| 05-11-2006, 11:11 PM | #1 |
I was putting together a brainstorm/idea for a RPG/Campaign map I've been mulling over for a while. I have a bad habit of thinking big, so sorry if it seems overly complex. I want to make a proper Hero evolving RPG that is affected by the players choice of elements to pursue. It'll be a fairly high leveling game, where people get additional elements every 4-5 levels, I haven't decided whether to have them restart their levels every time they evolve or simply allow them to keep their level. Part of the problem with most evolving rpgs is that upon each evolution, characters must start over completly skillwise just a little stronger statwise, but their spells remain the same as before. I don't think they should start where they left off either because that would lead to a very over powered game unless you cut back on the bonus per skill level. If I lost you, here's what I mean Original Problem Warlock Evo 1 Spell lvl 1 50 dmg lvl 2 75 lvl 3 100 lvl 4 150 Warlock Evo 2 Stats + 5 lvl 1 50 dmg lvl 2 75 lvl 3 100 lvl 4 150 Other extreme (not commonly found) Warlock Evo 1 Spell lvl 1 50 dmg lvl 2 75 lvl 3 100 lvl 4 150 Warlock Evo 2 Stats + 5 lvl 1 200 dmg lvl 2 250 lvl 3 300 lvl 4 500 My Solution (compromise) Warlock Evo 1 Spell lvl 1 50 dmg lvl 2 75 lvl 3 100 lvl 4 150 Warlock Evo 2 Stats + 5 lvl 1 100 dmg lvl 2 150 lvl 3 200 lvl 4 300 Alternate Solution Warlock Evo 1 Spell lvl 1 50 dmg lvl 2 75 lvl 3 100 lvl 4 125 Warlock Evo 2 Stats + 5 lvl 1 150 dmg lvl 2 200 lvl 3 250 lvl 4 300 That's roughly my Skill chart I'm considering, not for the actuall evolution I'm considering 6-8 elements, with a native race representing each Life (Humans) Death (Scourge) Fire (Dragons) Water (Naga) Soul (Elves) Alien (Aliens) (switch humans elves?) Every path of evolution is unique. Even if you have the same number of elements as someone else, you would have very different characters Eg Ice Dragon vs Fire mage Naga (simply racial difference) or Feiry Skeleton Necromancer vs Fire Demon Summoner (initial death focus vs initial fire focus, alse mass vs strength) Balancing it would be hard, but exact opposite counter parts would have similair spells Fire Summoner vs Water Summoner (I had an interesting theory about this that it would be lava spawn model vs water summoning model, but a bonus would be that either side could have the option of A) seperating a larger summon into sever different small guys or combine them into a large one, and B) a kamakaze attack dealing a fair bit of dmg. 120 % of life against opposite element or 60% of life against other element) A starting character would pick a element or race (same thing) and a starting class, ie warrior, rogue, mage, archer I'm considering setting the elements to be given every 10 levels instead to make it less complex and maybe a starting max of 50, until this game proceeds to actual finished versions Also, I wanted to add a divinity factor for those who manage to get near the end. Those who stay to a single element will be able to go to demi god and eventually godlike status, where they will be able to level the ultimates of similair classes and their ultimate will simply be, slay mortal, (max level they can kill will increase per point) Everyone else will simply gain a demi-god status once they reach the same level Elder Dragon God Nameless One (names for the others?) ---------------------------------------------------------------------------- *EDIT* The reason I was considering restarting their level was that, 5 levels is not a heck of a lot, or even 10. If you start them at one, then if they were 40, they'd have to get back up to 45. Skill wise, they'd still be powering up, as well as stat wise. It would simply lead to longer game play which is what I had in mind. From what I was thinking, especially with the complexity, the game is naturally going to lead to many interesting combinations and perhaps allowing the those who are mixed to become more powerful and I was thinking divinity status may compensate, but to be honest, I'm not big on it either. There is something else I forgot to mention that I was considering. I have two very different map styles I'm trying to consider and I'm wondering if I should simply have both. One map style would be a rough pentagon with aliens in the middle and periodically teams would be sent out to attack the opposite counter part (perhaps 6 sidesm would unbalance it for aliens) People on each side would help their cities develop by doing quests, setting up trade routes/alliances with other races, purchasing buildings => or money or stronger monsters on their side. I