10-28-2011, 07:21 PM
Should just make it do some damage IMO, this idea has both PvP and PvM uses.
For PvM, it's an IMPENETRABLE wall that deals damage to the mob. That's exactly what fire field does, but fire field does 1 dmg/sec PER field, and they stack. This gives you a reliable source of heavy damage. Only thing is, it takes a LOT of mana to upkeep a firefield that does 20 dmg/sec. Energy field on the other hand could be something that deals 10 damage randomly (I'd say 10%/sec), and they SHOULDN'T stack. This would give you another option when you are trying to kill big stuff. You can really do a ton of damage with fire fields, or you could plop an energy field on the mob while you keep walls and summons up. Both options have their advantages given the different situations of UO
For PvP, as of now, it's an impenetrable wall much like wall of stone, but it costs maybe 3x the mana (too lazy to check the numbers) and has 2x (maybe more) the cast delay. Completely useless. BUT, in that rare instance where someone is all jammed up in a door, or stuck on 1 tile, if you can manage to get an energy field off on them then you have a strong advantage until they dispel it or teleport out. This would not happen very frequently mind you, because the high mana cost makes it not something you want to **** up on.
As far as rate of damage, I'll stand by my idea of a 10% chance to deal 10 damage every second. I feel this is actually quite fair and I would be more than happy to help you staff with the testing.
As far as penetrability, I really really liked both Eru and Taran's ideas of spell or projectile penetration (.e oooh), so what I'm thinking is something that is impenetrable by movement, but all players and monsters have FULL line of sight through it.
As far as damage mechanism/appearance/effects, When any player/mob has an energy field on it the mechanism should trigger, causing the 10% probabilities to start rolling. A sound set should also be triggered when the mechanism starts (given that it only starts on each tile if there is someone/thing there), some sort of "indicator" background sound effect like all the other fields (crackling of fire, sound of being stuck in parafield, poisonfield sound effect). As for the damage mechanism itself, the rolling 10% chance to take 10 damage, the damage should be dealt by lightning bolts which carry the lightning spell sound.
How awesome would that be...
For PvM, it's an IMPENETRABLE wall that deals damage to the mob. That's exactly what fire field does, but fire field does 1 dmg/sec PER field, and they stack. This gives you a reliable source of heavy damage. Only thing is, it takes a LOT of mana to upkeep a firefield that does 20 dmg/sec. Energy field on the other hand could be something that deals 10 damage randomly (I'd say 10%/sec), and they SHOULDN'T stack. This would give you another option when you are trying to kill big stuff. You can really do a ton of damage with fire fields, or you could plop an energy field on the mob while you keep walls and summons up. Both options have their advantages given the different situations of UO
For PvP, as of now, it's an impenetrable wall much like wall of stone, but it costs maybe 3x the mana (too lazy to check the numbers) and has 2x (maybe more) the cast delay. Completely useless. BUT, in that rare instance where someone is all jammed up in a door, or stuck on 1 tile, if you can manage to get an energy field off on them then you have a strong advantage until they dispel it or teleport out. This would not happen very frequently mind you, because the high mana cost makes it not something you want to **** up on.
As far as rate of damage, I'll stand by my idea of a 10% chance to deal 10 damage every second. I feel this is actually quite fair and I would be more than happy to help you staff with the testing.
As far as penetrability, I really really liked both Eru and Taran's ideas of spell or projectile penetration (.e oooh), so what I'm thinking is something that is impenetrable by movement, but all players and monsters have FULL line of sight through it.
As far as damage mechanism/appearance/effects, When any player/mob has an energy field on it the mechanism should trigger, causing the 10% probabilities to start rolling. A sound set should also be triggered when the mechanism starts (given that it only starts on each tile if there is someone/thing there), some sort of "indicator" background sound effect like all the other fields (crackling of fire, sound of being stuck in parafield, poisonfield sound effect). As for the damage mechanism itself, the rolling 10% chance to take 10 damage, the damage should be dealt by lightning bolts which carry the lightning spell sound.
How awesome would that be...