Game Development Community

Weapons & Magic Systems

by Owen "WDA" Ashcroft · in General Discussion · 07/06/2002 (4:38 pm) · 16 replies

I thought I would throw some ideas for a weapon, hand-to-hand and magic system in.

The Problems:
HtoH has to be the biggest problem, how does Bob Martial Artist Extraordinaire, and extra in The Matrix, manage to close the distance, in what is likely to be a reasonably open landscape, between himself and Zef'clar half decent crossbow man, and twitchy Q3 gamer? Even more interestingly, how does he manage to reach Warren the fireball throwing pyromaniac? It has to be the major problem which is facing the weapons system. Afterall, an easy method of implementation is to apply true FPS standards to the weapons system, combine the magic and weapons system together to produce a unified structure, afterall who says a fireball simply isn't a modified rocket, as in theory there is little reason why they couldn't come from the same code base, the problem is that Bob is screwed big time, magic users are made powerful, as are crossbow men and archers, so I feel there is little doubt that this system has to be modified, not to make Bob powerful, but to make him viable.
Magic has been, atleast in my opinion, handled badly in FPS shooters like Hexen e.t.c, as it really is simply handled literally as a weapon, a projectile (in many cases) is created, it just happens to look a little freaky, but in reality it is the same as a crossbow bolt, or a knife e.t.c just looks different, realm wars should, I feel, strive to make magic handle differently to weapons, and in turn I don't think people should be running across the landscape wielding crossbows only, because then we have another balance issue.

One solution would be to create counters to ranged weapons, crossbow proof armour, magic grounding gems, but this feels a cheap way out, it protects the few that take them and lets rest suffer, it creates a dual system of impotence and insane power, and whilst elements could be included to try to enhance the gameplay reliance on this could really dampen peoples fun.

The solution I have been considering, and am still trying to refine and clarify within my own mind would create 3 distinct weapon sets, magic, ranged, close-quarters. Afterall a sword may have a marginally longer range than someone's fist but essentially they are close quarters weapons.

Ranged should suffer from slow-reload and arcing projectiles, so if you want to be an effective archer you will have to aim above the target to hit him at range, at medium range you can plant an arrow in his chest with a straight aim, but you have to place another arrow into the bow before shooting again. Additionally I think loaded bows/crossbows should slow the player to walking speed, afterall I really wouldn't want to run with either of those weapons ready to fire. Yes they would be quite effective classes, but at close range, they will only get a shot off before you pile into them with your much quicker close-ranged weapon. I think reducing damage caused at close range by a ranged weapon shouldn't be done obviously, I think there should be a penalty to try to pursuade archers not to get into that situation, but it should be the time it takes to get another shot ready that is the main deciding factor. RTCW reduced damage marginally to prevent rushing the ai during the single player game, and it was not enough to notice, but it worked into your subconcious and you tended to stay a little off the ai.

Magic is different, it should be quite powerful as a weapon, but have casting time, so in a way the exact opposite to reload, the magic-user has to stop and begin his casting process before getting off his spell, obviously the more powerful the longer is takes. If he wants to rain down brimstone and sulpher on his enemies from a nearby hill it may take him 10/15/20 secopnds, however long balancing required, to cast that spell, during which damage would interrupt the casting. I like this system, because personally I dislike mana systems, if you make the powerful spells take 30 seconds to cast you will dissuade the player from casting them all the time, on the otherhand if a fireball takes 2 then it will become a primary attack. Plus it will give players an incentive to defend magic users, not because they are made weak, but because constant damage will prevent them from effectivly attacking. Another pet hate is that all magic users start at 50% health and can't wear armour. Armour should restrict certain spells because of the movements required to cast them, but who says Bob, who is only interested in minor attack magic could not wear chainmail, or some other heavy armour, he may not be able to conjure up a huge lightning storm because he can't move his arms above his head, but why should the armour stop him from laughing madly whilst raining flaming death down on the poor sword carrying barbarians struggling up the hill towards him.

