- Joined
- Nov 7, 2007
- Messages
- 26
I've put a lot of thought into this RPG, and I'll probably take my time updating this thread with more details.
Basic Overview.
Save/load RPG with races, elemental classes and eight way Aeon of Strife.
Classes
Everyone starts off choosing one of the eight elements. I haven't decided if there should be sub classes, ie fighter ranger and mage.
Every fifty or seventy five levels players gain a lumber which can be used to buy another element or specialty spell. For example, if someone buys only fire element, his progression might look like Fire-> Fire 2 -> Magma -> Magma 2 -> Hell Fire -> Hell fire 2
Water + Wind -> Mist/Illusion.
Spells
Spells work on an upgrade system. One of the features of my map is the choice for you to upgrade the same spell as much as you want, Even if that means you only learn one spell for the entire game. It wont be an exponential, like every spell level might increase the damage by 2. That means spells will start off quite weak.
Some spells will only be available if you have another spell to a certain level. Like a necromancer's spell would be skeleton quality. If they reaches spell level 50 of that, the necromancer could buy the spell giant skeleton, to summon a . . . *drum roll* giant skeleton.
A certain level of water spells might be a requisite for a spell in the Mist class or another may require a certain level wind spell, thus ensuring that even within each class, different people can have variety.
As you can imagine, basic spells probably wont cut it in the long run, so most beginner spells will have a utility property. Most wind spells will start fairly crappy push and daze spells, but will get pretty powerful debuffs, so it would be up to you how you want to tech. Whether you want to get a certain line of spells, or just focus on spells from the newest class upgrade. Both will be well rewarded.
Races
Brownies
Small race that gains exp at 10x normal rate, but can only reach max level 100. There will still be oppurtunities for them to gain a few stats or spell levels from quests, but really not a long lived race.
Humans
Basic race, gains xp at 1x exp rate, but can reach max level 250. Same story
I haven't decided if there should be Elves and High elves, or just high elves.
High Elves
Max level 1000, XP gain 1/10 or 1/5.
Elves
Max level 500, gain 1/2
Areas and Cities.
There will be 8 unique cities for each element, including a light and darkness side. Each element is only at war with it's polar opposite to start with. Each city progresses as time passes becoming stronger.
There are additional areas where there will be quests and mobs. The levels of quests and mobs will change depending on the levels of characters, max, minimum, mean medium levels so there's a roughly an area for everyone. Each corner will have a final boss. This can be modded per level, but I'm thinking just having a set level. Maybe include some super elite final bosses after them.
Balancing w/cities.
Doing quests to give more money to your cities will make your cities develop faster, but another factor matters too.
If someone loads a high level hero or the opposite team has given is doing better than average, like having destroyed the first two tiers of towers (out of four, similar to dota, except only one lane from city to city), then the game will compensate a little to try to make up for some of the otherside's superiority by building faster.
This will be based on a point based system. If one side has an obscenely high score, this may include allying up with other cities against one.
I haven't figured the allying system. It could just be player based since it would be against the best interest of many people except the stronger side to destroy a city. That same city will probably go after another and another till all are destroyed. The players wont be kicked for having their city destroyed, but they'll lose access to a number of items, unless they've already done the quests to become favored with another city.
Crafting
Since I don't believe in a random equipment drop system, I figure most mobs will drop ingredients, and sometimes recipes. They won't be one time use, but the ingredients might take you across the map, sometimes grinding rarer items, or doing the favored quest to gain alliance with a city that has sells it. That way people will only make recipes for items they are high enough level to get without having to police it with some level minimum. If people form a group so some people can make better equipment faster, than more power to them.
Ok, that's all for now.
Edit: I wonder if it would be possible to do this with a multiplayer map.
With the custom models I had in mind, maybe not. It could be a campaign or it could be split into multiple maps. I dont think it would be as fun or as newbie friendly
Basic Overview.
Save/load RPG with races, elemental classes and eight way Aeon of Strife.
Classes
Everyone starts off choosing one of the eight elements. I haven't decided if there should be sub classes, ie fighter ranger and mage.
Every fifty or seventy five levels players gain a lumber which can be used to buy another element or specialty spell. For example, if someone buys only fire element, his progression might look like Fire-> Fire 2 -> Magma -> Magma 2 -> Hell Fire -> Hell fire 2
Water + Wind -> Mist/Illusion.
Spells
Spells work on an upgrade system. One of the features of my map is the choice for you to upgrade the same spell as much as you want, Even if that means you only learn one spell for the entire game. It wont be an exponential, like every spell level might increase the damage by 2. That means spells will start off quite weak.
Some spells will only be available if you have another spell to a certain level. Like a necromancer's spell would be skeleton quality. If they reaches spell level 50 of that, the necromancer could buy the spell giant skeleton, to summon a . . . *drum roll* giant skeleton.
A certain level of water spells might be a requisite for a spell in the Mist class or another may require a certain level wind spell, thus ensuring that even within each class, different people can have variety.
As you can imagine, basic spells probably wont cut it in the long run, so most beginner spells will have a utility property. Most wind spells will start fairly crappy push and daze spells, but will get pretty powerful debuffs, so it would be up to you how you want to tech. Whether you want to get a certain line of spells, or just focus on spells from the newest class upgrade. Both will be well rewarded.
Races
Brownies
Small race that gains exp at 10x normal rate, but can only reach max level 100. There will still be oppurtunities for them to gain a few stats or spell levels from quests, but really not a long lived race.
Humans
Basic race, gains xp at 1x exp rate, but can reach max level 250. Same story
I haven't decided if there should be Elves and High elves, or just high elves.
High Elves
Max level 1000, XP gain 1/10 or 1/5.
Elves
Max level 500, gain 1/2
Areas and Cities.
There will be 8 unique cities for each element, including a light and darkness side. Each element is only at war with it's polar opposite to start with. Each city progresses as time passes becoming stronger.
There are additional areas where there will be quests and mobs. The levels of quests and mobs will change depending on the levels of characters, max, minimum, mean medium levels so there's a roughly an area for everyone. Each corner will have a final boss. This can be modded per level, but I'm thinking just having a set level. Maybe include some super elite final bosses after them.
Balancing w/cities.
Doing quests to give more money to your cities will make your cities develop faster, but another factor matters too.
If someone loads a high level hero or the opposite team has given is doing better than average, like having destroyed the first two tiers of towers (out of four, similar to dota, except only one lane from city to city), then the game will compensate a little to try to make up for some of the otherside's superiority by building faster.
This will be based on a point based system. If one side has an obscenely high score, this may include allying up with other cities against one.
I haven't figured the allying system. It could just be player based since it would be against the best interest of many people except the stronger side to destroy a city. That same city will probably go after another and another till all are destroyed. The players wont be kicked for having their city destroyed, but they'll lose access to a number of items, unless they've already done the quests to become favored with another city.
Crafting
Since I don't believe in a random equipment drop system, I figure most mobs will drop ingredients, and sometimes recipes. They won't be one time use, but the ingredients might take you across the map, sometimes grinding rarer items, or doing the favored quest to gain alliance with a city that has sells it. That way people will only make recipes for items they are high enough level to get without having to police it with some level minimum. If people form a group so some people can make better equipment faster, than more power to them.
Ok, that's all for now.
Edit: I wonder if it would be possible to do this with a multiplayer map.
With the custom models I had in mind, maybe not. It could be a campaign or it could be split into multiple maps. I dont think it would be as fun or as newbie friendly