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 The MMo with no name

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jurggernaut
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Join date : 2010-11-25
Age : 24
Location : Singapore

PostSubject: The MMo with no name   Sat Mar 19, 2011 4:39 pm

Ok so Me Relina and Tyrk have been discussing for 1 hour a dream game we would play.
(And made a green wall of death) To ask for opinions on how to improve it (and to have fun) I am posting it to ask for recommendations on how to improve the game.

First we have no story…. BUAHAHAHA but yeah no story… we were just discussing how the game was played so here goes the battle system. But it is generally agreed that we are in a fantasy steam punk era where there is…. We haven’t got that far…

First off, this is a turn based game where quest comes in the style of one battle after another with the occasional cut scene and a final boss of that quest. Once over, you get rewards and experience. If you fail, than you get the reward and experience until where you died. So when you are not battling, you can run around interact with people, open shops like a vendor and what not. But this game would thrive on player VS player arena where people can pick 1v1, 3v3 or 5v5. Speaking of which, lets head to the classes and stats

Classes
We start with the basics than at level 10, or 20… or 30… we can choose sub classes that are more specialize (we wanted EVEN MORE SPECIELIZATION but it would get too complicated)

Basic: Performer, the humble performer, creating steps or notes that combine to release the hidden power between the rhythms. They give their allies the morale (or buffs) to fight (or pwn in Tyrk’s words … or you could just die laughing at them for doing something like this in the middle of a battlefield). Optional in a normal quest but invaluable in a raid.

Specialized classes of a performer
Bard: Nothing sooths the beast more like a humble tune of a flute, voice and words. People who encounters the bard knows it as they always find renewed hope, strength and desire to conquer their fears. Now the bard specializes in nothing but buffing. Adding regeneration of health or mana, increasing speed or sustaining a hero’s song to constantly give an attack boost. Some skills only take one shot, others require that note to always to heard in order to be sustained
Dancer: Those graceful steps goes nearer to you, big deal its not like they are going to destroy me or anything. Than a cannoneer shoot the whole group and they would die in a what could be survivable hit…. WAIT WHAT? Well as many underestimate when they first came out, dancers actually dance around their enemies not just to confuse, attack and distract them, but those steps actually combine to form a pattern that breaks the magical barrier between you and them or mesmerizes you enough not to notice a giant cannonball headed your way, maybe they even weaken your limbs and you find yourself unable to brace for the incoming impact while they laugh at your face and shout noob. I still have no idea what that means….
Puppeteer: Seduction that mesmerizes the human eye so gracefully, they would do anything for this performer, heterosexual or not.(Of course we all know what villains prefer) this people takes a dancers steps and adds forbidden techniques to it, now penetrating deeper into the mind of a human and causing them to do their bidding. Its short and takes a long time to dance the steps, so when controlling one is not fast enough, the puppeteer can just pierce deep enough to damage yourself, confuse you and if you are weak willed… commit suicide. There are 2 reason not many puppeteer have many followers.

Basic: Magician. Ahhh the art of magic. Not known when it came, not known when it ever left. These power that are ready in those who study it can burn, freeze, incinerate, transform and recover. These people focus on their destructive properties. Annihilation is their motto( or shooting fireballs cause that itself is awesome) and no one should stand in their way.

Specialized classes
Shaman: Fire, Water, Earth, Thunder. Really what’s not to love about burning things into crisped, freezing them to make a popsicle or smashing them with an rock out of nowhere…. Nothing really so these Shamans do their best to do just that… if you still do not know what a shaman is specialized in please go to a cleric and get a healing.
Sorcerer: Shamans have always been restricted by the specific elements they used. Fire? Kill them with ice! Sorcerers say “screw elements” and take the more scientific approach to using magic to destroy. Giant goo out of nowhere? Summon a slash. Big flying bird in the sky? Force him down. It does take a lot more energy than just using a rope but damn is it satisfying to do it!
Channeler: Shamans WITH BOOKS! No seriously that’s the only difference… except they also know some of the sorcerer skills and oh they can take a HELL long time to cast their spells. Hey, since he’s just standing there like a sitting duck why don’t we poke hi- OH MY GOD IS THAT A GIANT METOUR? Yeah you should have stabbed him when you have the chance. A channeler screws fast casting and go for slow and steady or constantly burning you. They either take a long time to cast or cast it continuously. Either way it is not fun to be on the other side of THE FIRE SPEAR? OH CRAP I TOOK TOO LONG TO TYPE THIS DESCRI- *explosion*

