Absorbing power from slain enemies

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13 comments, last by ShiftyCake 11 years, 2 months ago

The game I would put it in is a multiplayer third person shooter/rpg, with security zones like in EvE. Players can claim zero security zones as their own, and demolish any current buildings, and make their own. The game is mostly inspired by the Shadowrun IP with a little GTA mixed in with gangs/corporations + features I think are good from other games. There's magic + technology in a futuristic setting. That's the basic idea of the game.

Anyways, I'm still working on the design document. I have a basic prototype working, players can currently shoot each other and dual weild guns with seperate buttons to shoot for each.

I only have one gun in the game at the moment, and no graphics work is done besides capsules/cubes and stuff.

I might share the design document when I'm done with it. But I want to get more done with the game first.

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Oh yeah, the game is also gonna be totally seamless, the zones I mentioned previously are more like sectors.. there's no load screen between them.

I might have instances, but there's not gonna be any queueing or anything, I want players to be out in the world, so they have to travel to the instance's entrance.

I might also not have instances and have everything open world for anyone to go anywhere they want.

i like that, it reminds me of brave fencer musashi and kirby, these are games you need to pick what enemy to kill / absorb. sometimes for fun, sometimes you need for the environment.

Its sounds pretty original to me. Ive played numerous mmos, but never seen this. It sounds kind of like timed manna, which is cool.

Butabee, please contact me for more gameplay ideas. Ive always wanted to help work on a mmo. If you want to know more about what I can do please contact me.

~GTE

No, sorry to burst some people's bubbles, but this is not original.

Who cares though, it's concept is something I've always enjoyed, and it's what you do with a concept that makes it unique.

Also, to put at ease some people's doubts of "overpowered" people coming into effect because of this, I suggest that you add in a consequence of gaining many kills/going on a frenzy.

One suggestion of this would be to have it so that the more power you've obtained from killing, the faster it decays. This leads to being able to become overpowered for a short duration, something that many games implement. Of course, it requires the skill to achieve that level, so it is not unfair at all.

What i suggest you do is rather then having it as an instant absorption of the powers, rather let the player have a choice.

I'm going to take a concept from Bioshock 2 multiplier here, where a player, after killing another, can go up to the body and "research" it, which gains increased damage against that specific idea. The problem is that this research takes time, so you have to decide if it's worth risking being caught off-guard. If we apply this concept with power-absorption, we can lead to you have to physically go to the body and spend a few seconds gaining it's power. This way, not only is your player presented with a unique choice within the game, adding in the fact that it decays faster the more you have presents a unique way of playing.

"do you risk going for another power grab, only for it to decay faster, or do you leave it and use what you've got"

now, we can explain this further. Let's say we also make it so that anyone can take that power of themselves. The choice expands.

"do you risk going for an other power grab, only for it to decay faster, or do you leave it and wait to see if someone else goes for it in order to catch them"

With this, you have created a rather interesting mechanic in your game that can lead to many tactical decisions within.

With only one implementation, you have created many unique ways to play.

Anyways, that's my suggestions.

If, at any point, what I post is hard to understand, tell me. I am bad at projecting my thoughts into real words, so I appreciate the knowledge that I need to edit my post.

I am not a professional writer, nor a professional game designer. Please, understand that everything you read is simply an opinion of mind and should not, at any point in time, be taken as a credible answer unless validated by others.

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