Close quarters weapons should be the mainstay, and made the most configurable, your average player should be interested in getting in close and personal, and therefore a greater weapons selection for CQB is probably a good idea. I like Jedi Knight's lightsaber system, where movement direction dictates the attack, plus Morrowind's idea of holding down the attack button longer to increase damage is quite nice, because it would allow weapons like knives to compete against two-handed swords, as you're going to stab like crazy with a knife, however you are really going to swing that sword back to get a nice powerful blow. CQ weapons should not slow you down, unless and encumberance system is included, but you should be able to "power up" an attack and charge in, however once engaged in a fight your ability to turn and flee should be impaired, it should be possible if your opponent is sloppy, but to turn tail and run should be very hard.

I would look at a system that makes CQ weapons the easiest to use would be ideal, reload times and arcing projectiles would make ranged classes a challenge to use, but still effective, and casting times with magic users would mean that keeping off to one side was really the best way to act. Both types would become more advanced players classes. requiring a high level of practice and skill to suceed with them fully, but would also, in my mind, solve the problem of ranged versus CQ.

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To also include some ideas that I initially commented on in another post and have considered further:

Weapons should be free and readily available initially, however for killing enemies, and completing objectives (especially completing objectives, CS is a prime example of objective completion gone wrong) you should get money, which you can spend back at your base to upgrade them to cause extra-damage or produce additional effects (maybe setting the enemy alight, or stunning him). CQ weapons should be allowed more effects that ranged, which would rely more on an exhaustible supply of enchanted ammunition, although bows/crossbows, enchanted to fire the projectile with more force should also be viable), or possibly small bolts of energy once that cause minimal damage incase ammunition does not want to be wasted.

Magic users should start with all the spells their class has, but should only be able to memorise a few, and it takes a few seconds to transfer spells from book to memory, and with say a limit of 3 spells in memory at once careful balancing would be required.

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An idea for wizards is to employ spell effects and construct their own spells.

You could use sliders for damage, area, and you would drop effects like, poison, fire onto the spell, which would hold their own particle effects. Classes would then be limited to which effects are available to them rather than exactly which spells, although a series of pre-constructed spells would always be available. You could then choose whether the effect will be projectile or instant hit and whether it effects and area on impact and the size, which would allow a whole range of spells to be created so e.g

Effects:
-Fire
-Storm
-Poison
-Heal
-Bind
-Slow

Type
-Area
-Individual

Form
-Instant Hit
-Projectile

Affects
-All [Default]
-Self
-Friendly
-Enemy

Damage - Slider bar that starts at 0 and determines the damage. Can apply negative damage, although negative damage is not available to all classes, and those that are primarily healers may have this renamed as Heal.
Area Of Effect - Slider becomes active when Type->Area is selected, and increase the area of the spell.
Lasts - Slider increases the spell's existance from instantaneous upto say 20 seconds.

So to create a 5 second bind spell that effects only one person and will hit the selected person instantaneously and set them on fire for 5 points of damage each second you would.

Drop the bind icon into the spell effects box.
Drop the fire icon into the spell effects box. [Unlocks the damage box]
Check Instant Hit
Check Individual
Check All
Slide the Damage Bar to 5
Slide the Lasts Bar to 5
Type in a Name
Click Save

Or an expensive yet lethal spell, poisons an enemy for 20 seconds, binds him to a spot and makes him invisible so his teammates can't help him easily.
Drop the Poison icon into the Spell Effects Box. [Unlocks Damage]
Drop the Invisibility icon into the Spell Effects Box.
Drop the Bind icon into the Spell Effects Box.
Check Instant Hit
Check Individual
Check All
Slide the Damage Bar to 5
Slider the lasts Bar to 20
Type in a name
Click Save

This system would allow quite a diversity of spells, ranging from minor to major.

Each item would cause the casting time (or mana cost) to increase, also instant hit would increase the mana, as would causing the spell to differentiate between friend and foe. Area effect would also increase it, more damage, longer lasting and the size of the area would increase it, so yes you could create an uber monstro spell that will wipe out any enemy it hits, but it will cost a lot.