Basic: Doctor. They are invaluable in any quest, raid or game. They heal you, remove those pesky poisons, heal you, burn the undead with their holy spells and heal you even more. Really they are so invaluable, we really have to shoot them first in order to win .

Specialized classes
Clerics: Judgment befall those who are deemed unworthy! Heaven to be given to those who are pure. These church mages know that you must vanquish evil quick. Thus they heal quick and strike quick. Death is just a slap on your wrist with these guys around as they can get you back up on your feet as fast as you went down.
Soul Caster: Clerics, church mages, Soul Casters, Nature mages. They have studied Mother Nature and know that forcing cells and tissue together is not a good idea. Thus a soul warden repairs any damage slowly but surely. They also rip a monstrosity apart a lot slower but really asking for a trace of the monster afterwards is impossible. They know every being to the cell and make sure each of them are utilized or destroyed to its maximum capacity.
Priest: They just cannot see anyone get hurt. These priests know pain and knowing that such feeling exist hurts a priest’s heart. That’s why these temple mages train themselves to not only recover injuries, but also set up barriers to prevent the recipient from feeling further pain. Even the barrier itself can recover the people they are protecting if a priest puts his or her mind and soul to it.

Basic: Footmen. The basic of basics. Just a guy with a weapon. What more can you ask? Sure they are not as magical as magicians or sneaky as rogues, but they are the people needed to sustain those frontlines. These juggernauts are just beginning to develop their basic instincts.

Specialized classes
Monk: No weapons, just their fist and foot… armored of course. The lack of a weapon means they are more flexible and oh so much quicker than their other counterparts. They fly, spin, punch, slide and attacks with a quick yet peaceful fury. It is just sad that they are not really good at taking a punch that they cannot evade.
Berserker: SCREW DEFENSE, I WILL JUST TAKE 2 SWORDS AND BASH YOUR HEAD. The very words of the first berserker. Not as fast as a monk as it is harder to swing 2 heavy weapons yet swinging to heavy weapons and going crazy means you are faster and more dangerous than a warrior with your wild slashing and hammer spinning and god help you if you ever make one berserker angry. You would not like an angry berserker unless you have something that can destroy him through that paper thin defensive maneuvers of his.
Warrior: one weapon, one shield. Not too much speed, not too much attack. Balance is one virtue the army of warriors have been taught. They use their swords to pierce the armor and prepare for an attack by hiding behind that shield. Even as you attack them, be careful as they can just push that little shield of theirs onto your face. They can both take and dish out damage, really a person you would want in every party.

Basic: Protectors, they have taken so much pain, they are either so good willed that they are not insane… or they really are insane but do not tell anyone about it. Seriously, these people are one step up from a footmen in survivability yet unable to dish out as much damage. They do have their use, able to taunt a person to attacking him instead but really 1 person is not going to save another’s life from 5, or 10, or 100. Still, it is good enough to hold a big guy to attacking someone who can take monstrous amounts of damage.

