Archived

This topic is now archived and is closed to further replies.

Hero types

This topic is 5515 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I was thinking about hero types considering 4 stats for them: affects their damage affects mana affects hit points affect attack speed and movement speed And here are the classes: 1.Assasin - main stat: agility 2.Barbarian-main stat: combat (Q: is the barbarian developing mostly his damage or his hp?) 3.Wizzard - main stat: magic 4.Druid - main stat: strength 5.Knight - main stat: a combination of combat and strength Q: I ask you to give me ideas for other types of this kind of heroes. Have a nice day! "I design for eternity."

Share this post


Link to post
Share on other sites
here goes. but be warned, my tastes run toward the bizarre...and you didn''t mention what kind of setting this was.

Merchant. - stats/skills related to bartering, being able to judge the value of things, rare knowledge, smooth-talkng.

Hunter/Fisherman - Fairly strong, little magic or education, but knows his way around in the wilderness and never has to worry about where his next meal will come from.

Slave - bred to be big and strong, but to have few skills related to anything other than physical labor.

Noble - Weak physically, educated but not particularly bright, but he knows people who know people, and has lots of resources available.

Monster - born hideously deformed, this character type has trouble getting by in everyday society and has been forced to be something of a loner. All this time to himself gave him lots of opportunity to develop other skills though.

Athlete - Great physical ability, but not trained for combat. Might be very famous.

Nomad - owns only what he can carry with him. But may have learned many secrets in his travels.

Tree Hugger - Well educated and pretty well-developed physically, but often distracted by things to protest.

Pirate - Makes his living by assaulting and robbing ships/trading caravans. Honed combat skills, and very strong, not too bright. Superstition may be one major shortcoming.

Gentle Giant - Very strong and very tough, but a pacifist and wont use his enormous phyical strength to influence or hurt others.

Dead guy - A walking corpse. A pretty mellow guy, since nothing can really bother you much once you''re already dead. Can''t really be killed, but he could be torn apart making him completely ineffective. A lot of the strength has left his body through his decaying muscles. But the experience of dying has made him much more prone to spend time thinking about things and so might get some kind of intelligence bonus.

pampered - stats relatively high, but this character has been sheltered his/her whole life and so is hopelessly naive

Share this post


Link to post
Share on other sites
*sigh*

Your stats are very standard, and your heroes have been done to death. Not that this is necessarily bad - going with what works is a strategy guaranteed to succeed, or at worst fail in a predictable way - but if you want to capture the attention of jaded gamers such as me, you''re going to have to bring something much more innovative to the table. As it is, your hero descriptions look pretty much like this to me.

Sociopath. Primary Stat: ability to commit mass murder through horribly destructive magic and/or combat techniques, "experience bar" measuring degree of slaughter. Good for: wandering through various places killing everything you meet because it''s there, stealing stuff that other people have put in locked chests so you can''t have it.

If you want to remake Diablo II, or Icewind Dale, or any one of the thousands of fantasy/combat games already glutting the market, go right ahead. Provided you include spiffy graphics and plenty of gratuitous violence and titillation, you''re likely to have an audience. If you actually manage to improve on the formula in some way, you might even be able to compete briefly with Blizzard''s current domination of the genre (good luck!).

Let me put it this way. If your game concept bears a suspicious resemblance to Progress Quest, it may be time to rethink it a little.

Share this post


Link to post
Share on other sites
Man, that was funny. It made a good day even better

quote:

Sociopath. Primary Stat: ability to commit mass murder through horribly destructive magic and/or combat techniques, "experience bar" measuring degree of slaughter. Good for: wandering through various places killing everything you meet because it''s there, stealing stuff that other people have put in locked chests so you can''t have it.

Share this post


Link to post
Share on other sites
Oh...I put the stats between "<" and ">" so that is why they are not displayed. So...here they come again:

* Combat - affects damage
* Magic - affects mana and magic powers
* Strength - hit points
* Agility - attack rate and movement speed

I''m going to create (hopefully finish) a new rts sub genre (I see 3 types now- BroodWar and Warcraft style, Age of Empires and Age of Mythology style and the old Red Alert style). And the market line is the use of hero units...they will have the stats of the race (a magic-oriented culture will have Wizard, Priest and so on heroes).

Anyway...I found out some very interesting ideas in your posts and I thank you. I will try to integrate them or I will keep for later.

About too standard stats...I now that...and this is how I intended to be. I dont want to change to many things at once, it will become too unfamiliar. But I will take them into consideration later, at a new stage of development. There is always place to improve.

Keep up with everything you have in your mind...I could eventualy find something that will help me (I take ideas from the most uncommon places...even when just reading a paper or listening to a song lyrics).

Have a nice day today!

"I design for eternity."

Share this post


Link to post
Share on other sites
Progress Quest rules. My Talking Pony Runeloremaster made it to level 60 today. I can finally afford that +34 Invisible Dancing Brandiclef I was dreaming of.

Documents [ GDNet | MSDN | STL | OpenGL | Formats | RTFM | Asking Smart Questions ]
C++ Stuff [ MinGW | Loki | SDL | Boost. | STLport | FLTK | ACCU Recommended Books ]

Share this post


Link to post
Share on other sites
how about a classless system? By having a skills based system, you blur the lines between classes and create near infinite possibilities.

Along with skills, you can also chose social backgrounds, perhaps limiting the skills that can be acquired. And a characters stats will influence how well, or how far a character can advance his skills.

You can do this by having "life paths", where the character follows a certain profession for a time, picking up trade skills and talents. I personally find this more interesting than stereotyping through classes, although you can still implement a class system that allows for a lot of leeway with stats or skills.

Share this post


Link to post
Share on other sites
My favorite heroes are those that never meant to be anything special -- the "ordinary guy" type, who just happens to be in a situation that demonstrates his above-average strength or values.


Brian Lacy
Smoking Monkey Studios

Comments? Questions? Curious?
brian@smoking-monkey.org

"I create. Therefore I am."

Share this post


Link to post
Share on other sites
quote:
Original post by irbrian
My favorite heroes are those that never meant to be anything special -- the "ordinary guy" type, who just happens to be in a situation that demonstrates his above-average strength or values.



I agree... the venerable WARHAMMER FANTASY RPG had a really cool career system. You selected a group [warrior, ranger, academic & rogue] and then you rolled for exact career. A character in the ranger group could end up as a Fisherman, poucher etc.

It was then up to the player to change career (using experience points) towards what he wanted and depending on the situation. For example a fisherman could change into outlaw, pirate, merchant etc.





::aggression is the result of fear::

Share this post


Link to post
Share on other sites
quote:
Q: I ask you to give me ideas for other types of this kind of heroes.

Take a look at www.retromud.org. Of course, you''ll have to ask permission if you want to use them.

- lmov

Share this post


Link to post
Share on other sites