know in some ways it reeks of Dota, but it doesnt have to be too intense, The other thing I forgot was I wanted for a rich player to be able to buy a battalion, a full one, ( was originally modeling this as a skeleton party) say 1 battle commander, 3 warriors, 1 heavy warrior, 3 archers, 2 mages, 2 priests/necros/shamans, or something similair, and perhaps have the commander count as a hero, with various auras. Another thing was having two different types of summoners. Your generic mass summoner, and perhaps one which needed to collect items and in turn be able to summon a hero type unit which leveled. It would be harder to get and take care of but in turn would be permanent, but fairly difficult to make. Money in general would not be easy to get. You'd be better off doing quests to increase the income of the village, or getting items for recipes, rather than buying something The other map is somewhat linear and interesting the way X-hero arena is, but I'm liking this first one better |
| 05-11-2006, 11:24 PM | #2 |
High customization can be good. It can also be bad if balanced poorly. I see no reason to start your level over whenever you evolve, you should gain strength every time you level, not lose it. The whole god thing sounds bad, players who experiment with several elements shouldn't be punished. Also, instant kill abilities are bad. Anyways, not really much we can say until you get farther in it, as with most projects it sounds good but depends on whether you can deliver. |
| 05-11-2006, 11:44 PM | #3 |
*added to original* |
| 05-12-2006, 01:28 PM | #4 | |
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| 05-12-2006, 03:11 PM | #5 | |
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I've always been a fan of this kind of idea, however I have a few suggestions (these are just my opinion, some people might think it better in other ways). I would make it only about 4 members large, and each member a weak hero unit. That way it increases micro, and gives you a reason to try to keep them alive and such. It would just add some to the game, trying to customize your group so all their skills work well together. |
| 05-13-2006, 10:30 AM | #6 |
Hmm, well since we're at it, why not make it both? Allow for a couple buyable heros, bought individually or simply a battalion. Battalion would be a bit cheaper, cause no save code allowed between games, while the mini heros would be mixed in with the original. I was considering attempting to seperate stats inti perhaps more than 3 settings, but I haven't thought about it too much yet Strength/Con single stat Dex Agility Int Wis ? Also, in addition, I thought about managing each of the sub categories allowed per person with simple Ability book settings, one per sections. Perhaps with Vexorian's help, I could create an unlimited set similair to his unlimited inventory, but I don't want to have to use that, or perhaps could work with skills? Things the User will have to manage Starting: Race/Element Class (those come with base stats) A couple bonus stats Every few Levels: Element Skill management* Addition stat bonuses (say one per stat native and a bonus) Skill management I toyed with the idea of having skills becoming better with use, and/or allocating them per type/evolution. I may well simply get rid of old abilities, or I may have to let them evolve with each evolution, eg, basic necromancer, gets to raise different types of skele from corpses or simply summon them. Evo 2, can do it stronger, and introduce a weaker mass summoner, and evo 3 could get rid of the raise from the individual type and simply allow a stronger mass summoning while allowing for space for newer spells. It has to either be mapped out individually or worked out with the individual skill set books. I think some things should be culled. Alien Element I thre that in just for the heck of allowing a completly random set of character models. Eg. Saiyans, Roswell Aliens, Predator vs Alien, Japanese Spirit Shamans, Species 8472, perhaps a few demon guys, roflmao, Cthullhu should be the god of the Alien Evo, :P. Any extra terrestrial/dimensional or just plain weird. Hell allow for a few decent Zerg/terran evo. Of course it'd be a blast just letting players figure out all the crapload of things they could be, and abilities, -_- and a crapload of work to design it and code it out. Hmm, I came up with an idea. Allow for a Skill Manger, which would allow players to add their most used spells to perhaps a single book which they'd commonly used or let it sit somewhere. Models, triggers, custom skills -sigh- I love designing, not great with work. |