Specialized classes
Paladin: Protect everyone and destroy evil. A paladin’s virtue is sound. Make sure no one else is harmed, yet it is so hard to get the enemy to focus on you. When you do however, they are in for a long world of hurt. First, you belt of buffs which you cannot share makes you practically indestructible. Secondly one of those buff allows you to try throw back the spell to the caster. Thirdly anyone who is stupid enough to come close to you allows you to counter attack him. But really, leave the killing to everyone else because a paladin is taught not to hurt but to protect… unless they hurl a fireball at you in which case you try to hurl it back.
Warden = A Paladin has problems taking agro, a warden does not have that problem, mass taunting and a skill named” only man there” allows a warden to keep both monsters AND humans focused on him solely. The problem is he is good at taking damage, but bad at dealing them and with so many things focused on you without a paladin’s divine protection, you might not last very long.
Knight = Speed is everything to a knight. He must be fast enough to hold up his tower shield to block an attack or rush to an allies aid and block the enemy’s attack. Blocking everything from magic to swords to the occasional rifles allows the knight to not only prevent damage to his allies, but take less himself. That is, if he is fast enough. Too slow he cannot reach his allies, slow and he cannot raise his shield taking full damage. At least his allies are safe, until he dies than they might be screwed. Well for a knight, he can hit quite well considering how fast he is in that bulky armor.

Basic: Rogues, sneaky, stealthy and… really there is not much to be said about them. Living under the eyes of justice, they use tricks to deceive in the battle field and their speed? Their speed is unmatched (unless you’re a berserker or pistolwhipper). And… really, they are doing such a good job I cannot give a better description.

Specialized classes
Assassin: Keep it stealthy and quiet. Strike when they least expect it. You will be surprise, with an assassin; it works even in a battlefield. They first disappear through their burst of speed or smoke, than attack where the opponent least expect it. The weak points is where they aim for and blood is what they crave. The more you bleed, the larger their smile.
Thief = Noble Rogues that steal from the rich and give the poor, or at least themselves. These Thieves only want one thing, money and they are the best people for acquiring it. You do not know which part of a monster is valuable, but a thief can take it away without it knowing. In fact, a thief knows organisms so much that they strike vital points to weaken their enemy and when it is all over, they can find precious thing that people would often miss out.
Maiden= Looks can kill and maidens look sharp while doing it. A dagger on one hand, a poison in another. They walk up unsuspectingly, than a small bump. You think is nothing, and you died of malaria the next day. When things get serious, they strike fast, quick and throw every trick in the book they can. They can kill you fast and boy do they look sharp killing you.

Basic: Archer, it’s the humble bow and arrow that kills. They are sharp, trained to enchant their arrows and hit precisely at the weak points. Archers attack from far so that they are not countered or compromised. They can sometimes do more damage than guns, sometimes less, but in the end of it all, the arrow pierce depends on the eye of the wielder. The requirement to hold incredible amounts of ammunition means they can only wear the lightest of armor.

Specialized classes
Ranger: Bow users that shoot fast and accurate. Raining arrows are their signature. Let is rain fire, ice, lightning. Whatever they choose, they can rain it on you. The concentration to enchant each arrow and shoot accurately requires an absurd amount of training, training which is only available in the hoverfield camp. No wonder many rangers are so legendary. Their problem lies, however, in the lack of pierce in each arrow.
Marksmen = Using new technology while combining it with the old, the crossbow marksmen can aim their shots better without the recoil of a bowstring and also more time to charge their deadly bolts. One shot can take down even the biggest of monsters if done right. However, new technology shows it’s flaws as reloading is slow and the lack of “true training” means that their bolts can only do so much.
Thrower = If crossbows are revolutionary, than the art of throwing is ancient. Throwers throw whatever they can get their hands on. A stone, pan, knife, barrel, guns, yet they do so in such great speed and accuracy, the projectiles are hard, but not as impossible as their counterpart’s, to dodge. The lack to reloading gives them adsorb amount of speed of just picking up something and throwing it. The random item on the terrain determines the power of a thrower so they can either be great or weak or “stunning”. In the end, it all boils down to the environment to a thrower, unless they carry their own ammunition like they do nowadays.

