Improving the Spell Factory, and adding NEW SPELL IDEAS.
I think the Spell Factory Pool and casting options needs improvement. Every level of the Spell factory should allow a new spell. BUT allowing for customization, and uniqueness... allow upto a variety of 15 different spells to be chosen, however, only 10 levels on the Spell Factory. So no one can have more than 10 to choose from for learning. This way, not everyone will develop the same set of 10 spells. Also, allow multiple spells available at each level, but Only ONE chosen at each level.
For Example, keeping with the Attack spell of Lightening as a L1 option, also allow to choose Fire Storm, or Freeze available at level 1. Whatever chosen, Can not choose another attack spell until Spell Factory is L4 or something. So have three categories of spells; Attack, Protect, Miscellaneous. When Spell Factory (SF) is at level 1, 4, or 7; it can choose any Attack Spell available at that level. When SF is at level 2, 5, or 8; choose from any Protect spell available. When SF is at level 3, 6, or 9, choose from any Misc spell available. And when SF reaches L10, can choose ANY spell of ANY Category that's left, and once that's chosen... No more spells can be chosen for THIS CLAN's Spell Factory. This is FOR EDUCATION PURPOSES ONLY (for writing in your spell book)... which only makes the chosen spells available to repeatedly mix, as we have seen, because each spell is expended in battle when used, has to mix ONLY from the spell book to make potions, as you have chosen. Ex spell ideas I've come up with will follow.
Also need to be noted. At each level of Spell factory, allows for more spell potions to be mixed at the same time, as it currently is, but TWEAKED! So SF Levels 1-6, +1 Potion slot each (at L6, only 6 slots available). L7-L9 +2 potion slots each (L9 would have 12 slots available), and Level 10 would +3 slots (for 15 Potion slots total at L10). Paragraph before mentions what spell options you have to learn when Available. Once chosen for your spell book, your spell book does not change. However, as you add Spell potion slots, you can use ANY slot for ANY spell written in your spell book. So if you Have written in your Spell book the Lightening spell, and have a L6 SF, and you choose to mix 6x potions of Lightening spells, that'd be your choice. But that'd be all you have going into battle, cause that's all you mixed; despite what's written in your spell book. You can use any spells written in your spell book in any combination you choose with how many available slots you have for potions, you just have to pay the amount needed of elixir/gold to mix each potion. Also... when spells are written in spell book, they become available in the Research center to improve the mix of potion making that spell stronger when researched (improving the level).
BEFORE MOVING ON TO MY SPELL IDEAS... Also should note to balance the potential overhwelming options of spells, for those who will think its too much spell options, do note... Most battles will not last long enough to cast all 15 available potions, especially using em behind strategy, not trying to waste em. So just cause I mentioned someone having 15 available potions cause they have a L10 SF doesn't mean he's going to cast 15 spells in one battle... though some might try, they'd be stupid. As research levels of spells increase, spells will get expensive. Having upto 15 will be very expensive, no one would want to waste it all in one battle. Using strategy within battle, your playing it be ear, only casting certain ones that you may need at a moments notice. ALSO note... ALL SPELLS WITH DAMAGING EFFECT... Like lightening, Fire Storm, will HAVE EQUAL damaging effect to friendly troops as well, but with area effect limited to smaller radiuses... use strategy behind so not to hurt your own. ALSO... I made other posting about defending against spell casters, which balances the power of so many spells. Look up "Defend vs Spells" and I mention a building like a temple that prevents the casting of spells in its radius as long as it stands. http://forum.supercell.net/showthrea...se-vs-Magic%21
My spell Ideas integrated with what spells already are in... ARE TO COME!! Yes, I typed up a lot. I think Spell casting is complicated, so I had to get detailed. I hope I can get all my spells mentioned before anyone comments, so its all grouped.
Spell Ideas! to continue my idea
Attack Spells
LIGHTENING, Damage for duration in Radius… For L1-L4. 300/330/360/390; 5s/6s/7s/8s/; 4 tiles/ 5 tiles/ 6 tiles/ 7 tiles… as spell gets to higher levels everything drastically increases except radius. Lightening randomly strikes from sky various locations within radius of Level until Level 4. L5+ multiple bolts fire simultaneously across sky. L8+ Multiple bolts firing from sky are chain reacting, hitting chains of targets. AVAIL to choose for writing in Spell Book at L1, L4, L7, AND 10 if unchosen.
