A magic mod with a power system ...

Discussion in 'Mod Discussion' started by keybounce, Apr 26, 2014.

  1. Pokefenn

    Pokefenn New Member

    Tech mod balancing != magic.
    My tiering system in Totemic is going to be how you play music, the power is irreverent and is just a way to power it.
    Witcherys power is used to both tier, and power things (with a cost of items through rites)
    Magic mods are incompatible in close to every way, usually.
    It wouldn't work, ever.
     
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  2. CarbonBasedGhost

    CarbonBasedGhost New Member

    And converting magic power to electricity is more balanced than converting magic to magic.
     
  3. SatanicSanta

    SatanicSanta New Member

    OH GOD
    I just got a horrible idea.
    This, but with Arcane Scrolls support. No matter how much balancing comes in this would always break every single other magic mod. 50 Arcane Energy per Arcane Stone. A single Arcane Ore drops 1-5 Arcane Stones. You can also get it from killing hostile mobs, which means a huge passive generation of Arcane Stones simply from dropping mobs 50 blocks or whatever. Now, you may think 50 energy isn't a lot. It is. Most spells from Arcane Scrolls only cost 1-8 energy per use, only the specials cost 50 per use.This means that 8 Arcane Energy is equivalent to 500-10000 Witchery Altar power (for a reference- I don't know the power mechanics of TC4 or AM2). That seems a little OP, amirite?

    All magic mods are balanced completely differently, which means this idea would break just about every single one.

    edit:
    IMO magic and tech power systems should always be entirely different and separate.
     
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  4. Padfoote

    Padfoote Brick Thrower Team Member Forum Moderator

    To add onto this, this entire power system (when large enough) would be able to fuel everything from Blood Magic. At the same time. So regeneration, lava gen, water gen, massively increased crop growth, summoning of meteors (infinite materials), infinite power gen, and so on. So a "universal magic power system" would murder all balance that has been built into any magic mod.

    Absolutely agree.
     
  5. CarbonBasedGhost

    CarbonBasedGhost New Member

    Agreed but I am just saying magic to magic conversion is very very overpowered and would wreck the whole game.
     
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  6. SatanicSanta

    SatanicSanta New Member

    (bolded the part I'm talking about)
    It doesn't need to be large. You just go mining for a little bit and you have a full Arcane Pouch (the thing used to store Arcane Energy, it can hold 100,000AE at a time). When I played Magic World 2 I always had at least 40,000AE on me at all times, and I used it constantly.
     
  7. Padfoote

    Padfoote Brick Thrower Team Member Forum Moderator

    See, that I didn't know. That just reinforces how unbalanced this entire system would be.

    Absolutely agree here as well.
     
  8. SatanicSanta

    SatanicSanta New Member

    You only need 2,000 Arcane Stones to fill an Arcane Pouch, which is about 31 stacks- and when you get up to 5 stones per ore, and get them from fighting off mobs, that becomes a bit of a problem.

    Now, Arcane Scrolls is perfectly balanced imo, but if you could convert AE to other power, it would be entirely broken.
     
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  9. 1SDAN

    1SDAN New Member

    But you are all forgetting, adding a universal energy system for magic means that 50 vis is not nessesarily equal to 50 LP. There would be balancing in regards to the generation of power. Plus if you REALLY want to talk about OP mods, EE. Cobble Generator + Minum Shard + Wither Auto Miner = EE Only Diamond generator.
     
  10. Padfoote

    Padfoote Brick Thrower Team Member Forum Moderator

    Okay, then let's ignore the "power" part of Blood Magic completely and assume it's being handled by this mythical "perfect power system for magic". That will completely eliminate the need to go into the required self-sacrifice at the start. Which means you can blast through the mod like it's nothing and get the best gear from it all because you went into, let's say TC4, first. Magic mods aren't just balanced around a "power system", they're all balanced around different factors. Making even one of those a universal system breaks the balance of the rest.
     
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  11. SatanicSanta

    SatanicSanta New Member

    It's not numerical, and it would be based on the use of the power, not generation.
    For example: a Witchery rite can cost anywhere from 0-10,000 power, but an Arcane Scrolls spell can cost 1-20 power, or for the special ones 50. That means a single Arcane Stone could power an entire rite, which is considered unbalanced.

    Witchery might not be a good example, as it's power is ridiculously easy to get, but these are the magic mods I know best.

    And like @Padfoote said, magic mods aren't balanced around power systems, typically (Arcane Scrolls is). Magic energy is just something to power the tools, not something the mods are based around.
     
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  12. Democretes

    Democretes New Member

    Say we do have a mod that mixes magics with other magics. How does the conversion of mana -> vis work? there are 50ish types of vis and 3 types of mana. And is that even useful? Vis is only good for wands, it's not really energy. And you can't transfer other magic energy to essentia either as essentia is practically liquid materials. It just doesn't work. Tech energy is always energy, magic energy varies in what it's generated by and how it works.
     
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  13. 1SDAN

    1SDAN New Member

    Okay true, but the guy is talking about consolidating all types of magic into only one type IIRC. Had he been talking about a magical energy converter mod, then that would just be simple Equivalent Exchange (the idea, not the mod)

    About HOW to convert it all... Beats me! XD
     
  14. Padfoote

    Padfoote Brick Thrower Team Member Forum Moderator

    That will still lead to a complete rebalance of all magic mods against each other and this new system. Something which is not feasible.
     
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  15. SatanicSanta

    SatanicSanta New Member

    It's the same thing
    Whether it's a Power Converters like thing, or a UE like thing, you'd still run itno the exact same problems.
     
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  16. 1SDAN

    1SDAN New Member

    Okay, I know it's near impossible, the topic of this thread was that from the start! I was simply stating that if we are doing a "What If" thing here, we should at least remember the situation. /myJobisDone
     
  17. SatanicSanta

    SatanicSanta New Member

    Yes, we are all doing that, and breaking down why it wouldn't work.
     
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  18. 1SDAN

    1SDAN New Member

    True, but you have to admit that, in some strange alternate reality where it would work and not be OP, that it'd be awesome
     
  19. Padfoote

    Padfoote Brick Thrower Team Member Forum Moderator

    I personally don't think so. I don't want a single power system for everything; that gets old very fast. I'd rather build several massive systems for everything than a single system for all magic (or tech) mods.
     
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  20. Dylan4ever

    Dylan4ever New Member

    No. Magic mods will NEVER work together like that. Essentia is different from LP. Altar power is different from... that AM2 stuff. Completely different concepts. Entirely. So, no. It wouldn't be awesome. I like mod compatibility, not mod fuckallthethingsity.
     

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