Pillager wrote:these 'differences' you listed are your own creations. You are inventing things to vehemently object to.
An 'On map' battle spell could behave exactly like a unit that auto disbands at the end of your turn.
I'm not sure what you mean by my own creations. You asked for a list of how a map spell was different than a summoned unit attacking a stack. I listed the ways it's different. None of those are my creations. All of them are differences in mechanic's of the game.
Now, granted, you have not given any indication of how far away map spells would range. So are you suggesting that you have to be in the next square to the opponent use one or do they shoot up to say 2-5 or more squares away? Do they shoot over water? Over mountains? Into cities? Over other stacks (allied and enemy)? Everyone one those questions is legitimate game mechanic differences from normal units moving on a map.
On the other hand, if you want the fireball spell to manifest itself as a single Elemental (seems natural) attacking an enemy stack in the normal manner of combat, then yeah, a fireball spell is exactly the same as an Elemental attacking a stack because it would be a reviewable battle in the battle screen and would behave exactly as a single elemental attacking a stack (minus distance traveled to reach the other stack if you aren't exactly beside the enemy stack). But I get the impression you want it to be something more than a single unit attacking a stack and that you are looking for some kind of mass effect on the enemy.
Pillager wrote: And this precognitive vision you had, about how the game will decay into fireball slinging, doesn't take into account that every fireball uses up scroll charges, which could be very scarce and valuable resources.
This is *EXACTLY* how the game will evolve. Either:
1) Scrolls will be scarce - In which case person who gets lucky enough to get them obtains a undeserved advantage (unless we pick the exact scroll we want). Also in this case you only reserve them for enemy heroes, not fodder stacks.
2) Scrolls are plentiful - In which case everyone uses them all the time on any decent enemy stack.
We aren't talking about an AI here. We are talking smart players who are going to use this tactic as often as possible based on the number of scrolls of this type they get. I can 100% guarantee I'd be using my scrolls in this manner. And how do I know this? Well Warlords IV has these types of spells. It killed PBEM (basically what Warbarons is) entirely unless players agreed to not use these spells. In online games it turns into a total cat-mouse game where players keep their heroes *just* out of range of each others spells for fear of being nuked followed by a bunch of armies pouring into finish them off. So you end up with heroes who are 100% defensive based because they can't go on offense.
Warlords/Warbarons is based on shared risk. That is, to kill an enemy, you must risk something yourself. A Hero/7 dragons taking on a bat is low risk but it's also low reward. A hero/7 dragons taking on a hero/7 dragons is high risk but it's also high reward. Having riskless attacks (beyond a scroll charge) breaks the model entirely and weighs things VERY heavily in favor of the attacking player.
And this type of cat and mouse game play is all tactical, not strategic. Which requires players have lots of experience with the tactical part of the game to be proficient at it in addition to the strategic requirements.
That is why I said that Warbarons has a serious decision to make when spells come into play on whether it's going to move toward more tactical based (spell combo's, cat and mouse game style) or remain more traditional Warlords strategic based.
Pillager wrote:I agree that not every hero needs to be able to use spells. So, fighter types wouldn't have a casting box. But, I don't have any problem with a priest casting a lightning spell or a wizard blessing a stack. And I don't think that allowing multiple hero types to cast the same spell invalidates the concept of different hero classes.
Again, I'll mention the fact that a couple of weeks back you talked about not mixing all kinds of fantasy genres together with regard to unit design.
I'd say having Priest cast Lightning/Fireballs and Wizards issuing Blessings goes against everything I've ever played/read in fantasy realms.
Thus you'd just need 2 basic hero types. A Fighter and a Spellcaster. Making a generic Spellcaster instead of a Wizard or Priest then allows the scroll concept to make sense because I certainly don't see a Paladin using Chain Lighting.
Incidentally, with regards to scrolls. How are you envisioning instantaneous use scroll effects like teleport/summon unit/fireball etc working? Just drag to slot, spell auto casts and you select the effect/location? Would you be able to cast as many as you had charges if say your Fireball scroll had 5 charges could you just keep dropping it back in over and over and fireballing over and over or teleporting over and over on the map? Or is it one use of a spell slot per turn?
The advantage of having individual spells + mana pool is that once the pool is used up for your turn, you can't cast any more spells. But you could cast 3 small spells or 2 average ones or 1 big one if you had the mana where your spell slots means you can either cast just 2 per turn (assuming 2 slots) or unlimited per turn (limited only by scroll charges).
KGB