(I dont know if this is the right forum section, but dont want to post in games in progress because i wont post regular updates and stuff)
So im making a game with spells like Fireballs and stuff, and i have a Shield spell.
(when the shield is hit, the shield loses hp until hp < 0)
when upgraded and cast, this shield can shoot objects that cancel (either destroy or trigger collision) other spells before hitting the shield. (objects are shot at current spell position, maybe upgradeable so it hits position where spell will be in a few seconds)
when triggering collision, it costs the player no mana, when destroying it (when destroying a Fireball, it will not explode, just vanish) costs the same amount the other used by casting it (is that also a good idea? should it be more/less - should it be upgradeable so it costs a percentage of the casting mana?)
i was thinking how to balance this, and make it upgadeable… (shooting these objects currently costs no mana)
by balancing i mean that the user of the shield has some advantage and doesnt feel useless, but the enemy can circumvent or endure it somehow (by endure i mean something like: shoot at it till it does nothing anymore)
my ideas were:
have charges in the shield that deplete when shooting one cancelling object, replenished either: (then upgrades would be more charges)
a. all say 5 seconds all charges (upgrades: recharge rate)
b. all say 5 seconds 1 charge till max charge (upgrades: recharge rate)
c. say 5 seconds after sending the last cancelling object either a or b (upgrades: waiting time after last shot)
then i would have to make an indicator so the player knows when it will shoot cancel objects and when not
no charges, have the cancel objects cost mana (upgrades: less mana cost)
then the shield would only be viable with a lot of mana
What are your thoughts on this?