
| Message #1769 Posted: Apr 24, 2008, 4:08 pm |
That is, golems made of more than one material. It seems to me that golems made from only one material should have parts that work better than golems made from more than one material. For example, a flesh arm attached to a flesh torso should be relatively more effective than an iron arm attached to the same torso. (Though I guess in that case the iron arm would probably still be more effective in practice than a flesh arm... bad example.) A bone arm that is attached to a bone torso should be more effective than a wooden arm attached to the same torso. So how would this work? I reckon it would depend on the mismatched parts and the percentage of each material used in the golem. A golem with mismatched legs, for example, could take a speed penalty, mismatched arms and legs could give a damage penalty, a mismatched head could mean an accuracy penalty, and a mismatched abdomen or pelvis could give a penalty to energy or regeneration. How much of a penalty would depend on how mixed-up the golem is. Or, a fully-uniform golem could get bonuses instead of the chimeric golem taking penalties. But I think it would make more sense to keep the uniform golems as a baseline and start taking penalties from there. Ugh, my head hurts to much to try to make sense of any numbers, so I'll leave that as an exercise for the reader. |
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FatherLatour Posts: 160 Location: Rildesjan Magus Age: 137 years old
Real Name: Jean Email: FatherLatour@gmail.com
| Message #1770 Posted: Apr 24, 2008, 4:28 pm |
But half the fun of golem making is throwing them together out of whatever you have in the basement. :P I don't think I've made more than one single material golem. |
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TzadkielPosts: 596 Location: Broukendale Magus Age: 130 years old Clan: OTAKU | Message #1776 Posted: Apr 24, 2008, 5:45 pm |
Well, How about the inverse. Give me a Golem Lego set. Let me know with each part how many HP it gives, strength, resistances etc. Spell it out up front and let me buylt the ugliest little monster possible. For instance each leg provides a certain speed. (btu maybe a matched set gives an additional +2) An Iron golem with Glass legs might be scary speedy. With the right quest item / spell ... why can't I have 4 legs? ;) ~ponders her flesh golem with Gold teeth and ground effects~ |
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Zeldisgar Posts: 51 Location: Shilo Steppe Magus Age: 118 years old
Real Name: Mark
| Message #1779 Posted: Apr 24, 2008, 5:58 pm |
As for chimeric golem idea - how about a golem with 4 arms (and 4 hands - extra attacks, more dmg, less accuracy) or 3 heads(extra accuracy, less speed)? Why should it be in only standard human form? And how is doing usage of multiply eyes (at least 2)? |
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ZugZugPosts: 300 Location: Ibonbourg Magus Age: 125 years old Clan: OTAKU | Message #1792 Posted: Apr 24, 2008, 9:26 pm |
I don't think the penalties is a good idea. The only bonus to mis-matched parts are (usually) higher hp and better/different base armor. If you were to penalize mis-matches, that would pretty much wipe out the only 2 reasons for using those parts. The only way I would want this to work is if my fleshy had iron arms and thus could hit harder, but not as hard as an iron golem. Or legs that gave more speed, but not as much as if they were with their proper golem torso. Basically, something like a 50% penalty or something off the proper golem stats. Then, chimera golems would see a lot more action, but standard golems would still be better. |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #1795 Posted: Apr 24, 2008, 9:50 pm |
The only way I would want this to work is if my fleshy had iron arms and thus could hit harder, but not as hard as an iron golem. This (and the reverse) is exactly what I've been toying with in development. :) Unfortunately, it's proving pretty hard to balance without creating exploitable combinations. I'm not going to let players customize golem speed outside of the occasional spell; speed has too large a bearing on combat results, as can be seen by the recent glass golem craziness. Kep |
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Ileazar Posts: 125 Location: Hans Mina Magus Age: 125 years old
| Message #1802 Posted: Apr 25, 2008, 2:32 am |
Arkham said: The only way I would want this to work is if my fleshy had iron arms and thus could hit harder, but not as hard as an iron golem. This (and the reverse) is exactly what I've been toying with in development. :) Yay! Thank you! [happy dance] |
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Skywyse Posts: 32 Location: Jaaron Magus Age: 117 years old
| Message #1886 Posted: Apr 27, 2008, 1:09 pm |
If in the look at a magus screen - you can see the power supply and the eyes , you should also be able to see ALL the parts - - fighting a bone with all bone parts is very different from fighting a bone torso with all iron parts. This would be even more evident than the power supply. I would like to see that the creature gets the WORST of the stats - A bone with golem legs would get the Iron legs speed as an example. Each part would get the resistance level and HP of that actual part. I absolutely agree that there should be a speed PENALTY of there are mismatched legs. |
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Nageya Posts: 86 Location: Asylum Magus Age: 118 years old
| Message #1998 Posted: Apr 30, 2008, 2:55 pm |
it seems like not having speed affected by the parts would make some fairly exploitable combos having a bone golem hit for iron damage with a bone golems number of attacks would be devastating. What might be a better idea is the golem is as fast as it's slowest part that way you can make a bone or fleshie tougher and hit harder but they would get some of the disadvantages of the higher lvl parts as well |
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