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Hero's Journey Forum » Game Suggestions raquo; Well a few thoughts... or things I would like to see

1 posts found
  Isane

Apprentice Member

Joined: 5/24/06
Posts: 2546

"Some do , Some don''t , Others just cry"

Jean Sali

 
6/12/07 4:28:32 PM#1

...

  1. All items degrading over time with a durability that eventually mean the item will need to be replaced. Rare/legendary items repairable at great cost.
  2. Large number of lootable items and relevant treasure tables
  3. Skill based leveling system with large scope for the ammount of permanent charachter improvements on leveling. Which results in extended longevity for players who want a fun endurting gaming experience. And for the power levelers a weakened shell of a charachter that will find it difficult to operate at high levels.
  4. Equal and opposite alignment system for skill abilities which lends itself to generating what could be deemed a "class" e.g. warrrior weapon skill (+50 combat hit) <==> (-40 Spell Success -10  mana) 
  5. Item abilies (to counter class skills) e.g. Sword of the Mage (Conjure Stabalise +10 Mana +40 Spell Success
  6. a combination of 4& 5 results in no need for Class balancing players balance themselves skill abilities/ Item abilities and others (I can think of at least 4 or 5 other categories here)
  7. All abilities degrade to 50% of maximum potential over a period of time this will mean that a charachters abilities are representative of the playstyle(these only degrade when in game...
    • (These can be easily increased to 75% in a mater of half hour and degrade in sync witrh this
    • (Over 75% they increase slowly buy only degrade 3% oiver 24 hour period)
    • (Only 10 skills can be mainained over 75%)
  8. Alignment abilities: Action based mental state Good/Evil awarded by powers (Godlike)
  9. Faction/Reputation abilities: Regional/Continental/Cities gained through service in the form of Insignia/medals

This is an outline for a system of equal and opposites based around 8 Classes (as per a compass)/ this generates unlimited flexibility in charachter creation when leveling you get the opportunity to move base abilities towards the 75% mark) ,levels are gained over time which give attr4ibute bonuses which will allow for baseline equal and oppositess to be less negative and allow for more multi-classing e.g. over time pump points into baseline warrior sphere to allow Warrior/Mage char to use weapons for example) ,skill points can be retrained at great cost to yet again allow flexibility.

This will generate longevity, a great variety of items that can counter primary abilities to lead towards playable opposite abilities.

Item positives and negatives will stop use of overpowered items as low lev chars abilitiesll will be in the negatives when an attempt to use

All abilities % use will be based on the player level so all skills will be recalculated as you levele and these will then have to be worked back to 50% for new abilities to be made available

 Lots of other ideas... but thats for starters generally around item flexibility rewards for not power leveling and skill based class system based on ability categories.

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