Safeguards, such as damaging spells could only effect all or enemy could be put in place to stop anti-social players creating spells that harm only their teammates.

The effects can be increase to include stuff like flight, vampiric attack, infact anything desired. The icon would designate the particle as well as the primary effect, technically poison and fire are much the same at the surface but the particle effects would be different, as would maybe some of the more subtle effects, for example being on fire may obscure your view, and you risk setting your teammates alight, or causing damage at close range, whereas poison may affect your movement, jumping and accuracy.

If you limited each player to holding maybe 5 a spell book at any one time, plus forcing them to return to base to update their spellbooks with newly created ones it would prevent rapid creation for any purpose.

I like this system as it is easy to use and would allow more advanced players to construct a multitude of spells.

This system could also be applied to weapon enchantment, if a system existed so non-magic types would get the ability to build their own magic weapons.

Obviously this is on the assumption that they could save their character somewhere, which I like because their character could gain awards and a history which they could show off.

Comments? Suggestions?

#1
07/08/2002 (9:25 pm)
OK, a few thoughts.

First, I like the idea of casting time instead of mana. A few people are coming up with innovative magic systems rather than mana regen, which is cool. So far we have casting time as the factor, we have an elemental based system. Also possible would be a "spellsword" sort of class where mana is earned through blood. (Hyrbid magic/fighting class)

Creating your own spells seems open to abuse, I have heard that Morrowind suffers a lot from this. It also raises the question of when people would create these spells, memorize them, etc. Doing it during combat doesn't seem very feasible. Saving characters actually wouldn't be a problem though if I understood correctly, what would be saved would just be profiles. It wouldn't be open to abuse. (you could always re-create your spell formulas each time if you wanted to) Personally I would rather have some carefully designer spells with cool effects (visual and otherwise) than a generic spell-creation system.

As far as weapons go, people seem to be leaning towards buying and updrading of some form, rather than just finding respawning weapons. I think it is something we will hammer out and take a stab at in Milestone 3. (The MS after the one we are working on now)
#2
07/08/2002 (11:00 pm)
I spent a while enamored to the idea of an open spell system so I know where you are coming from (I'm sure I could dig out that design doc if you wanted to see it =) but I agree with James that a nice set of carefully tuned spells will go a long way towards making sure that they are balanced and look really sweet. If RW was a slower, rpg-ish game I might lean more towards a well done open system but with the focus on action you should rarely going to have time to play around.

I like the casting time idea best also. I think that damage should interrupt the casting time but movement shouldn't (action = movement).

I'm still leaning towards no buying system but I think that a limited one that won't interfere with the player unless they want it to would be fine.
#3
07/08/2002 (11:23 pm)
Ok I like the casting time, but I feel also that demage should stop the cast but movement... well what about movement is slowed down alot, also the player can't jump etc. Just move a little forward etc?

With the making your own spells sounds like fun as its your home made spell but things like that can get out of control in ways and slows down the game.

And I 'spose if you wnat good looking spells with the making system you could have it so, fire = red power = size, and all the other things to make some things spin around etc.
#4
07/08/2002 (11:58 pm)
I think movement should be affected during casting, so no jumping or running, but walking should be allowed so atleast the caster has a bit of a better chance of getting spells off, but he should still be slowed to a walk.

I can see what you mean about the open casting system, another possibility is to let each spell have say a number of levels so:

Level 1 fireball - Impact only, quite small, 5 damage
Level 2 fireball - Small area effect, medium ball, 10 damage
Level 3 fireball - large area effect, big ball, 20 damage

and basically the player can interrupt the casting sequence by pressing the firebutton again. So to explain myself better Warren begins casting time, it only takes 2 seconds to conjure a level 1 fireball using the fireball spell, but he has time so he continues casting, after 5 seconds he has a level 2 fireball, and after 10 a level 3, once level 3 is hit the fireball automatically is thrown, but he could interrupt after 2 seconds and throw a level 1, or after 5 and throw a level 2, it offers some more variety, and almost follows the casting time idea better as it means that Warren has concentrated for longer and produced a more powerful spell.

