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				July 24th, 2002, 02:03 AM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				Re: Magic Mod
			 
             
			
		
		
		
		Umm... no. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				July 28th, 2002, 08:16 AM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: Magic Mod
			 
             
			
		
		
		
		Looks good, IF. A couple of questions... 
--Will spells be a 'one-spell-per-drone' type of thing, or will you be able to put, say, 6 level 1 spells on a level 5 drone? (And is the tonnage of the level 5 drone supposed to be 8kT?) 
--How will spells deal their damage? Will they have to strike the opposing mage (a warhead), have a one-shot or repeating beam, or a mixture? 
--Did you know you have Extend Spell listed twice, for both Meta-Magic 1 and 3? 
--When can we start playing?     
Quikngruvn  
		
	
		
		
		
		
		
		
			
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				July 28th, 2002, 09:11 AM
			
			
			
		  
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				Re: Magic Mod
			 
             
			
		
		
		
		--Will spells be a 'one-spell-per-drone' type of thing, or will you be able to put, say, 6 level 1 spells on a level 5 drone? (And is the tonnage of the level 5 drone supposed to be 8kT?)
You can place multiple lower level spells on larger drones. However, the higher level spells are better. I'm thinking that the meta-magics will be Mounts. So, a level 3 spell with some meta-magic will require a level 4 or 5 drone.        The level 5 drone may or may not supposed to be 8 KT.       
--How will spells deal their damage? Will they have to strike the opposing mage (a warhead), have a one-shot or repeating beam, or a mixture?
Well... drones fire their weapons once at a target, and then ram it, so both. Some spells will be a better "weapon" and others will be a better "warhead".
 --Did you know you have Extend Spell listed twice, for both Meta-Magic 1 and 3?
Ack! That is a typo. The level 3 one is supposed to be named something else.
 --When can we start playing?
In the future.     
 
 [ July 28, 2002, 08:12: Message edited by: Imperator Fyron ] 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				July 29th, 2002, 03:09 AM
			
			
			
		  
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				Re: Magic Mod
			 
             
			
		
		
		
		For Intelligence, I am thinking of removing sabotage projects. The Counter-Intel will be very weak, allowing for many espionage projects to succeed. These espionage projects will represent spells of Divination. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				July 31st, 2002, 05:56 AM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Re: Magic Mod
			 
             
			
		
		
		
		::BUMP:: 
 
Eeee i am the mad bumper i am going around now bumping threads i like EEEEEE 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 6th, 2002, 05:20 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Magic Mod
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Lord Kodos: 
::BUMP:: 
			
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				August 6th, 2002, 07:37 PM
			
			
			
		  
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				General 
				
				
				
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				Re: Magic Mod
			 
             
			
		
		
		
		Well that's new... never seen anyone quote a bump before!     
		
	
		
		
		
		
		
		
			
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				August 7th, 2002, 02:39 AM
			
			
			
		  
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				General 
				
				
				
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				Re: Magic Mod
			 
             
			
		
		
		
		Hm, how about giving the Staffs a limited attack ability? You can bash other wizards over the head with them after all!      Or maybe point-defense for warding off enemy spells & monsters... Or would these abilities cause wizards to rush in to hand-to-hand combat and getting themselves killed?  
		
	
		
		
		
		
		
		
			
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				August 8th, 2002, 08:03 AM
			
			
			
		  
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				Re: Magic Mod
			 
             
			
		
		
		
		The staff is more of a "spell focus" than a weapon.     
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 15th, 2002, 10:16 PM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Re: Magic Mod
			 
             
			
		
		
		
		Although we can never deny a staffs good ol' head bopping abilities. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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