| 12-03-2003, 02:10 AM | #1 |
Ok, this isn't one of your normal open rpgs. I know you've all heard that before but it's true this time. I see you remain skeptical... Well! Here's 1 thing. It won't be mindless killing. It'll have a story and a purpose. Here's the background overview, of the story. In the beginning, the elder gods created the world. They filled it with all that is living, and all that is not. When they had finished shaping the landscape and the vegetation to cover it, they realized, something was missing. One of the elder gods, Erondial, realized that the world was devoid of being that could think, feel, touch and taste. The four gods, Erondial, Ethandial, Eriond and Erzentu thus created the animals such as the boar, the sheep and the sparrow. They created all the animals of the world. Satisfied, their labors completed, they began to relax and immerse themselves in the splender of the world. The Creation of Man During their long travels about the world, they created and added many things to the world, to improve their lovely planet. Metals, Gems and many others. From time to time, the gods would reunite in their councel chamber, at the center of the world, discussing what they had done and seen. Over the course of several thousand years, they realized once again that something was wrong. Though they enjoyed the splendor and serenity of the world, without the influence of the gods, it lakced change. Knowing that, without change, the world would stagnate and most likely die, they spun many different beings out of nothingness, imbuing them with divine powers. These beings known as ‘The Younger Gods', were charged with the duty of shaping a new being, capable of independent thought and sentience. They met and decided on an overall form of what the new ‘Thinker being' would become. As the elder gods stepped back and allowed their children to begin their labors, they were pleased. The new gods had done well. The new being, though still young was now on the planet and evolving. Changes As the being grew and evolved, the younger gods drifted apart. Certain gods wanted to preform some changes and others, different changes to the new being. A great feud broke out between the four separate groups of gods. The elder gods, seeing this stopped the feud and settled the issue by giving one quarter of all the 'being' to each group of gods. Each group of gods chose a new name for their share of the ‘Thinking beings', thus the beings became the four groups of humanoids we know today, Humans, Elves, Dwarves and Orcs. Each group changed and altered their race, making it different from the rest. Each were given their own positive and negative traits. Orcs, their strength and agility, but also their lack of intellegence. Elves were given their grace, agility and intellegence but also their lack of strength. Dwarves were made craftsmen, with high strength and intellegence, but low agility. When they had shaped the races to their needs, they walked among them, aiding them. As time progressed, things changed. The elder gods remained watching, as their children grew cold. They demanded worship, and instead of rewarding their races for their worship, they punished and condemned them. As they watched the corruption spread, the elder gods lay in wait, mourning the thousands of humanoid life-forms being used and tortured by their children. They were powerless to stop it as they would not dare hurt their own children. Erzentu, beliving that the answer lay in stripping the younger gods of their powers, to give them the feel of mortality, if only temporarily. After suffering mortal conditions, many of the gods died. Eriond, Ethandial, Erzentu and Erondial grieved for many days over the loss of their children, and after ten years, they restored the powers of the younger gods. Being much less sure of themselves, the younger gods treated their mortals with compassion, love and finally, understanding. The younger gods healed the sick, cured the blighted, brought storms to drought ridden fields and protected their races from harm. Thus the races erected altars to the gods out of respect and love instead of fear. To this very day, those altars still stand tall, and the younger gods smile upon the four races. I went to alot of trouble to write that, and I'd appreciate it not being stolen. Now! On to business. This RPG is sort of based on Sol's (No don't stop reading). It revolves around the ascent to godhood. It'll take a while to become a god, and not like 1/2 hour like sol's. To become a god, you must defeat it. After which you are imbued with divine powers, though of course, there's a lot in between that, and more after it. Here's info about the races/classes and such. Races: Elf: Elves are fast, intellegent, but frail. They have an extremely low strength class, with high agility and high intellegence. They make excellent spellcasters and archers. Statistics Number(At Creation) Strength 2-5 Agility 7-16 Intellegence 9-16 Human: Humans are well rounded characters, having above average intellegence, moderate strength and moderate agility. Thsese warriors, make excellent use for spell-casters or