Well, I should have probably mentioned this earlier but ...
The game our team is working on is a MMOGFPG/FPS (I don't care if you like the idea)
Most of the world is large spances of outdoor environments (mars), with caves, A large city and some small towns (outposts), forests, caves and massive lakes. Right now we are working on the premise that its about 2030-2040, and mars has been partially terrformed into and earthlike setting...But something happens, the terra forming project is halted, and total caos insues, people break up into factions and spread out along the Martian surface, and they start fighting with each other, and all that good stuff
Most of the weapons planned for the game are VERY modern weapons(2000-2015) because all the "futuristic" weapons of that time period are just do damn big and costly to ship over. (laser turrets are MASSIVE!) It would cost Earth literally billions upon billions of additional dollars to ship fancy weapons over in bulk.
What we are trying to figure out now is, how to integrate a really enjoyable RPG element without disrupting the FPS element too much. We want to keep the combat realistic (within reason).
We also wanted to make all the firearms customizable (Different scopes, magazine sizes, lights, laser sights, IR scopes, triggers, barrels, ammunition types, suppressors, and 40mm launchers), each modification adding certain benefits to your combat. Is this a cool idea?
How should we put this all together?
ACk :|
[edited by - raymondo on December 8, 2002 4:08:50 PM]
Rpg skills
I''m also writing an RPG system, and I''d like to know if you think this is a good idea.
I realize some people don''t like to go too much into detail when playing their character, at least not in all areas. But I also know that a lot of people like to specialize their character a lot, so this is what I''ve come up with to meet both requirements.
General skills and sub-skills.
The Genereal skills are
Ranged Weapons
Close Combat
Athletics
Science
Social skills (maybe shuold be renamed)
Each of these have a certain amount of subskills; for instance Close Combat has
Punch - the ability to hurt people with your hands
Kick - the ability to hurt people with your hands
Speed - can reduce the amount of AP used when fighting
Damage/Power - directly influences how much damage you make
Assassinate - Attack someone that isn''t aware of you and do extra damage
Stabbing Weapons - Knifes and the like
Bludge Weapons - Clubs
Heavy Weapons - Chainsaws
Now, if you put, say 4 skillpoints into Close Combat, all the subskills would increase by 1. But if you wanted a character that could literally Kick ass at the same time as weilding a knife, you''d only put skillpoints in those skills.
This means that it''s cheaper to put skillpoints in a general skill if you''re not sure what you wanna do, but if you specialize it will be A LOT cheaper.
-------
One some side notes, I can say that if you would specify in Kick and Stabbing Weapons, I want to implement a system where you can do different combos from what you''d be able to do if you could Kick and Punch.
I''m also going to "steal" a thing from Arcanum; ranks in skills. If you''re just starting out, you have no bonuses in a skill, but if you''re a master in for instance Speed, every attack would cost you 1 less AP, and each combo attack would cost you 2 less AP.
In total I have about 40 skills.
"Only dead fish follow the stream"
"An eye for an eye would leave the whole world blind"
- Taken from my friend Zephir (Don''''t know where she got them from though
I realize some people don''t like to go too much into detail when playing their character, at least not in all areas. But I also know that a lot of people like to specialize their character a lot, so this is what I''ve come up with to meet both requirements.
General skills and sub-skills.
The Genereal skills are
Ranged Weapons
Close Combat
Athletics
Science
Social skills (maybe shuold be renamed)
Each of these have a certain amount of subskills; for instance Close Combat has
Punch - the ability to hurt people with your hands
Kick - the ability to hurt people with your hands
Speed - can reduce the amount of AP used when fighting
Damage/Power - directly influences how much damage you make
Assassinate - Attack someone that isn''t aware of you and do extra damage
Stabbing Weapons - Knifes and the like
Bludge Weapons - Clubs
Heavy Weapons - Chainsaws
Now, if you put, say 4 skillpoints into Close Combat, all the subskills would increase by 1. But if you wanted a character that could literally Kick ass at the same time as weilding a knife, you''d only put skillpoints in those skills.
This means that it''s cheaper to put skillpoints in a general skill if you''re not sure what you wanna do, but if you specialize it will be A LOT cheaper.
-------
One some side notes, I can say that if you would specify in Kick and Stabbing Weapons, I want to implement a system where you can do different combos from what you''d be able to do if you could Kick and Punch.
I''m also going to "steal" a thing from Arcanum; ranks in skills. If you''re just starting out, you have no bonuses in a skill, but if you''re a master in for instance Speed, every attack would cost you 1 less AP, and each combo attack would cost you 2 less AP.
In total I have about 40 skills.
