I have mixed feelings about this (same with control points)
but ... could be good. ![]()
I agree very much with this, especially the idea of having to choose between enhancing units vs. casting spells. Anything that increases the number of viable playing strategies is great for me!
Of course, we might end up in a situation where the point is moot due to such an amassed amount of mana coming in that all spells can be cast and enchanted armor be created without any issue.
It might be a good idea to implement a mana cap to fix this, possibly upgradable through research.
NO MANA CAP!!! ARRRGH!!! ![]()
They are currently making some really powerful spells that take upwards of 500 mana. You will never need a cap.
Oh... you guys thought... hahaha!.. umm... NO!
I mean like a cap... that produces mana.
Totally.
Oh... you guys thought... hahaha!.. umm... NO!
I mean like a cap... that produces mana.
Totally.
That made me smile in the morning!
Best correction on forums I've seen so far, thanks for the laughs
I think it should be crystals and mana together.
Ok we're in a serious need for a mana cap item in the game....
Rather than a hard mana cap, maybe just a soft one - say that each turn X% of the mana in excess of Y drains off. Give some mechanisms for impacting X and Y (sovereign traits, items, tech...) and we have an environment where you can build up a large mana reserve, but need to work at it.
alright. then have the techs be 200 without tech, 400 with first tech, 800 with second tech, and infinite at third tech
(soft cap)
But honestly ... NO CAP AT ALL ![]()
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