Basic: Gunman, the users of new technology uses a new weapon called guns. These slow loading yet powerful weapons allow the users to aim like a crossbow yet shoot a deadlier projectile than a crossbow. However, bullets are so new, nobody was able to figure out how to enchant it. Thus, guns provide a reliable yet consistent damage and as technology marches on, gunman learn not how to enchant, but to use technology better, faster and more effective.

Specialized classes
Pistolwhippers: Why use one pistol when you can use 2? Pistolwhippers take rapidity to its logical extreme. 2 hands? 2 pistols. Simple? To these people, it is. They waste bullets like water, if not more. The swarm of bullets allow pistolwhippers to cover more area or unload a rain of bullets onto a single target. Unfortunately, pistols lack power and this wild style is not very accurate.
Riflemen: Slow, Steady and squeeze that trigger. Riflemen learn the art of effective aiming, sniping from far or hitting the weak spot, every time. They can paint their bullets to show the weak spot while not blocking it with a giant bolt or arrow sticking out of it. You are never safe from a riflemen’s first shot, but once they are reloading after wasting the only bullet a rifle can handle, they are wide open for a long time.
Cannoneer = why stop with a rifle when you can make a giant gun. These giant guns can launch cannonballs, bombs or fleches that rip, blast or destroy a target. The blast is incredibly powerful compared to every other handheld unenchanted weapon. However, its reloading time is so long and accuracy is so poor, not many people use these cannons. But when a skilled Cannoneer takes the battlefield frontline, take cover.

Basic: conjurers learn the art of summoning life from nowhere. A dog, a lion, 5 snakes or a swarm of bees. They might take their time to summon but once a pet appears, the pet and the conjurers flash summon can take down the biggest of monsters. However if the enemy is quick enough, a conjurer can die even before the first strike is given.

Specialized classes
Summoner = Unicorns, Wyverns, Harpies and finally, Dragons. Summoners can summon the best of creatures that filled children with wonder and joy, yet show you why these creatures are so legendary. Each Creature in the Summoner’s book are specialized in magical attacks, enchantment and debuffing, but these creatures can be easily killed and take a long time to summon.
Demonologist: Hell hounds, Horned Demons and Golems. Demonologist summon the worst of nightmares (including clowns I think) that torture who their master bids an enemy. While the master absorbs their energy to power his own attacks. Different creatures gives the Demonologist different perks, thus a Demonologist is the most flexible of all conjurers. Their creatures are usually hard to kill, existing even after the death of the master and able to taunt their opponent, but the damage the creature does is low compared to what the master does with their powers. However, they take the longest time to summon of all creatures of the world.
Necromancer = Necromancers has little or no summoning time yet are feared for powerful creatures like liches, spectras and zombies. They take just a single chant to raise a weak creature, but as time goes by, the necromancer raises more of the same creature and combines it to the existing undead to form an abomination that is feared. As said, at first the creatures are weak, but as time goes by, its only weakness is it’s master who is unable to keep the undead going when dead.


Basic: Leaders, It is a constant war, never can you take a break. We have so many different variety of people, who can keep this raging batch of misfits together? A leader. These people fight like a soldier, yet lead with pride. They would raise moral and call reinforcements from outside. Unlike any other classes, A leader and its subclasses use their charisma and send troops into battle instead of expanding their magical focus. Try not to get swarmed.

Specialized classes
Officers ranged: They call artillery, their very own arrow rain or medieval tanks to roll over the enemies. Officers knows that technology is the new weapon and uses every piece of technology that they can get their hands on and destroy the enemy. While waiting, an officer will be able to hold out until said reinforcement arrives. However while waiting for their reinforcements, an officer is unable to deal the destruction they should be well known for.
Scholar: Keeping to the old ways, Scholars have amassed an army in the other dimension. They send a telekinetic message to send an attack and while waiting, scholars can cast quick and destructive spells while waiting for said reinforcements to come. When they do come, the whole battlefield will be raided by an army of mystical creatures for a short time. Sadly, a scholar has spent so much time on summoning, they had no time to train on protecting themselves.
Democrat: The tongue and a little bit of magic can be a deadly weapon. By using propaganda or the power of friendship, they raise the morale of every ally in the battlefield while demoralizing the enemy ranks. Unlike their counterparts, Democrats are unable to give the punch to an enemy directly, but give everyone else the power to do so.

