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Mechanics for an MMO or not?

Started by kveldulf Jun 23, 2011 at 7:07 PM 0 replies 1.3k views
Original Post
kveldulf
kveldulf
[color="#333333"][font="Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif"]Greetings,
I've been working on a rule set and I am curious... what to keep and what to axe?

The premise starts with defining the scale of physical statistics and for your brevity the core idea(s) and elaborations are:

Each performance range is grouped into a Value (attribute value)
Each stat has a minimum and a maximum range + modifiers
Each stat therefore becomes more definitive.
Each Attribute value is used in skill check resolution (Vs opponent or set difficulty). (Att+Skill+Item Vs Att+Skill+Item)

My thoughts:

Developing player identity by establishing a clearer scale to player

Stats that don't dynamically mutate in relation to balance of level or equal progression mechanics

Incremental performance increase becomes centered around skill points and itemization modifiers.


A little Off topic: Skills will cascade into different levels of specialization whereby some skills can be unlocked if x Attribute = minimum (must be certain Attribute score)( l
ots of skill trees, but trees are ~90% universal depending on routes taken and attribute scores. the remaining 10% would be based on career)*[/font][font="arial, verdana, tahoma, sans-serif"][color="#000000"][font="Franklin Gothic Medium Cond, sans-serif"] [/font][/font]
kveldulf
kveldulf
Here is a .doc (earlier draft/format ) looks prettier and hopefully the formatting took hold but...... its not as refined in wording compared to the first attachment.

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