arhcers, as well as warriors. Statistics Number(At Creation) Strength 6-12 Agility 6-12 Intellegence 6-13 Dwarf: Dwarves are short stout people, with moderate intellegence, high strength, but low agility. Their size makes them vulnerable. They make fearsome warriors, and a few dwarven wizards have been known to excel beyond those of the elves. Statistics Number(At Creation) Strength 9-18 Agility 2-5 Intellegence 7-14 Orc: Orcs are almost the opposite of elves. They have an extremely high strength rating, which gives them a supreme advantage over that of other units, as well as a high agility rating. However, their intellegence is abysmal, which creates a severe lack of spell casters in the orcish race, which is what keeps them at bay, when they attack. Statistics Number(At Creation) Strength 10-17 Agility 7-17 Intellegence 1-3 Classes Primary Classes: Archer: Archers will usually have high agility, making them deadly with bows. Human Elven and even Orcish races may follow this path. Archers may only have primary skills, which are the following. Skills: Marksmenship (Passive) (6 Levels): Increases the damage of the archer by +5 each time this skill is leveled. Quick Draw (Passive) (6 Levels): Increases the rate at which the archer fires, each time this skill is leveled, it adds +10% to attack speed. Pierce (Passive) (6 Levels): Allows the arhcer to fire arrows which have a chance of hitting targets behind the victim. Fatal Strike (Passive) (Ultimate) (2 Levels): Fires an arrow which has a 15% chance of doing 8x normal damage. Mage: Mages usually have extremely high intellegence. It is also good for them to have high agility as well. Human Elven, and even Dwarven races may beomce mages. They must re-learn their spells every time they cast them, however they may only re-learn them twice in a single day. Mages may only have primary skills, which are the following; Skills: Fire Magic (6 Levels): Creates a burst of fire magic on the targeted unit. The affect varies with the level. Water Magic (6 Levels): Creates a shield of water magic around the caster. The affect varies with the level. Earth Magic (6 Levels): Creates a barier of earth magic at the targeted point. The affect varies with the level. ? (Passive) (Ultimate) (2 Levels): Warrior: Warriors must be strong, though their agilty and intellegence can vary with the race. Human, Orc and Dwarven races may follow this path. Skills: Bash (Passive) (6 Levels): Has a chance of stunning the unit with a forceful hit, while attacking normally. Smash (Passive) (6 Levels): Has a channce to deal area damage on an attack. Strength Increase (Passive) (6 Levels): Increases the strength stat by 4.17 each level. Dragon Skin (Ultimate) (2 Levels): Adds a 50 armor bonus, fusing the warrior's armor and body together into the skin of the dragon. Sub-classes: Archer Sub-Classes: Ranger: Rangers are extremely skilled archers, which move about wild and urban areas with equal ease. This is a subclass of the archer. This class may use secondary skills. Skills: Marksmenship (Passive) (6 Levels): Allows the ranger to do extra damage on an attack, adding +10 damage, each time this skill is leveled up. Quick Draw (Passive) (6 Levels): Increases the rate at which the ranger fires, each time this skill is leveled, it adds +10% to attack speed. Ranger's Fury (6 Levels): Increases the rate at which the ranger fires, as well as damage for a limited period of time. Concealment (Passive) (2 Levels): Allows the ranger to become invisible while standing still and not attacking. It only works during night for the first level, but for the second, it works all day long. Assasins: Assasins are extremely long ranged units, capable of doing massive damage, in a reletively short amount of time. This is a subclass of the archer, and may also use seconday skills. Skills: Marksmenship (Passive) (6 Levels): Allows the assasin to do extra damage on an attack, adding +10 damage, each time this skill is leveled up. Deadly Strike (Passive) (6 Levels): Gives the assasin a chance to kill a unit on a strike. Only affects non-heros Move Silently (6 Levels): Allows the killer to move in complete silence, rendering it invisible under the cover of night. The levels extend the hours by 2 ever time it levels up. Deadly Aim (?) (2 Levels): Fires an extremely long range shot which deals 500 damage per level. Affects heros and normal units alike. Seoconday Skills Permitted for the Archer Sub-Classes: Fletching, Mage Sub-Classes: Wizard: Wizards are widely renowned for their prowness of magic. Wizards have the exact same spells as sorcerers, but must re-learn spells from their spell book every time they cast them. Studying a spell book takes 1 hour (Game-Time). You must not be distrubed, or you will not relearn the spells. Skills: Fire Magic (6 Levels): Creates a burst of fire magic on the targeted unit. The affect varies with the level. Water Magic (6 Levels): Creates a shield of water magic around the caster. The affect varies with the level. Earth Magic (6 Levels): Creates a barier of earth magic at the targeted point. The affect varies with the level. Shadow Magic (Ultimate) (2 