It may be say slow has 3 levels, with level 3 fully rooting a player to the ground, but the other 2 levels slowing the player increasingly.

Or even better, because this is a computer game, and computers can track numbers much better than humans, each extra second of casting time upto 20 seconds will increase the spells power, so the player can throw tiny fireballs after a second, or the equivilant of a meteor after 20, if they have the time to build the powerup. I like this idea because it adds strategy, do I wait a couple of extra seconds to build the fireball up to immense proportions, or do I fling it now and run for the hills?
#5
07/09/2002 (1:41 am)
Several Comments:

1. Mana is only useful if you are going to create limited use items like wands or charms or amulets. These items could be used to counter magic or physical attack and cast spells. The items have a mana reserve that is used up in the casting or countering of effects. These items could be charged and are a great balancing tool for the weak areas of a character.

2. Magic using characters should be limited in some armors and weapons but only in that their character is physically incapable of using them.

3. Like many RPG systems, the best way to limit a characters skills seems to be to ask the player to do so at character creation creation by having skill focuses. Magic abilities should be limited in this way as well.

4. Spell timing is good, but consider that a spell caster becomes almost useless without a team at that point, and especally against a combat character. Protection, escape, and illusion spells would be a necessity to counter getting caught in the open as a spell caster.

5. Some characters need to have innate magic abilities that do not have limitations for time casting, but cause fatigue. In fact I am in favor of a system that has moderate time based magic systems in combination with magic fatigue (which would change with experience). Magic is powerful, but has a (small) time component, limited number of spells memorized, and fatigue. At the end of your fatigue you pass out. Each of these components could be easily tweaked for maximum balance. For example: Fast spells, 5 memorized, after 3 you risk passing out (this could be fatal).

6. The optimal combat system will not allow for endless combat, spawn, respawn, etc...ad nauseum. Structured attacks with defences and offences. Magic, Ranged, and Hand to Hand. Each had their advantages and disadvantages.

7. Oh yeah, Let's not forget what makes this kind of variation fun....not having so much balance that there are no advantages to each character. (Too much balance ala Tribes 2)

8. For magic there should be at least:
Elemental Magic - Fire, Ice, etc.
Illusion Magic - Things that are not there.
Healing Magic - We all know this one.
Protection Magic - Shields and the like.
Physical Magic - Effects characters..run fast etc.

9. I will go with Morrowind on this one: Skills should be gained and levels attained through performing actions and getting better.
#6
07/09/2002 (9:31 am)
Realm Wars is not an RPG
#7
07/09/2002 (10:30 am)
Just wondering if it you are trying to take it (the game) in a RPG direction, or something more like a Tribes/Tribes2? I played the "Demo/Beta/Test" version today, and was curious about the direction you plan on taking.
#8
07/09/2002 (6:36 pm)
I am aware that this is not an RPG but it would make an interesting cross-genre game. If some of the better and more usable character building RPG elements are borrowed then it would have a better draw to a wider audience. RPGers and FPSers. As for now, there have been no good "no compromise" crossovers. Market appeal still has a position in the decisions of game building. Strict FPS is almost played out.
#9
07/09/2002 (7:43 pm)
Responding to points in order:


[1. Mana is only useful if you are going to create limited use items like wands or charms or amulets.]

I don't see why this is the case. Mana is way of ensuring spellcasters can't go crazy and cast 100 spells in a row.

[3. Like many RPG systems, the best way to limit a characters skills seems to be to ask the player to do so at character creation creation by having skill focuses.]

This is a possibility, but character skills are something we will have to think more about later.

[4. Spell timing is good, but consider that a spell caster becomes almost useless without a team at that point]

That isn't a bad thing IMO. How about a system where you have to charge a spell, and while charging you move slowly and getting hit resets the charge. After charging you are free to use it at will while moving about. I don't like the idea that you would have to charge in place then immediately use the spell because it would make aiming and reacting impossible, so I think this is a good compromise. Basically you must "memorize" the spell then use it once. I don't think we want to get too far into things like memorizing spells, juggling spell books, etc. Remember this is going to be pretty fast action. Configuring the character a bit before you begin playing is fine, but once in the game things are going to happen pretty quickly.


