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Keyboard Spell Casting

J. LaRosee | February 15th, 2008 5:02pm

There are a lot of different ways that this concept could be implemented but the basic idea is to reward those who can 1) commit to memory long, archaic key-stroke combinations and 2) those who can couple time and keyboard use in various ways to yield differing results. For instance, if one were to "cast" a spell by typing, "aTTdksl::" within an alloted period of time, X amount of damage would occur. (spell difficulty * time accuracy, etc. etc.) What makes this model interesting is that it skill levels would not be contingent on time invested but on the intellect and dexterity of the player.... much like we might consider a fictional wizard to depend on. A high-level caster in a game such as this might have to commit to memory a 30 character string, which might have be cast very quickly, however, the last 4 characters would need to be cast slowly. Innumerable combinations and effects could be devised. Couple this with a skill-based combat system, perhaps like what AoC is doing, and you'd have a VERY interesting MMO. Oh, one last level of intricacy: the casting system would be based in 25X "roshambo." ;)

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