Levels): Creates a huge force of shadow magic at the targetted point. Chaos reigns, in the region, and only the gods know what will happen. Sorcerer: Sorcerers are different, and yet the same as wizards. They have the same spells, except that they have no need of a spell book. Every time they use a spell, it will regenerate itself in 4 hours, (Game-Time). Skills: Fire Magic (6 Levels): Creates a burst of fire magic on the targeted unit. The affect varies with the level. Water Magic (6 Levels): Creates a shield of water magic around the caster. The affect varies with the level. Earth Magic (6 Levels): Creates a barier of earth magic at the targeted point. The affect varies with the level. Shadow Magic (Ultimate) (2 Levels): Creates a huge force of shadow magic at the targetted point. Chaos reigns, in the region, and only the gods know what will happen. Seoconday Skills Permitted for the Mage Sub-Classes: Alchemy, Herb Gathering, Rune Crafting. Warrior Sub-Classes Knight & ? Secondary Skills Alchemy: Alchemy is the use of plants and herbs and other materials to create potions. The raw materials which are gathered in herb gathering are used in these potions. Herb Gathering: Allows you to collect herbs and plants from different flora, as you travel the world. This skills automatically comes with the Alchemy skill. Rune Crafting: Allows you to create different runes and scrolls, which cast different spells. Fletching: Allows you to create arrows, and bows, which can be made from wood. Mining: Allows you to extract raw ore from rocks. Smithing: Allows you to forge items from the ore you gathered while mining. This skill comes automatically with the mining skill. Secondary skills will level up when you practice them, and NOT when you fight. Other Skills Several other skills are availiable. They include, burst of speed, sleep (self) and others. There you have it. What does everyone think? All this is subject to change and improvement, as you may note, some sections are not finished yet :D Oh and all ideas in this thread our mine, and any sort of stealing without telling me first is severely frowned upon. |
| 12-03-2003, 03:22 AM | #2 | |
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No they arent, dont be a weener, i can see like 4 different RPGs mixed into that long description of your map(s) the skills sound like some ultima online, and if thats what your getting at, ill help, ive been trying to make a UO map series for a while, but no one will help. Of course in UO there wasnt races (playable ones) or classes, it was all a % skill system, with a % cap (700) and you could change any time, but this is W3, its only so limited. The subclasses sounds like the kits from Icewind Dale, and if your using ideas from all sorts of RPGs, it will be good, real good. sign me up! In uo there was a crapload of crafting skills: smiting tinkering carpentry tailoring inscription mining alchemy lumberjacking fishing and my favorite: SCAMS ahh the good old days. If you need a terrainer for this, ill help. Sign me up |
| 12-03-2003, 04:39 AM | #3 |
My critizism is that there are WAY too many passive skills. Suggested Subclasses: Warriors: Berserker: Relies on brute strength and speed to overwhelm his enemies Swordmaster: Relies more on agility to master a sword (obviously) Slayer: Specializes in hunting and killing creatures Mages: Priest/Cleric: Heals, uses Holy spells Druid: Uses Forest magic Terramage: Uses Earth Magic Hydromancer(Only name I could think of, as with the other "mancers"): Water Mage Pyromancer: Fire Mage Aeromancer: Air Mage Just some suggestions. |
| 12-03-2003, 09:30 AM | #4 |
god so long!!!!!!!!!!!!!!!!!! 0_o |
| 12-03-2003, 05:19 PM | #5 |
Hi all. Thanks for the feedback... sorry if I was a bit of a jerk by saying those ideas were mine. I've never actually played UO or any of the RPGs you named, but I guess it's pretty general... as for custom skills, I think you're right. There are too many passives... maybe I should fix that eh? Oh and as for you wanting to help, I kinda wanted this to be a one man project... sorry. :nono: Oh wait! :ggani: Did you say terrainer? I can't terrain for my life! It would be great if you could do some maps for me. I'll even pay you if you want, though I have no points to pay with... what do you want in return for your services? |
| 12-03-2003, 10:33 PM | #6 |
ill do terrain for free, i hate the stupid point system, the post count was better. just have to put credit to me for the terrain, thats all. |
| 12-03-2003, 10:34 PM | #7 |
It seems to me that this sounds a little too much Like Star Wars Galaxies, IMHO. |
| 12-03-2003, 11:14 PM | #8 |
Cool, but you're going to have to wait until I get my HD fixed, cause right now, my computer can't even detect it, I may have to get a new one. I'm just planning at the moment, on the non-games computer... sooooo.... you'll have to wait. Sorry. As for the Star Wars Galaxies, I've never played it, lol. :ggani: |
| 12-04-2003, 01:52 AM | #9 | |
