- Joined
- May 3, 2007
- Messages
- 210
A generic idea I’ve been kicking around for sometime, the basis of which is to give everyone in the game the option to play under different modes of gameplay regardless of how others in the game decide to play. The highlights of the features would include what I would like to think of has a dynamic and unique hero tectree and system, along with a unique unit tectree, and unit control system. What I mean by system in the case of heroes is how the abilities and items would be acquired, equipped, learned, upgraded, executed... and in the sense of the units, the creation, and execution of 'formations'. Formations, being simply, a user-created A.I. for a specific to generic group of units that, that specific to generic group can be given in order to function on field without the requirement of someone handling the units manually.
Though my ability for scripting this idea is far from satisfactory, my ideas and thought processes on how it will work have been running in overtime. Generally it would work like any other A.I., the only difference is the user gets to create it in the middle of the game, or even if I can manage it, load in a pre-created one to install. The basic diagram I have written on the first paper when I came up with this idea goes something like: Event->Action->Effect (Or condition), Met? ->Event, Not Met? -> Reaction->Effect->
That isn't under any means truly thought out of prepared, but lucky me this is the idea forum... Past that tidbit, the story-line is other highlight able part. The basic idea of the map is to have a dynamic story-line, that meaning that the beginning will start with some pre-determined quests, but the quests will grow and change based on the participation of the player, meaning the quests will very rarely be the same as in another game (discluding the first couple). I would also like to include dungeons, or 'colossus' bosses inside the game that would open up another creative medium for the formations.
That's all I’d really like to touch on, but here is a quote of the .doc I’ve written all the ideas down so far in: (It's a bit unorganized).
Though my ability for scripting this idea is far from satisfactory, my ideas and thought processes on how it will work have been running in overtime. Generally it would work like any other A.I., the only difference is the user gets to create it in the middle of the game, or even if I can manage it, load in a pre-created one to install. The basic diagram I have written on the first paper when I came up with this idea goes something like: Event->Action->Effect (Or condition), Met? ->Event, Not Met? -> Reaction->Effect->
That isn't under any means truly thought out of prepared, but lucky me this is the idea forum... Past that tidbit, the story-line is other highlight able part. The basic idea of the map is to have a dynamic story-line, that meaning that the beginning will start with some pre-determined quests, but the quests will grow and change based on the participation of the player, meaning the quests will very rarely be the same as in another game (discluding the first couple). I would also like to include dungeons, or 'colossus' bosses inside the game that would open up another creative medium for the formations.
That's all I’d really like to touch on, but here is a quote of the .doc I’ve written all the ideas down so far in: (It's a bit unorganized).
(P) Viresarites’ (Strength in Latin) (Orcs)
Units:
Brute (Supports ‘Hatred’) -> Raider, or Kodo Rider
Raider (Supports ‘Hatred’)
Pyromancer (Supports ‘Hatred’) -> Sacred Guard, or -> Pyro Sage
Sacred Guard
Bladedancer (Supports ‘Hatred’)
Pyro Sage
Kodo Rider (Supports ‘Hatred’)
*Hatred – Turns skin Red, giving a bloodlust type effect
(P) Monachus’ (Monkey in Latin) (Humans)
Units:
Infantry -> Knight
Axeman -> Fury Warrior
Fury Warrior
Spear Thrower
Hydromancer -> Magus
Temptress
Magus
Archer
(P) Abeouns’ (Change in Latin) (Trolls)
Units:
Trapper -> Warrior (Supports Green/Black)
Warlord (Supports Green/Black)
Warrior (Supports Green/Black)
Axe Thrower (Supports Green)
Spear Thrower -> Berserker (Supports Blue)
Berserker (Supports All Colors)
Soothe Slayer (Supports Black)
Frost Sage (Supports Blue)
Ice Manipulator -> Element Manipulator (Supports Blue)
Element Manipulator (Supports Blue)
*Color denotes denomination; Abeouns’ are united, but also segregated
(P) Valisapientians’ (Power-Wisdom (combination) in Latin) (Taurens)
Units:
Totem Carrier -> Guard
Guard -> Royal Guard
Royal Guard
Night Shifter
Axe Behemoth
(P) Mortuvomicits’ (Dead-Plague (combination) in Latin) (Undead/Skeletons/etc)
Units:
Necrochemist
Reanimater
Re-animated versions of every dead unit
*Only two basic starting units, not counting Legends/Heroes; obtains units from
Corpses
*Re-animated units attributes are drastically reduced, some are incapable of handling
Formation, and sometimes can’t understand authority, or passion.
