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 Post subject: Durational self spells
PostPosted: Mon Jul 09, 2012 00:27 
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Change durational self spells so you can set selected ones to "auto-cast", which would automatically cast them for 1 hour at the start of any hour that they were down or going to go down (basically to "drain" mana and keep the spell up). Leave in the option for longer casts so you can cast a long Magic Shield if you're worried about Abrasion.

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PostPosted: Mon Jul 09, 2012 00:30 
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That seems really convenient.

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PostPosted: Tue Jul 10, 2012 13:05 
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Makes abrasion completely useless though. Not sure if I like.


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PostPosted: Tue Jul 10, 2012 13:35 
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No, it would actually make abrasion better against people who simply rely on this. The people who rely on the auto-cast will always have a 1 hour shield in place, so one successful abrasion will leave them nekkid until the next tick.

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PostPosted: Mon Jul 16, 2012 06:02 
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Unnecessary complexity in my opinion. What if you have 2 autocast spells and only enough magic dust for 1? Which will be cast?
In the case of Magic Shield, does it get cast right after hour change, say 10:00:01? Which means its close to impossible to catch kingdoms with Magic Shield off. Especially if you plan on hitting them right after hour change when their Magic Shield expires.

The current system allows casting up to 24 hours. Adding auto-casting won't be beneficial, only penalizing active players. Next, should we allow auto-training troops/auto explore as well?


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PostPosted: Mon Jul 16, 2012 13:34 
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I like both those ideas - auto-train and auto-explore.

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PostPosted: Mon Jul 16, 2012 14:06 
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IzzionSona wrote:
Change durational self spells so you can set selected ones to "auto-cast", which would automatically cast them for 1 hour at the start of any hour that they were down or going to go down (basically to "drain" mana and keep the spell up). Leave in the option for longer casts so you can cast a long Magic Shield if you're worried about Abrasion.


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No, it would actually make abrasion better against people who simply rely on this. The people who rely on the auto-cast will always have a 1 hour shield in place, so one successful abrasion will leave them nekkid until the next tick.


Then I must have misunderstood what I put in bold.


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PostPosted: Mon Jul 16, 2012 16:27 
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@Rain - the option is, either you can cast like now. Or you can rely on the 1 hour auto cast. So someone who's worried about getting abraded might cast a 12h shield while leaving Fertility and other durational self spells on autocast.

@rokushiki - I can't speak a lot to "mid rank" play, but my experience is that experienced players will nearly always cast their MS to cover at least the length of time their troops are out, and/or people just assume shield is on without checking it with revelation. So I don't really see how 1 hour auto-casts of shield would significantly alter the existing use case (if anything, it might make abrasion "easier" to cast if someone goes lazy and winds up running with a series of 1 hour shields).

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PostPosted: Mon Jul 16, 2012 17:11 
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IzzionSona wrote:
@Rain - the option is, either you can cast like now. Or you can rely on the 1 hour auto cast. So someone who's worried about getting abraded might cast a 12h shield while leaving Fertility and other durational self spells on autocast.


Aha. Then I did in fact misunderstand.


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PostPosted: Wed Jul 25, 2012 08:22 
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I would like to take this idea further.

  • Self Duration spells can only be either active or deactive (i.e. castable only 1 hr at a time).
  • Duration spells would be sortable with the highest priority being cast first
  • Auto-cast has three possible positions
    • Off: Self-explanatory
    • After Use: Duration spells are 'used' every hr. One-time spells are used after triggering mechanism (slow: after attacks, Holy Armor: after attacks & unsuccessful defenses, etc.)
    • After Expiration: Like 'Upon use' but also auto-casts after abrasion
  • Farsights / Lesser Farsights no longer display MD stockpile (Revelation now does)

Protection from abrasion would be dependent upon the stockpile of MD that a player has. MS would be vulnerable to Steal MD, Fireball, and Abrasion.


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PostPosted: Wed Aug 29, 2012 18:49 
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We could have an auto-round in a near future...

I do think these kind of games reward the most dedicated player among the smart ones on top and it shouldn't be changed (ok in some case it's only dedication and vice-versa). Automated stuff kinda make my last sentence void.


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PostPosted: Sun Oct 21, 2012 08:29 
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I'd like to once again state how convenient the original idea sounds. Were it to be implemented I'd be very happy.

The variations of it suggested in the thread do not seem as groovy.

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PostPosted: Sun Oct 21, 2012 23:26 
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Acerac wrote:
Were it to be implemented I'd be very happy.
Fergy made too much of something little, again.

I like this idea, too. I like Izzy's point of assuming it is always on.

One significant impact I can see it having is during OOP. I'm sure the paranoia of in-actives with auto-MS would increase land costs by 5% at OOP. Personally, I already assume MS is cast if a kingdom has trained troops early. -- Like a 400 land kingdom with just over land defense trained.

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