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News flash, those crafting skills are in every decent MMORPG out there, and a common idea to lots of people. As are the subclasses. Sorry to be rude. And some suggestions: A rogue class would be cool, with backstab and maybe pickpocket or something Troll race would be cool, cuz everybody likes trolls! :WD: Two suggestions all i got =) |
| 12-04-2003, 08:41 PM | #10 |
Yeah I was already thinking of a rogue class, I might put it in. As for the trolls, that's a nono, they might fit in with orcs, but not be a class by themselves. |
| 12-05-2003, 12:06 AM | #11 |
Okay okay, no troll race, but i was thinking.. how about a Javelineer class? That's definately not used much. Here's a rough draft of him. Javelineer: Agility-based Javelineers are agile, ranged attackers that have mastered the art of Javelin throwing. Javelins are very powerful, but slow to throw and reload. Due to the strength required to actually throw a javelin far and hard, and the agility needed to grab a javelin swiftly, aim and predict where your opponent will be, only humans and orcs are able to achieve this class. Skills: Enchant Javelin (6 Levels): Enchants your javelin with a random element (poison nova/explosion, chain lightning/charged bolt, fire explosion, ice explosion, fissure [earth], and anything else you can think of). The damage increases with each level. Excellent to use against groups of enemies. -Chain Lightning: Medium-low damage. Plain and simple, the javelin hits like normal, but does added damage to the first target, then, bounces to nearby enemies (without the damage from the javelin) -Charged bolt: Low damage. Ever play Diablo 2? Yeah, its juuust like that, except Warcraft 3 style. -Poison Nova: Medium-high damage. Spits bolts of poison in every direction, dealing immediate damage on impact and damage over time. -Poison Explosion: High damage. A cloud erupts from the tip of the javelin as it his it's target, poisoning any enemy that breathes the toxic gas, and dealing small extra damage to the target. Deals damage over time -Fire explosion: Medium-high damage. Deals immediate fire damage to any enemy around the target. -Ice Explosion: Medium damage. Deals some damage and slows enemies for X amount of time. -Fissure: Low damage. The ground below the target erupts. This catches enemies around the target by suprise, and they trip over the shifted ground and falll on their face, stunning them for a few seconds with low damage. Quick Throw (for lack of better name) (Passive) (6 Levels): The Javelineer learns to grab a new javelin slightly faster after throwing. Also lets him throw a little bit faster, slightly increasing his damage. Increases agility by 2.17 and attack speed by (insert good percentage here) ? (6 Levels): ? (Passive) (Ultimate) (2 Levels): Okay I'm drawing a blank for the other two skills, but I think this is a good idea. The first skill might be pretty hard to make, and i'm sure it'd require a shitload of triggers as well. But it'd be cool! The skins I was thinkin about for this class was the Bandit (the one that throws javs), the Troll Headhunter, and maybe Dryad if you can fit it in somehow. What do you think? |
| 12-05-2003, 12:43 AM | #12 |
Perhaps.... but it's a bit too much like the archer, and only wizards and gods are supposed to be able to use magic... I'm might add it, I might not, but I'll keep it on record. I actualy can't start making the map until my comp gets fixed (hopefully tonight), this is just the planning stage. Thanks for your imput. Oh and here's an update on a feature. Ascension To ascend to godhood, you must defeat a younger god. Once you have done that, you will assume it's status. Younger gods have divine armor and chaos damage, and will do 100-200 damage and have around 2000-3000 health. Bonuses: · Divine Armor and Chaos Damage · Instant ‘Domain' (See Below) Acess · Limited Teleport · Telepathy · Partial Divine Command · Stat Boost · Divine Immunity Armor & Damage: Gives your unit the benefits of divine armor and chaos damage. Domain: Each god has his or her own small domain, isolated from the rest of the map. Domain height fields and doodads can be modified, choice of weather effects, possible water adding. choice of terrain is possible. Limited Teleportation: Teleports you to a friendly unit, as opposed to Free Teleport, which teleports you to a certain point. Divine Command: Gives you control of any non-magical unit on the map. Allows you to give one order, then the unit will revert to a creature no one can control for 10 seconds, before returning to the original owner. Stat Boost: Gives a status boost to all stats, though mostly to the primary stat. Telepathy: Gives you a feel for the terrain around you, allows you to see invisible units and everything, around you, even though it may be on the other side of obstacles. Divine Immunity Renders you vulnerable to none but the most powerful spells. There are the bonuses of becoming a god, though they are subject to change. |
| 12-05-2003, 01:06 AM | #13 |
so you still need help on terrain or no? |
| 12-05-2003, 01:50 AM | #14 |
Well, yes but I can't start the project 'till my computers up so, not at the moment, I'll post when I get started, k? :D |
| 12-07-2003, 08:01 AM | #15 |
he always change his mine |