(P) Fursilvians’ (Stealth-Forest (combination) in Latin) (Night Elf/Elf)
© Amplilvabites’ (Grand-Forest-Dwellers (combo) in Latin) (Trees/Ancients)
© Sapilucidens’ (Wise-Playful (combination) in Latin) (Goblins)
© Gauiservians’/Gauicerviats’ (Happy-Serfs (combination) in Latin) (Orges/Kobolds)
(P) Presencigeros' (Power-Bear (combination) in Latin) (Furbolgs)
Still Open: Naga, Saytr, Eredars, Tuskarr, Faceless/Unbroken, Nerubian, Gnolls, Draenai, Elementals
Types of Game Play:
Political Leader (Can become dictator)
Includes: Social Units + Stature, Political Units + Stature, Approval Rating, Populace Units, Currency Budgeting, Ration Units + Stature, Ration Budgeting, Construction, Military Drafting, Diplomacy
Dictator (Not pick-able, only acquirable)
Includes: Social Units + Stature, Political Units + Stature, Approval Rating, Populace Units, Currency Budgeting, Ration Units + Stature, Ration Budgeting, Construction, Military Drafting, Diplomacy, Military Currency Budgeting, Military Units Budgeting, Formation Construction + Execution, Riot Management, Secular Group Management + Organization, Unit Management + Training, War Management
Chief of Military (Can become dictator)
Includes: Military Currency Budgeting, Military Units Budgeting, Formation Construction + Execution, Riot Management, Secular Group Management + Organization, Unit Management + Training, War Management
General (Not pick-able, only acquirable)
Includes: Unit Acquisition, Unit Training, Singular Unit Battle Handling, Single Unit Tectree Handling, Survival, Riot Management, Military Units Budgeting, Formation Construction + Execution, Unit Management + Training, War Management, Assigned Secular Group Management
Hero (Can become General)
Includes: Unit Acquisition, Unit Training, Singular Unit Battle Handling, Single Unit Tectree Handling, Survival
Wanderer (Can become a Legend)
Includes: ‘Hero’ Unit, ‘Hero’ Unit Tectrees, Item Management, Quest Management, Ally/Enemy Decisions
Legend (Not-pick-able, only acquirable)
Includes: ‘Hero’ Unit, ‘Hero’ Unit Tectress, Item Management, Single Unit Battling Management, One-Life Survival
Tiers of Game play:
-Highest- (Dictator)
Social, Political, Ration, Military, Currency, Diplomacy, Construction
-Higher- (Political Leader)
Social, Political, Ration, Currency, Diplomacy, Construction
-High- (Chief of Military)
Military: (Intra-ration, Intra-construction, Intra-currency, Formation)
-Low- (General)
Military: (Formation, Designated Responsibilities)
-Lower- (Hero, Legend)
Single Unit Tectree Handling
-Lowest- (Wanderer)
Single Unit Tectree Handling, Complete Freelance Play
-Unit Tectree-
Unit, May have only two specializations
Specialization offers level-able item (Specialization Level)
All units have a ‘Battle Experience’ Level (Another Item)
All Units have either one or four spaces for Formation Items, or other ‘gained knowledge’
-Formations-
Set up the max cap number for the units in the formation
Describe the types of units and job in the formation
Setup the protocols, which will be transferred into JASS language, and then remodeled as an interactive A.I. the author created in-game
The item will have a savable code
-Legends/Wanderers-
Can specialize one ability, this ability affects the other four, can not specialize ULT
Specialized item becomes a ‘basic ability’ (I.E. unlearn-able past that)
Every 25 levels of an ability it can change into a new one, Can only change twice
ULT can only change once
Amount of levels, amount of necessary ability points: 100/275
Every level you are given 2 points to put into abilities
Alternative: 100/500 (still allowed leveling of spec’d ability) (4 points every level)
6 item slots, one ability to switch to ‘equipped items’
Certain equipped items can level (via additional charges, 1 charge = level 1)
2 sets of 6 item slots: Normal (On-hand), Equipment (Equipped items)
Equip-able item types: Weapon, Shield/Alternative Weapon/ “” Hand,
Continued… Headpiece, Chest-piece, Gloves, Boots
-Legends/Wanderers Items-
Basic equip-able items (non-level-able, not enchantment or enhancement)
Crafted Items (non-level-able, not enchantment, but enhanced)
Enchanted Items (non-level-able, enchanted, possibly enhanced)
Imbued Items (level-able, enchanted, possibly enhanced)
Also… Scroll Items (allowing casts by charges)
Crafting Materials (Orbs, Scrolls, Metals, Liquids, Furs, etc…)
Tactical Items (Explosives, Traps, Barricades)
Consumables (Potions, Aids)
-Integrative and Dynamic Story Line-
Multiple, yet linking story-lines for all races
Story-line changes dynamically depending on what quests are completed, and when they are completed (i.e. if they’re completed before or after another quest is)
Quest and Encompassing Story-Line change based on the completion of other quests
The elimination of a race opens up a whole new tectree to be explored
-Play off of FFVII’s ‘Gold Saucier’-
Goblin race is ‘playful’ and ‘wise’, thus they live in the mountains above the other races, and are generally surrounded with entertainment.
Collectible coins, arcade games, sports. . .
Basically a spin off of an amusement park in-game
-Choose-able Game-Play Time-
Pace of the game can be set by income, and leveling speed
Aggressiveness or Passiveness of Computers
Generally a longer game will make the quest tectree open up and blossom
Whereas, a shorter game will force fast and skilled PvP to take place