[6. The optimal combat system will not allow for endless combat, spawn, respawn, etc...ad nauseum.]

Agree.

[9. I will go with Morrowind on this one: Skills should be gained and levels attained through performing actions and getting better.]

I am not opposed to getting better at things within a given game. But allowing players to build up over multiple sessions is problematic in terms of both balance and security issues. It seems decent to me that in a given set of games if you backstab someone 10 times you get a damage bonus to it. Keeping that bonus past that gaming session doesn't sound so good.
#10
07/09/2002 (8:12 pm)
I think it would be cool, if say your casting something and someone hits you, your spell flys off with a really small amount of power. It could be better done then just that but I can't get the whole words out yet. But that may make you think of it too.
#11
07/09/2002 (9:59 pm)
James

the idea I thought for spell casting was not so much a reload system, you don't charge it up and then let it off at will, but begin casting it and when it reaches maximum power it unleashes. However for low level attacks, like say the equivilant of a dagger hit it would take a second to fire that, so to use my overused fireball analogy:

You can charge from 1 to 20 seconds. Each second would increase the potency of the spell, so you could unleash 20 minor fireballs in the same time as creating a one that on impact would pretty much immediately kill anyone nearby. The minor ones, say 1 to 3 seconds, would provide enough damage to keep cautious players at bay, but not enough to make the wizard untouchable. This I believe would make the magic classes a bit more versatile.

I am against the reload idea, inthat you memorise the spell walk over the hill unleash it, walk back, memorise it again, walk over unleash it, the idea I had of casting time was you could see the spell energy flow into the wizard more and more intensly as the casting time continued, until that energy was unleashed at the culmination of that casting time.
#12
07/11/2002 (7:06 am)
OK thisis getting too much to read so someone may have said this. What if we set it up where each spawn you get a class specific spell you may do at any time, make man so that you can do it fairly quikly and not have to worry about losing mana . . .

Then make it so that you can acquiring a special scroll where you may caste a POWER spell one or two times prior to dieing. Make it also so when you die your mana goes to where it was prior to dieing or else people woud go out catse a massive spell die and do it again causing the 1 man army issue to surface.

I thihk this is dueableand should be fairly eay to do. It gives us something to start with.
#13
07/11/2002 (8:36 am)
Here is something that has been bugging me for a while. Since RW is not a RPG, and we want to encourage people to get better through player skills rather than character skills, then how does that goal apply to a magic user?

In Tribes the players got better at skiing, jump jetting, flying and shooting at the same time, etc. These skills were deep enough that they allowed poeple to play for a long time and not get bored with the game, especially when overlayed with the team play mechanic. My thought is that magic needs several layers of player skills in order for the magic class characters to be interesting to play.

Thoughts?

Jeff Tunnell GG
#14
07/11/2002 (12:30 pm)
Agreed all the classes, whether it is fighters or wizards or anything else considered needs to have attributes that players themselves can improve, as to exactly what I am not sure. Perhaps a method of supercharging spells could be instigated, but I'm not sure exactly what could be done, as there are not jump-jets, magic doesn't work in a true weapon style, or atleast I would hope it does not, and I suspect that there will be no skiing, looking at other games there was a lot less to learn other that the regular twitchy skills that FPS games require.

Fighters is reasonably easy, create a movement based attack and defense system, much like JK2, that awards thought out careful planning of moves and requires mastery to be deadly, but allows a novice to drop in and attack.
#15
07/11/2002 (6:26 pm)
Maybe make it so that it takes a certain amoutn of time for the spellcaster to say the words and get the spell off causing timing to play a critical roll. Maybe make it the more powerful the spell the longer the mage needs to concentrate!
#16
07/12/2002 (12:05 am)
Maybe I should put up the lengthy magic system proposal I wrote somewhere.

try web.lemuria.org/ElfMagic.html

The "deeper skill" I used was positioning. It has a critical impact on your casting abilities just where you are on the map - close to water? inside or outside of buildings?