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New Spell - Necromancy Spell: In-Depth & From a Game Designer
Now let me say 1 thing first, I am not the first to come up with this idea, however, I may be one of the few to perfect a concept of this spell.
Necromancy Spell:
Revive your fallen warriors with the power of dark elixir.
So obviously this spell would reanimate your dead troops, however there are several things that make this spell less-op.
The Spell would have a radius of 5 Tiles, equivalent to a Heal Spell. It would most likely stay on the battlefield for about the same time as a Heal Spell.
1. The Necromancy Spell does NOT revive units from Gravestones. Instead it REVIVES units from the GHOST figure that appears after a unit dies:
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The Spell does not revive units from Gravestones
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2. The spell would create the Units Similar to the Skeleton Summoned by the Witch.
However these Skeletons do NOT create the Ghost Figure. If they did it would create an endless cycle of Skeletons.
They would not be different Skeletons for different units lost, to keep things simple, if a giant died there would not be a giant skeleton compared to an archer skeleton, and so on...
(The game developers can decide if they want to have different Skeletons.
3. There would be a LIMIT to how many Skeletons were created from that spell.
Let's say that for the intent of the Forum Post, that there are the following levels in Spells:
Level 1 Spell: Max Skeletons = 10
Level 2 Spell: Max Skeletons = 15
Level 3 Spell: Max Skeletons = 20
(These Values are for an example and can be easily changed)
So if I were to place a spell in a base, and a mortar were to hit a group of barbarians, I could drop this spell to revive up to the Max Skeletons, of the fallen Barbarians. Note that the ghosts figures do not last to long on the field, so you would have to place the spell before hand or soon after the units death, thus effectively making another important gameplay element to "nerf" the spell.
4. The spell could cost Dark Elixir
If Supercell is infact trying to implement Dark Elixr spells, then this Necromancy Spell fits the category quite well. That is why I use the term "could cost Dark Elixir"
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My choice on a price would be:
Level 1 Spell: 250 Dark Elixir
Level 2 Spell: 300 Dark Elixir
Level 3 Spell: 350 Dark Elixir
(These Prices can easily be changed, however its best to start higher on the price then lower)
So that is my take on the Necromancy Spell! Coming from myself, a Game Designer, this could work. Of course there would need to be testing. Without Supercell testing the spell, it could be way to OP or worthless.
Thanks for taking the time in reading this article! Take the poll if you would like to see a New Reanimating Spell, (even if its not the one I came up with) :D
Or check out my YouTube Channel:
https://www.youtube.com/user/DewmHammers
Nice idea, but a few questions and suggestions...
I think instead of have a max number of units to revive, it should have a max housing space to revive. I think it would be quite imbalanced if the same spell that can only revive 10 barbarians can also revive 10 dragons. I was wondering how the spell chooses who to revive if more than the max number died within the spell's radius. Would it target the strongest unit first, or would it be like a ripple, starting with the units closest to the spell's center and moving outward until the max number of units have been revived or the spell radius runs out? Also, I was wondering if the skeletons would be as strong as, weaker than, or stronger than the unit that it revives (for example, how does own barbarian measure up to one barbarian skeleton?)
How the Spell Revives Units
Quote:
Originally Posted by
BilltheCynic
I think instead of have a max number of units to revive, it should have a max housing space to revive. I think it would be quite imbalanced if the same spell that can only revive 10 barbarians can also revive 10 dragons. I was wondering how the spell chooses who to revive if more than the max number died within the spell's radius. Would it target the strongest unit first, or would it be like a ripple, starting with the units closest to the spell's center and moving outward until the max number of units have been revived or the spell radius runs out? Also, I was wondering if the skeletons would be as strong as, weaker than, or stronger than the unit that it revives (for example, how does own barbarian measure up to one barbarian skeleton?)
Each Unit that dies, no matter if it was a dragon or barbarian, would all reanimate as the Skeleton (Unless Supercell wishes otherwise, I too would prefer each unit to become something different depending on what unit it was). The Spell itself chooses the first units to die to re-summon, if a mortar were to hit more then 1 and they all died over the max amount, the code would each frame pick 1 unit to revive, and because 1 frame is so small it would look as if they all revived at the same time. Once the max revived is reached, (or it runs out of time) the spell would disappear like any other spell.