Lately I have been realising that developers are really paying attention to the fans, and there is evidence that they do look through these boards and do take on their opinions and suggestions so I wanted to add my voice to this project.
I have discussed the spell system in the above post, but to make this clearer did not mean a duplicate of Reality Pumps idea but rather taking what they have done and elaborating on this, for example reality pump use various types of air, earthy, fire etc.. cards in their system to allow for the multiple effects that can be produced. For example the fire set contains Power, Fire and Force. While the Air set contains Lightning, Air and Life.
They also use an amulet to store the spell combinations, and have a system where if you create a spell with say five fire cards, then those 5 cards are used up and can not be used to create further spells; therefore they treat the spell cards as equipment. However in the WOT I was thinking of the system being exactly as it is in the books meaning that the five threads are just that individual strands that the player blends together, allowing the player to weave the powers together therefore the order and multiples of the type used dictate the pattern and ergo the spell. Meaning that no cards are used, no ties to equipment but rather learnt patterns that can be saved and then hotkeyed.
There would obvioulsy have to be limits on discovering weaves for example character level... ability to draw enough of the source... men are more proficent in earth and fire etc...
The modifier attributes that can help to link the spells and distinguish them from one another and keep spell experimenting high could be a base pattern type for the weave like a grid, a slowly decreasing square pattern, a zig zag chaotic weave, a straight and simple weave etc...
Also another huge part in the WOT for the main character and all Asha'man is the Sword!
The greater community on many gaming sites would agree that sword/weapon combat is most interestign in games like Risen, The Witcher where the player has the option to dodge to use combos and to block. This turns each fight into a kind of mini-game keeping the players attention fixed and interested in fighting, not just click and slash, but timing playing a huge part, watching for on-screen small flashes or triggers to signify the right time to attack on easier levels and no hints on the harder difficulties. This really is an essential part to the game as combat in Oblivion, Two Worlds 1 and 2, Fallout Melee etc... are empty and not inspiring and highly repetitive.
Another great idea would be a minigame to escape from being shielded by enemy aes-sedai or forsaken.
I have buckets of ideas but hopefully this will give the Devs some feedback.
Regards,
Danny Love from Ireland
Items of power could be Angreal or Sa'Angreal weapons from the age of legends