[Suggestion] A RimWorld of Magic expansion: Magic Research and Martial Training

Started by Holvr, December 24, 2018, 05:18:04 AM

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Holvr

[Note: This thread regards the great "Rimworld of Magic" mod by Torann, so if you're not interested in that mod, you won't be interested in this thread.]


As you may or may know, I've made another thread proposing further expansion of RWoM, yet the playerbase response was null, as only Torann has shown interest in the suggestion. To quote:
Quote from: Torann on December 17, 2018, 12:51:37 AM
I've been looking at adding in advanced classes but this seems like a more interesting way to add to the mod (not to mention, a good way to keep balance in check) and I look forward to seeing if this is a direction other players would like to see the mod expand in.

I assume that simply not too many players are "into" having divinity, gods, religion etc. so prominent in their game, so keeping that in mind I'd like to introduce a different system as a base for Torann's advanced classes.


The Magic Research system would unlock for mana classes at the same level they can start to "mentor others", while stamina classes could engage in Martial Training either from the get go, or much earlies than mages. A description of each, and their differences, as below:

Martial Training: Stamina classes could conduct two types of training:
- Basic training sessions (through a new work type: training, placed alongside the existing "magic" one) that'd give them a consistent flow of small amounts of XP, as well as providing some small bonuses, dependent on the training's type, that'd last for basically as long as the pawn can maintain a regular training schedule. This would require some new buildings like shooting target (shooting boosts), practice dummy (melee boosts), sparring spot (mostly recreation, but gives some XP), running spot (movement speed) etc.
- Advanced training sessions that'd allow pawns to learn/create new fighting techniques and abilities. This would have a twofold function:
1. It'd allow pawns to learn some cross-class abilities (equivalent of "mage spells" for magical classes) like "sprint" and some other low-impact, but functional stuff. A precise list is disputable.
2. It'd allow pawns to grow beyond the confines of their class through discovering new moves, each class-specific. A ranger could learn a "Bouncing Arrow" (that'd ricochet between enemies), Gladiator could learn a "Leap" (jumping over obstacles and terrain, ignoring all movement impairing effects).
Not only that, but they could also learn to improve their existing skills beyond what's currently possible (which would further justify allowing for some cross-class skills, like the aforementioned Sprint). Going with the Sprint example, the Gladiator could learn to change it into a "Battering Ram" skill that'd allow the gladiator to rush at an incredible speed, knocking everyone on their path down. and bashing all the impacted doors open (bonus points if AI would learn to use it to burst through the doors).

That'd introduce more depth to existing classes and allow for tweaking their abilities without the need to implement an entire new class. Additionally, the cross-class skills would certainly improve pawns' versatility.

As a sidenote: a point to consider could be an introduction of mana/stamina pawns. A possible implementation of that feature could be simply allowing both phisically adept and magically gifted traits being on a pawn at once, and those being the traits responsible for allowing the pawn to learn corresponding cross-class abilities, while still retaining the "only one class" restriction. Simply put - if a pawn is both physical and magical, their main class is the one they learn first (so if a physical/magical pawn reads a necromancy book, they keep their physical trait, but become a full necromancer, so they can no longer become any of the combat classes).


Magic Research:
- A more robust system, divergent from the martial training. Instead of simply learning more mage spells, or improving their exsiting ones, mages would get an option to come up with entirely new spells, by studying the spells they already know and coming up with sort of hybrids.
- They would get a new building (dunno... spellcrafting table?) that'd allow them to ponder on their own spells, both class-specific and mage spells (so there'd be some overlap, but a priest would be able to come up with different spells than an arcane mage). Some examples - a Necromancer who knows both their class "Fog of Torment", as well as the mage spell "Rain" could possibly come up with a spell that evokes the Toxic Fallout event, instead of a plain rain. Or a Fire Mage who knows Fireclaw and Blink could come up with a spell that teleports them like blink, but also creates a fiery explosion at the point of origin and destination, making it a semi-offensive spell. Or a Priest who knows their healing, as well as Transfer Mana could invent a Transfer Health spell that'd allow them to sacrifice their own vitality to save others (basically healing wounds on the target, and manifesting them on the caster).
- Possible expansion feature to the Mentoring mechanics: allow Mentors to share their "crafted" spells with others as if they were mage spells, so that if a fire mage - as mentioned above - makes the exploding blink spell, they could teach it to others (for the balance purposes that could consume a gem of arcane insight).


This suggestion is only scratching the surface of where this could go, but I think that this approach would resonate with many more players than the previously suggested god/religion system would. I encourage you all to comment, so that Torann can know what his community wants. Don't be as silent as in the Gods of the Rim thread ;)

Parsival

I think the combining spells mechanic should be implemented ASAP. Its a very good idea.

notfood

There is a sea of ideas, the thing is the implementation, someone has to do it and it's not always easy.