[color:"orange"]But that's a lot of extra programming, isn't it? After all, aren't there a lot of places in a 3d gameworld?[/color]

Just changing the regeneration rate would not depend on the number of regions. Once you have a variable in place to modify the base regeneration, it would just be a question of changing that variable at each transition.

However, balancing the game for mage characters with a variable regeneration rate would be much more work.

Also, conceptually this idea works well for nature based magic (wind, lightning, etc) but the spell system would have to be designed from the start with this in mind. Any magic that isn't manipulating natural forces (teleportation, summoning) at least implies that the mana required isn't necessarily coming from natural sources.


[color:"orange"]Yeah, I was actually thinking more along the development resources. Unless this feature is part of a larger system which affects spells and other abilities, it does seem kinda unwarranted.[/color]

Agreed. It is a good idea (balancing issues aside) and feasible, but not very practical.


[color:"orange"]Or a temporary special feature like a mana booster: you click on a device and it'll reward with both vitality and mana regen speed-up. Or this could even be a skill that you can learn.[/color]

In Beyond Divinity, regeneration was a secondary stat, which determined your health recovery rate and, to a lesser extent, your mana recovery rate (intelligence was the primary factor for that).

There could be temporary or permanent regeneration modifiers, but if we are going to evolve away from the original idea, I think other stats might be more appropriate and have less potential balancing issues. In DD, after I picked up the Halberd of the Rock in the cursed abbey, I assumed the lack of stamina regeneration was part of the abbey's curse, rather than the halberd. A lack of stamina could hurt melee character more than mages or archers in open areas, and vise versa in confined spaces, but I don't think this would be a big balancing problem. A swamp could be covered with a poisonous mist; mages might be more vulnerable to poison than high hit point warriors, but would presumably have healing or shield spells to compensate.
Similar large scale area effects could be good features in DD2, assuming they were designed well.

I vaguely remember an old console game (Ultima?) where certain areas were blocked off with 4 different types of traps. Some spots you could get to if your characters had enough hit points and you you made sure you took the shortest route, but with others you had to reach a certain shrine (or something) to get a protective ward (brand or maybe tattoo, IIRC) so you would no longer take damage from that type of trap.
Unlike that game I would not want this to be used as an artificial way to direct the player along a path, but it could make exploring more interesting, or allow certain areas to be easier or harder depending on your previous actions (help an innocent lizardman accused of a crime and the merchants in that town might double their prices for you, but on reaching the swamp town, you might be shown the herb to counter the poisonous mist).


[color:"orange"]Whoa... that sounds really detailed! But is it really necessary? It sounds like overkill[/color]

There are games where your walking speed or the sounds of your footsteps vary based on the surface you are on. My point was that something similar could be done for mana regeneration, but that it would not be very noticeable, and so not worth the effort.