This is part of the first super thread layout I devised: Pirates, Cultists, and Sorcerers. It is three separate threads dedicated to discussing the large suggestion topic of different in-game factions other than the air navy (player/AI).
Lets try and make some sorcerer castes and story/lore/mechanics all at once!
Summoners: Summoners abuse one of the most physically and mentally destructive types of magic, and can break reality open to form portals leading to the unknown depths of the world. From these portals they are able to pull forth deadly monstrosities or banish small enemies to the uncharted realms. This form of magic directly maims the user, almost killing them during the weakest of castings.
Mechamancers (other names?): A somewhat tame form of magic (tame is a relative word), mechamancers can keep modules going from 'beyond the grave' and can posses airship technology, creating automated weapons or very slowly crumpling enemy airships like paper with their dark arts. This form of magic slowly drains the users health over time.
Necromancers: A similar art to Mechamancy, necromancers have a closer affinity to manipulating life rather than technology. They are able to drain the life essence of enemy crew and create projectiles out of the remnants, they also posses masses of the dead which often do boarding tasks and work alongside their living allies. This form of magic quickly drains the users health over time.
Warlocks: Warlocks use a very direct and violent type of magic, by channeling their hatred they can create powerful direct attacks that are able to smite the strongest of enemies. This particularly violent magic art will easily injure it's user, limiting them to only a few opening volleys.
Enchanters: One of the more physically mild but mentally breaking arts, enchanters learned how to use their powers to change the physical properties of the objects around them. With this skill they are able to give wooden airship hulls the strength of dragon hide and the weight of a charged suspendium diamond as well as hardening projectiles to deal more damage to foes.
Many of these (overly) powerful arts like summoning are only known to the highest ranking of the Cultist faction.
I honestly have no real clue what to add on from there... hmmm.... how about this?
Sages: Sorcerer's that revel in the light rather than the dark, Sages have the power to inspire hope in friendly troops, doing things like drastically raising morale, and being able to create light in the darkness for friendly troops to shoot more accurately.
Sorry I had to, I actually like our current air emperor thank you very much.
Plus I don't think the new royal banner should be a bloody looking hammer/wrench against a night sky.
Anyway, think the more powerful sorcerers should be building only? and need massive 6-6 exposed rooms while average sorcerers would be placed anywhere and have a minimum of a 3x3 exposed room to operate in.
I'm thinking sorcerer should be the near end-game super units that normally thrash everything. Cultists being the exception to the rule and having sorcerers from the start.
Another exception could be the Scholar.
The Scholar is a weak sorcerer unit that has the ability to shoot down airships using seeking projectile magic, he stands on a 1x3 platform that acts similar to a crows nest.
Air Lord, Engineering Corps
This is part of the first super thread layout I devised: Pirates, Cultists, and Sorcerers. It is three separate threads dedicated to discussing the large suggestion topic of different in-game factions other than the air navy (player/AI).
The other threads are as follows:
Pirates
Cultists
Sorcerers (you are here)
--
Sorcerers are a pseudo-faction of powerful magic users, and can be found with many different factions.
Sorcerer magic is generally very powerful, so powerful in fact that it harms the user to cast spells.
All sorcerers usually need a specialized room that is exposed to the outside in order to cast spells.
Air Admiral
There's really not much I can add to that...
Air Lord, Engineering Corps
Lets try and make some sorcerer castes and story/lore/mechanics all at once!
Summoners: Summoners abuse one of the most physically and mentally destructive types of magic, and can break reality open to form portals leading to the unknown depths of the world. From these portals they are able to pull forth deadly monstrosities or banish small enemies to the uncharted realms. This form of magic directly maims the user, almost killing them during the weakest of castings.
Mechamancers (other names?): A somewhat tame form of magic (tame is a relative word), mechamancers can keep modules going from 'beyond the grave' and can posses airship technology, creating automated weapons or very slowly crumpling enemy airships like paper with their dark arts. This form of magic slowly drains the users health over time.
Necromancers: A similar art to Mechamancy, necromancers have a closer affinity to manipulating life rather than technology. They are able to drain the life essence of enemy crew and create projectiles out of the remnants, they also posses masses of the dead which often do boarding tasks and work alongside their living allies. This form of magic quickly drains the users health over time.
Warlocks: Warlocks use a very direct and violent type of magic, by channeling their hatred they can create powerful direct attacks that are able to smite the strongest of enemies. This particularly violent magic art will easily injure it's user, limiting them to only a few opening volleys.
Enchanters: One of the more physically mild but mentally breaking arts, enchanters learned how to use their powers to change the physical properties of the objects around them. With this skill they are able to give wooden airship hulls the strength of dragon hide and the weight of a charged suspendium diamond as well as hardening projectiles to deal more damage to foes.
Many of these (overly) powerful arts like summoning are only known to the highest ranking of the Cultist faction.
Air Admiral
Ham dragon Summoners: They summon ham dragon's to use their hamminess to attract unsuspecting airsailors to their doom.
Air Admiral
I honestly have no real clue what to add on from there... hmmm.... how about this?
Sages: Sorcerer's that revel in the light rather than the dark, Sages have the power to inspire hope in friendly troops, doing things like drastically raising morale, and being able to create light in the darkness for friendly troops to shoot more accurately.
Air Lord, Engineering Corps
That sounds really good actually, they could also be able to heal troops outside of a med bay/give them a general HP buff too.
On a side note, how do you like the super thread layout?
Air Admiral
Its definitely not bad, that's for sure.
Air Admiral
HOLY SH*T FIREBIRD, YOUR'RE AN AIR LORD!
Air Admiral
WE SHALL USE YOUR INFLUENCE TO OVERTHROW THE AERIAL EMPEROR AND A NEW AGE WILL DAWN!
Air Lord, Engineering Corps
Zarkonnen!
Sorry I had to, I actually like our current air emperor thank you very much.
Plus I don't think the new royal banner should be a bloody looking hammer/wrench against a night sky.
Anyway, think the more powerful sorcerers should be building only? and need massive 6-6 exposed rooms while average sorcerers would be placed anywhere and have a minimum of a 3x3 exposed room to operate in.
I'm thinking sorcerer should be the near end-game super units that normally thrash everything. Cultists being the exception to the rule and having sorcerers from the start.
Another exception could be the Scholar.
The Scholar is a weak sorcerer unit that has the ability to shoot down airships using seeking projectile magic, he stands on a 1x3 platform that acts similar to a crows nest.
Air Admiral
Er, maybe.