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 Post subject: Idea: Donate Mana
PostPosted: Tue Sep 07, 2010 10:15 pm 
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Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
Not sure how often it happens nowadays, but in the past certain combinations of events could conspire to dump loads of ME on a magic user and they'd have say, 150%, instead of being properly capped at 100%. For those who need numbers as an example: Mage X gives 50 mana to Mage Y, who now has 150 of a possible 100 mana points.

Now whilst in the past / current code the very next game tick will 'fix' this anomally and return mage Y to 100%, I'd propose that such temporary highs could be allowable and potentially encouraged as part of PVP or PVE tactics. Essentially it becomes a temporary increase to the targets 'current' mana only.

Discuss:
- risks (I'd be concerned about an uber-voodoo off the top of my head)
- names for the skill
- in theme ways it could be added to the game (one or more classes? in-game group(s)?)

Just a random idea.


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 Post subject:
PostPosted: Wed Sep 08, 2010 12:50 am 
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Joined: Wed Sep 24, 2008 12:21 pm
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First thing I can see is shamans getting overcharged mana pools and using them to annoy the [REDACTED] out of people. I'd vote this down for that reason alone.


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PostPosted: Wed Sep 08, 2010 4:00 am 
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Location: Australia
SK Character: Viltrax
ninja_ardith wrote:
First thing I can see is shamans getting overcharged mana pools and using them to annoy the love out of people. I'd vote this down for that reason alone.


Risks can be mitigated: e.g. if this idea is confined to a theme that excludes shamans (religious spell?).


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 Post subject:
PostPosted: Wed Sep 08, 2010 4:30 am 
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Joined: Fri Aug 08, 2008 1:25 pm
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Location: Beyond the Rim
Viltrax wrote:
ninja_ardith wrote:
First thing I can see is shamans getting overcharged mana pools and using them to annoy the love out of people. I'd vote this down for that reason alone.


Risks can be mitigated: e.g. if this idea is confined to a theme that excludes shamans (religious spell?).


Or more simply a mana cap for voodoo. I'm in favor of keeping things simple and avoiding 'you can't do that.'


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 Post subject:
PostPosted: Wed Sep 08, 2010 5:02 am 
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Joined: Fri Aug 08, 2008 1:25 pm
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Location: Beyond the Rim
Skill name - channel.

I played around with the thesaurus and could come up with other examples, but none so simple and recognizable.


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PostPosted: Wed Sep 08, 2010 6:16 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
There's absolutely no good reason (aside from trying to use old broken scripts that require too much mana) For someone to be need over 100% mana at any point in time except voodoo'ing people, which is one of the lamest skills in the game.


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PostPosted: Wed Sep 08, 2010 7:32 am 
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Location: The great white north
This encroaches on a skill already in game.


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PostPosted: Wed Sep 08, 2010 7:48 am 
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Joined: Sun Oct 11, 2009 8:47 pm
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Cool idea, although I'm not sure if it would work as well as it sounds.


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PostPosted: Wed Sep 08, 2010 8:05 am 
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And there are bug abuses such as removing items to go over the 100%, use the new skill, and a tick later, rinse/wash/repeating. Unless it is also time sensitive and there's sort of an internal recharge ticker happening to prevent this.


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PostPosted: Wed Sep 08, 2010 8:05 am 
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Joined: Mon Jan 02, 2006 7:47 pm
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Location: Virginia
SK Character: Amorette
Isn't this already a skill in a certain cabal, and somewhat related to a spell for a certain religion?


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