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View Full Version : Anti-Magic Ax


Lovecraft
12-02-2003, 04:19 PM
My idea is that you have a mgic weapon that counts as an extra person on the field. Itt would be an ax that you put on any basic fighter (Knight, Assassin, Scout) and th as would increase the damage done by the person by ten, half the damage done to the person by magic, and allow the person to attack the wards. It would also, in order to make it fair, give thje person an extra 1-2 round wait.

I realize it wouldn't be good for the scouts, but they are fighters.

I'm just trying to test out the idea of a magic weapon in the game, so if you can think of anything that would make it better please reply.

ABronsonM
12-02-2003, 04:32 PM
Its an interesting idea but unfortunatly i don't think this game is far enough along yet for it :(

Lovecraft
12-02-2003, 04:42 PM
I definately don't think they should make magic weapons before new units, but I was just wondering what other people thought about teh idea, while marvelling at how open the future of this game really is. I love things like this because if the game designers want, imagination is the limit.

ABronsonM
12-02-2003, 04:44 PM
*ABronsonM nods at Lovecraft. He/She must know what he/she is talking about*

Aro23r
12-02-2003, 04:45 PM
This sounds like a cool idea, or at least something like it, a unit-add-on.

But i think you would need to have more than 10 units on the field for this, with more units being released and bigger units too. But keep this idea, sounds cool.