MAGIC AND MANA -- TO USE MP POT, OR NOT TO USE MP POT; WHICH ONE?
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MP recovery by walking around is flawed unless you're using random encounters. In fact, this whole discussion really depends on your other core mechanics. kitten, you don't want to really deal with mp gain through time. That is even more flawed.
A solution that I have liked is having MP recovered by a certain percentage if (and only if) a battle initiates. This gets rid of wasting those extra turns of defending or having your character do nothing just to gain MP in a battle system (very important if you use the DBS). It also gets rid of walking around a map for 30 seconds and can't be exploited as easily.Just recover the MP and be done with it. It's straight to the point, which is great.
There are also other solutions to hoarding loads of MP restoring items. Dungeons in the Golden Sun series carry psynergy rocks that restore your MP. Of course they're treated like a rare treasure, so you have to work at trying to get them. Just do lots of play testing and think of how your battles work when doing this. =)
A solution that I have liked is having MP recovered by a certain percentage if (and only if) a battle initiates. This gets rid of wasting those extra turns of defending or having your character do nothing just to gain MP in a battle system (very important if you use the DBS). It also gets rid of walking around a map for 30 seconds and can't be exploited as easily.Just recover the MP and be done with it. It's straight to the point, which is great.
There are also other solutions to hoarding loads of MP restoring items. Dungeons in the Golden Sun series carry psynergy rocks that restore your MP. Of course they're treated like a rare treasure, so you have to work at trying to get them. Just do lots of play testing and think of how your battles work when doing this. =)
post=91423
In fact, this whole discussion really depends on your other core mechanics.
Absolutely. An MP regeneration model that makes for superb balance in one game could completely ruin another.
Though Neophyte, is that regained MP taken away if the player escapes from battle? Seems like a way to cheat that system.
every game needs a bit of magic! with a dash of adventure...
but seriously, if MP is just something to abuse and get the player to save up for boss battles, then something might be wrong. I've played lots of amateur RPGs where the strategy is simple: save your badass attacks for the bosses 'cause otherwise you are wasting MP.
some sort of regeneration or alternate system fixes this... which is why i've abolished mp.
but seriously, if MP is just something to abuse and get the player to save up for boss battles, then something might be wrong. I've played lots of amateur RPGs where the strategy is simple: save your badass attacks for the bosses 'cause otherwise you are wasting MP.
some sort of regeneration or alternate system fixes this... which is why i've abolished mp.
Personally, I want to make a game like D&D 4e where the only "MP" is 1 point every other battle that lets you be kick-ass awesome for a few seconds and all other skills are on the FF1-3 "levels/day" type of deal. On the actual subject, however, I very rarely use MP restoration items. I started using them in FF4 DS when Rydia got the Item power x2 <3 <3 <3 augment, however - normal ethers healing 100 MP? Yes please... until Rosa got 600 MP from MP+50% and never needed restoration ever again, but whatever.
I prefer my characters be self-reliant.
That is, they have the means to survive indefinitely if the player is clever enough to use them.
(MP absorb and MP gift combos, for example)
Also, Craze, get on AIM or something. =)
That is, they have the means to survive indefinitely if the player is clever enough to use them.
(MP absorb and MP gift combos, for example)
Also, Craze, get on AIM or something. =)
post=91209
Where the tent thing really was useful in FF, I think it pulled away from the reality of the world. When you slept in the tent, no monsters would attack you... Something I have tried to stay away from, but I see your very good point on the matter. Thanks! :)
That's because you could only tent in safety zones in FF4.
post=91245
To the contrary, that just makes the player resort to the boring option and spam basic attack.
I like MP recovery to be abundant and the actual -challenge- factor of the fights to be ramped up. The turn cost of using MP healing in a tough fight should be a bigger concern than the monetary cost.
In my game, I decided to give each of the mages a couple of basic 0-mp skills that do little damage but get the job done. None of them are healing spells obviously, just basic elemental special attacks. That also helps for when you're out of MP but need to fight ghosts or anything else that's immune to normal weapons.
For a game like Madou Monogatari, you play as a single person who is a mage and the three normal attacks don't consume your energy (there's no HP or MP, you have to take a look at how healthy you look and feel to see how much more you can take) and you could always apply energy to make them stronger using Diacute.
Try this to make a Nuker:
1) Give the mage two-three free skills like Wolfcoder suggested so that they can exploit weaknesses but normally just do damage around the average physical output of other characters. A free battle-only heal or buff/debuff would be useful, too.
2) As the mage uses the free skills, they build up their Mana/Link/Charge/etc. and then unleash the stored power to actually nuke.
3) The mage also has normal MP so that they can use more powerful buffs and other support spells immediately, but not deal the nuketastic damage until they charge up.
This provides a way to have MP restoration (or not) while still letting Nukers go Meteo your opponents.
1) Give the mage two-three free skills like Wolfcoder suggested so that they can exploit weaknesses but normally just do damage around the average physical output of other characters. A free battle-only heal or buff/debuff would be useful, too.
2) As the mage uses the free skills, they build up their Mana/Link/Charge/etc. and then unleash the stored power to actually nuke.
3) The mage also has normal MP so that they can use more powerful buffs and other support spells immediately, but not deal the nuketastic damage until they charge up.
This provides a way to have MP restoration (or not) while still letting Nukers go Meteo your opponents.

