FIRE STORM, similar to lightening, but effect of fire balls coming from sky. For L1-L4. 300/330/360/390; 4s/5s/6s/7s/; 4 tiles/ 5 tiles/ 6 tiles/ 7 tiles… Again, as level increases, everything but radius improves. Upto Level 4, fire balls are small, doing single target damage. L5+ fireballs are doing splash damage, striking multiple structures/units simultaneously. L8+, fireballs leave behind lava residue that lasts few seconds longer, causing spreading of fire and eating units alive. AVAIL to choose for writing in Spell Book at L1, L4, L7, AND 10 if unchosen.
FREEZE, instead of fire storm; ice storm. Balls at Subzero temperatures come out of sky. Though small, dealing subzero damage, but leaves object (or Defensive unit) incapacitated (Frozen, stopped in tracks) for small duration. 250/280/310/340; 6s/7s/8s/9s/; 3 tiles, 4, 5, and 6 tiles. As levels increase 5+, duration drastically increase, though not changing radius, barely effecting damage. Level 8+ frozen effect of spell is like Liq Nitrogen effect on some objects hit… one hit after object shatters. AVAIL to choose for writing in Spell Book at L1, L4, L7, AND 10 if unchosen.
ACID, Basically like acid rain, causes lil damage in larger area for lengthy time. 200/230/260/290; 7s/8s/9s/10s; 6 tiles, 7/ 8/ 9 tiles. L5+, acid comes down in larger balls effecting multiple targets at once. Damage increases, and so does radius, but duration remains, still mildly corrosive. L8+ acid comes down in larger, extremely corrosive balls of acid. Initial damage greater, but rapidly decays object giving it very little life span. AVAIL to choose for writing in Spell Book at L4, L7, AND 10 if unchosen.
TELEKINETIC PUNCH. I don’t know how to explain this one. Can do image of one massive size Ghost (silhouette) of a Fist punches one area. Everything in its radius instantly damaged. No duration, larger radius. Medium damage. L4+, as if multiple silhouette’s of fists hit the same general area, instantly damaging what they touch each time, though not hitting same exact ea time. Still no duration, radius slightly increases, though not all effected same time. L8+ Massive ghost like fist crushes down on area. Some things damaged drastically, though others instantly crushed/destroyed. AVAIL to choose for writing in Spell Book at L7, AND 10 if unchosen.
Before continuing on. The Offensive wizards casting coincides with what you chose as your First three attack spells. If you choose at L1 to write Lightening in spellbook, than L1-L3 Wizard fires Lightening Bolts as their weapon. Same if its Fire Storm or Freeze, will be fired by wizard til next attack spell chosen. When that next spell chosen at L4, and Wiz upgraded to L4, it’s firing weapon coincides with what was chosen to be written in spell book at L4. Same at L8, changes the Wizards firing spell. IF another attack spell chosen at L10, will change the Wizards attack again. However, when training wizard in Barracks, always have option of changing its attack, IF it’s been written in spell book. Only can use the Attack spells written. Can not use anyother.
Will explain the rest later, but here’s layout of idea.
Protection;
MASS HEALING, Similar to the Healing spell already available, but fitting in with idea here. AVAIL to choose for writing in Spell Book with SF L2, L5, L8. Also at Lvl 10, if unchosen.
MASS SHIELD, Similar to the Mass Healing, except provides a Shield to all units within its Radius. AVAIL to choose for writing in Spell Book with SF L2, L5, L8. Also at Lvl 10, if unchosen.
RAGE, Similar to the Rage spell already in game, but fitting in with idea here. AVAIL to choose for writing in Spell Book with SF L2, L5, L8. Also at Lvl 10, if unchosen.
LEVITATION, Similar to the Jump Spell from game; better name, fitting in with idea here. AVAIL to choose for writing in Spell Book with SF L5, L8. Also at Lvl 10, if unchosen.
RESURRECTION, Cast within area on battlefield where the most of your units have died, OR your more favored units have died. Even effective for units that are dead on battlefield from previous battle. If the player does not select the graves after seeing he was attacked to earn the Elixer from their souls, and the graves are present when you enter the battle field, if you cast the Resurrect spell, those left from other battles are also pulled from the ground. When battle is Over, the resurrected souls become your gain in Elixer, as if you collected elixer from the graves. Any soul resurrected is no longer available for defending player to gain elixer. AVAIL to choose for writing in Spell Book with SF L8. Also at Lvl 10, if unchosen.
Miscellaneous
TORNADO, BERZERK, EARTHQUAKE, DARK HIEST, TIMEWARP.