"Only dead fish follow the stream"
"An eye for an eye would leave the whole world blind"
- Taken from my friend Zephir (Don''''t know where she got them from though
quote:Original post by Srekel
I''m also writing an RPG system, and I''d like to know if you think this is a good idea.
pc(D&D)or console(final fantasy) style?
if pc i''d say good(for these mental-weenies who dont want to ''mess'' around with ''complicated'' systems)
if console it''d be interesting but you would have to make some skills only possible to get/learn if the player reaches some special spots in the story (doing extra work -> getting extra stuff) since it''d be all leveling up else. and leveling up all the time is boaring (look at FFX... no one needs HP up to 99.999 #])
pc(D&D). Judging from what I've seen with console RPGs, I really don't like them. Of course, I haven't seen very many... but yeah, it's for PC and has similarities to games like Fallout and Arcanum.
Hmm, are you sure it isn't the other way around? hehe, what I mean is that the way I see it, console games are for people that like fast games like racing, fighting and so on, while PC games have a lot more strategy games. Anyway, I don't wanna turn this into a PC vs. consoles fight, I've seen enough of those...
What I'm saying is that I definitely do not consider myself a mental-weenie, heh
that's what the Apprentics/Expert/Master thing is about. Finding a master in Unarmed Combat shouldn't be easy, getting him to teach you what you want isn't gonna be easy and getting to that level where you actually CAN become Master at Unarmed Combat isn't going to be easy either...
Btw, I decided to remove some of the skills, (in the Close Combat skills, I replaced
Stabbing Weapons - Knifes and the like
Bludge Weapons - Clubs
Heavy Weapons - Chainsaws
with simply
Armed Combat.
[edited by - Srekel on December 9, 2002 10:30:33 AM]
quote:Original post by BB-Pest
if pc i'd say good(for these mental-weenies who dont want to 'mess' around with 'complicated' systems)
Hmm, are you sure it isn't the other way around? hehe, what I mean is that the way I see it, console games are for people that like fast games like racing, fighting and so on, while PC games have a lot more strategy games. Anyway, I don't wanna turn this into a PC vs. consoles fight, I've seen enough of those...
What I'm saying is that I definitely do not consider myself a mental-weenie, heh
quote:Original post by BB-Pest
if console it'd be interesting but you would have to make some skills only possible to get/learn if the player reaches some special spots in the story (doing extra work -> getting extra stuff) since it'd be all leveling up else. and leveling up all the time is boaring (look at FFX... no one needs HP up to 99.999 #])
that's what the Apprentics/Expert/Master thing is about. Finding a master in Unarmed Combat shouldn't be easy, getting him to teach you what you want isn't gonna be easy and getting to that level where you actually CAN become Master at Unarmed Combat isn't going to be easy either...
Btw, I decided to remove some of the skills, (in the Close Combat skills, I replaced
Stabbing Weapons - Knifes and the like
Bludge Weapons - Clubs
Heavy Weapons - Chainsaws
with simply
Armed Combat.
[edited by - Srekel on December 9, 2002 10:30:33 AM]
quote:Original post by Srekel
Hmm, are you sure it isn't the other way around? hehe, what I mean is that the way I see it, console games are for people that like fast games like racing, fighting and so on, while PC games have a lot more strategy games.
yeah... there are mental weenies everywhere... not restricted to pc . and console games are in general less complex then pc ones.
but if you have not played any Final Fantasy game you dont know what gaming is ... FF has got the best movies, best stories (ever cried from baldurs gate bacause of sad story?!?) and best fights
[edited by - BB-Pest on December 9, 2002 10:55:01 AM]
best movies, maybe, but I don''t really care that much about graphics in games, as long as it works..
best story, well I dunno. Maybe, but I have a hard time believing there is a better RPG than Fallout 1 & 2 out there
Baldur''s gate was horrible, imo. I''ve heard the sequel is better...
Best fights? Hmm, I doubt it. At least that''s what really turned me off when I looked at some Final Fantasy... Basically:
Your turn. Choose an attack. You do x damage.
Opponents turn. He attacks you. He does x damage.
Repeat.
Very little strategy involved, from what I can make out. Fallout and Avernum has the best fights so far, imo.
But that''s not really the topic
best story, well I dunno. Maybe, but I have a hard time believing there is a better RPG than Fallout 1 & 2 out there
Baldur''s gate was horrible, imo. I''ve heard the sequel is better...
Best fights? Hmm, I doubt it. At least that''s what really turned me off when I looked at some Final Fantasy... Basically:
Your turn. Choose an attack. You do x damage.
Opponents turn. He attacks you. He does x damage.
Repeat.
Very little strategy involved, from what I can make out. Fallout and Avernum has the best fights so far, imo.
But that''s not really the topic
This topic is closed to new replies.
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