Stats

Strength- The physical well being of an individual that determines how well he can withstand attacks and deal physical attacks.
Dexterity- The nimble ability of an individual that affects the person’s dodge rate and accuracy.
Speed- Who strikes first? Speed affects not only the battle sequence, but in war, how long you take to get to your destination.
Constitution – How long can one sustain in battle? One’s constitution is a clear indicator of that.
Intelligence – To magicians, it affect the power of their attacks. To leaders, it affects how charismatic they are and how effective they use their weapons.
Wisdom – How much will does one person have to cast magic after magic after magic?
Spirit – The divine forces of healing only gives power to those who have the spirit of a pure heart.


To let you have a glance on how the classes works, lets take a battle 5 vs 5 players.

Everyone starts with an empty speed bar. How fast the bar fills depends on the player's speed such that a player with a lot more speed than another can strike twice before the other player can react. Everyone health and speed bar can be seen, but not the enemy's mana bar and their specific health number. Now this is where things get complicated. A person with full health can do more damage and receive less than a person with less health. This works by at 1% health, they do 25% base damage and defense, so for every 4 % of health gone, the player does 1% less damage and defense, meaning a full health has more perks than low health.

Now all magicians from magician and summoner classes can take 1 turn or none to cast their spells. Powerful spells or most channeler and conjurer spells require multiple turns to cast while necromancer and some spells from the magician tree are instant cast. footman,rogue,archer and gunman trees all use mana instantly with less mana pool. For those wondering, archer tree does variable damage, gunman tree does fixed damage with a higher chance of critical, but the fixed damage is a little lesser than the archer tree's average.

Officer's have a unique system. At their turn they call for reinforcement, than an extra bar is added that will fill up slowly. This is the reinforcement bar and it's speed of filling up depends on the officer's skill and intelligence. While this reinforcement bar fill so does his speed so he can attack while the reinforcement bar fills. However, he cannot call for anymore reinforcement while one is in progress. When the reinforcement bar is filled, BOOM, the attack happens.


Last edited by jurggernaut on Sun Mar 20, 2011 8:22 am; edited 1 time in total
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PostSubject: Re: The MMo with no name   Sat Mar 19, 2011 11:27 pm

actually the pwner i meant was the channeler, and yes the "OMG A METEOR" its the right reaction to him XD.
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trixie
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PostSubject: Re: The MMo with no name   Sun Mar 20, 2011 12:12 am

Im sorry Koko, I could only get through the first few paragraphs! Zomg How long did it take you to write this? lol......
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jurggernaut
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PostSubject: Re: The MMo with no name   Sun Mar 20, 2011 7:40 am

3 hours :3 lol
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trixie
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PostSubject: Re: The MMo with no name   Sun Mar 20, 2011 7:50 am

Wow, lol, omg. When I don't have a major headache, I'll soooo come back, and read it all! :p
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PostSubject: Re: The MMo with no name   Sat Apr 16, 2011 5:11 pm

The Basic idea of the game appeals me.
just one small flaws as I see it:

The classes, yes Im sure you tried to make everyone happy by taking in all those classes, but it would only hurt the game in the end. Narrow them down.

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Lyzern
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PostSubject: Re: The MMo with no name   Sun Apr 17, 2011 2:16 am

I would totally play a Bard there. (I only read the Bard and Magician sections and strolled through Monks, berserkers and rogues and sht) You could put the thread in like topics, easier to read and to write too

Edit: This reminds me a lot of FFT, ah... good times :]
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