- Joined
- Jun 21, 2013
- Messages
- 116
I am making a custom map where the players would get a character and then make choices to learn magic or to learn how to fight with a weapon. Or make a hybrid, maybe.
I am thinking about making some kind of skill tree, where they would choose their skills.
Example:
First choice (level 1): Warrior, Mage, Assassin
Second choice (level 5):
-if first one is warrior: Pure Warrior, Mage-Warrior, Assassin-Warrior
-if first one is mage or assassin, it would go like you would expect
Third choice (level 10):
-players would be given choices for specialization (mage would pick specialty (elemental, light, dark...), warrior would choose fighting style (tank, damage dealer, auras...), assassin would choose way of assassinating (stealth, deception, hand to hand combat...)
etc.
In detail, I'm planning to give each choice affect your gameplay.
Example:
If mage selects dark magic, he would gain an aura that gives debuffs to all nearby units (even allied), and as he goes darker and darker, his spells would blight all around him and, although he would be very powerful, it would force his allies to abandon him because his strength would come from their life force.
Let's assume the mage didn't go the dark path and choose elemental magic instead. Then he would have a choice somewhere that would be more powerful than others, but could potentially corrupt him (maybe it is more powerful than others), to give players playing the character a tempting choice to go dark.
Example #2:
If warrior selects mage hybrid, he could become paladin, healing his allies, but he would need to sacrifice some damage in return, or he could just enchant his weapon to deal more damage, but suffer from armor loss.
Also, warriors selecting the magic should also be tempted by "dark" choices. Maybe the enchanted weapon starts speaking to him (Frostmourne, for example), or something like that.
Also, I would change damage types to physical, light, dark, poison, etc.
And defense types to armor, magic, etc.
Example: magic armor would take full physical damage, but would take reduced magic damage (like mage protecting himself from spells), armor would take reduced physical damage, but full magic damage, etc.
And all these things would be choices made in game, with each player starting out the same.
Also, some side notes: I am thinking of making players need to learn everything by trying it out. Let's say we have a young squire, who would learn how to be a knight. He would have low damage (critical strike less than 1x multiplier, so he would occasionally do less damage), but as he fights, he would become better and better.
Mage players might set themselves on fire before learning how to use the spell correctly.
And I need some help with making all of it work. Any ideas are appreciated. Even if you want to change something I wrote here. I just have no idea what would skill choices be to achieve this, I have no idea how should I make "skill learning" system, etc.
So I need all the help I can get from you, guys.
I am thinking about making some kind of skill tree, where they would choose their skills.
Example:
First choice (level 1): Warrior, Mage, Assassin
Second choice (level 5):
-if first one is warrior: Pure Warrior, Mage-Warrior, Assassin-Warrior
-if first one is mage or assassin, it would go like you would expect
Third choice (level 10):
-players would be given choices for specialization (mage would pick specialty (elemental, light, dark...), warrior would choose fighting style (tank, damage dealer, auras...), assassin would choose way of assassinating (stealth, deception, hand to hand combat...)
etc.
In detail, I'm planning to give each choice affect your gameplay.
Example:
If mage selects dark magic, he would gain an aura that gives debuffs to all nearby units (even allied), and as he goes darker and darker, his spells would blight all around him and, although he would be very powerful, it would force his allies to abandon him because his strength would come from their life force.
Let's assume the mage didn't go the dark path and choose elemental magic instead. Then he would have a choice somewhere that would be more powerful than others, but could potentially corrupt him (maybe it is more powerful than others), to give players playing the character a tempting choice to go dark.
Example #2:
If warrior selects mage hybrid, he could become paladin, healing his allies, but he would need to sacrifice some damage in return, or he could just enchant his weapon to deal more damage, but suffer from armor loss.
Also, warriors selecting the magic should also be tempted by "dark" choices. Maybe the enchanted weapon starts speaking to him (Frostmourne, for example), or something like that.
Also, I would change damage types to physical, light, dark, poison, etc.
And defense types to armor, magic, etc.
Example: magic armor would take full physical damage, but would take reduced magic damage (like mage protecting himself from spells), armor would take reduced physical damage, but full magic damage, etc.
And all these things would be choices made in game, with each player starting out the same.
Also, some side notes: I am thinking of making players need to learn everything by trying it out. Let's say we have a young squire, who would learn how to be a knight. He would have low damage (critical strike less than 1x multiplier, so he would occasionally do less damage), but as he fights, he would become better and better.
Mage players might set themselves on fire before learning how to use the spell correctly.
And I need some help with making all of it work. Any ideas are appreciated. Even if you want to change something I wrote here. I just have no idea what would skill choices be to achieve this, I have no idea how should I make "skill learning" system, etc.
So I need all the help I can get from you, guys.