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Request: Recharge weapon alternatives


Andrewchap

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using the focus points around the college as recharge stations might be good for a first version.

 

using magicka to recharge might be a little too easy, as it replenishes by simply waiting. there should be an added cost, like increasing fatigue from one of the hardcore mods.

 

as far as automatic recharge goes, don't forget about the perk Soul Siphon.

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using the focus points around the college as recharge stations might be good for a first version.

 

using magicka to recharge might be a little too easy, as it replenishes by simply waiting. there should be an added cost, like increasing fatigue from one of the hardcore mods.

 

as far as automatic recharge goes, don't forget about the perk Soul Siphon.

 

Hm...if I was to modify the weapon activation scripts It's quite possible to recharge a weapon by placing it on a recharge station...hm..I will play around with it and see what I can do...or the soul cairn from Dawnguard...hm.

 

I won't be making a direct spell to recharge your weapons (I know I said I would) these will be all different mechanics to that another mod named SoulFire has a spell which Turns Magicka into Weapon Charge so I will be staying away from that. Although I might make a spell which does the opposite (I am fond of using Charge as say a emergency Magicka supply, been using a little mod I made to do it for awhile it's quite nice.)

 

As far as automatic recharge goes I am reluctant to do it, for two reasons. One, The lack of Commands in SKSE means it can only be recharged while it is either in the world (Not in a container) or while in your hand and Two, I am hoping to make Enchantments MORE dependent on Charges and well Auto Recharge would defeat the purpose of that (Both to make Enchants more interesting and to balance out the bonus Charge you will generate from using the Mod)... Of course if you guys do want it I will include an option in the MCM for Auto Recharge.

 

As for Soul Siphon I am not sure if I want to mod the perk itself but perhaps I could Tie in a lot of these abilities into the conjuration tree or produce some new Perks just for these abilities? Actually that isn't a bad Idea.

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sorry, i wasn't very clear on the automatic recharge. what i meant to say was that automatic recharge sounds way too unbalanced and there already is soul siphon, which covers this functionality in a balanced way.

 

your ideas sound pretty cool, looking forward to seeing this mod in action.

 

P.S.: SoulFire sounds nice, thanks for the tip!

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MonoGami, on 21 Feb 2013 - 23:13, said:

sorry, i wasn't very clear on the automatic recharge. what i meant to say was that automatic recharge sounds way too unbalanced and there already is soul siphon, which covers this functionality in a balanced way.

 

your ideas sound pretty cool, looking forward to seeing this mod in action.

 

P.S.: SoulFire sounds nice, thanks for the tip!

By Magicka wells I am guessin you mean the Blue glowy things at the College...I been playing with them and by putting an activator over the top and using a similar script to Weapon racks you can activate it and then the weapon your holding will be 'chucked' into the well and float around the center till you pick it up. I reckon I should limit you being able to do this to around 3-4 days.

 

I agree with you I won't include Automatic recharge between Soul Siphon, The magicka wells and Magic Absorption I think there's enough already to recharge with.

 

 

I'll Release a Beta Onto the Nexus for the Absorption with a MCM in the next few days so I can start getting some feedback.....oh and bug testing.

 

After much testing myself The Absorption is too prone to misfire and I can't fix it with what I have reworking on a new Perk for Absorbing Magic Residue (You cast spells or people around you cast spells and your charge increases slightly.) This will require SKSE 1.6.7 however.

Edited by Wafflesalot
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Wafflesalot, in answer to what you said:

 

"I would like to hear your guys thoughts on what the danger of Absorbing magic should be? I was thinking along the lines of there is a slight chance of Dropping the weapon each absorb, or perhaps disintegration of the Weapon or simply just cause damage to the player sometimes while overcharged? but maybe you fellas will have better ideas."

 

I like the sound of your ideas for dropping of the weapon. I think disintegration maybe a bit harsh - although im happy for it to be an option...

 

I think unpredictability should be a result of the over charge so maybe a random chance of any option...

 

I definately think damage to the player and also for as long as a weapon is overcharged....

 

But also (because i am a player who likes to use warriors who dont cast spells) I would love to give it back to the mage who cast it...

 

Picture a warrior with an over charged sword, lightning arcing up his arms and into his body from the unstable weapon... grimacing in pain he staggers towards the mage.... then with one swipe he strikes the mage unleashing the over charge in a satisfying explosion of blade, mage and lightning!!

 

Sorry thats my bitterness against lightning casting mages coming out!

 

I still dont think it should be easy - I would happily die trying to pull this one off! Maybe it could empty the blades charge, or make it unusable for a while....

 

I would add those two ideas to the list of possible consequences:

 

Weapon becomes unstable and may discharge completley

Blade becomes unusable for a period of time

 

Any one else with better ideas for consequences and dangers of charging weapons by blocking spells please comment.... we need them ;)

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  • 2 weeks later...

I really love where this is going, like Andrewchap already mentioned I had a similar request to change recharging behaviour on weapons as well, so I will be looking forward too new ideas/ways to charge weapons and all the help we can get on this end

Edited by Camelstyle
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