Make a class (MMO)

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10 comments, last by PaulCesar 15 years, 8 months ago
Sorry about the subject steal tofudude, but I couldn't resist! MMO classes tend to be extremely similar. Especially in the fantasy setting, we see the same old caster, ranger, melee classes, or simply all of the old pen-and-paper class names just imported into MMOs. More importantly, the mechanics have almost never changed. So, here's your chance to think outside of the box. Don't be limited by the standard types. Just put it down, no matter how unreasonable it may be. Let's keep it in the standard fantasy setting, and see what we can come up with despite this genre being used so heavily. Class: Cryptographer Basic Description: Can encrypt or decipher ancient languages, runes, or tomb writings. A sort of Indiana Jones in an MMO. Needed to unlock certain gates/tombs/communicate with NPCs of certain factions. Can interpret ancient books and scrolls, discovering new skills, lore, and possibly new items or abilities. Can find the locations of tombs/treasure/new locations. Class: Master Blacksmith Basic Description: Once a player reaches the highest level of Blacksmithing skill, they can unlock the creation of a Master Blacksmith. Basically, a character designed to be an alt. Twice the bank space as a normal character, and no combat ability. Only class that can perform advanced blacksmithing, which is more complex, and far more valuable. A sort of "invention system" so that you can modify existing armor blueprints as well. You could apply the same line of thought to any of the crafting skills. Anyways, what do you think would be sweet in an MMO? -Humble Hobo
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Cartographer: Able to generate maps by surveying and exploring areas of the world. Can generate "Master Maps", which can then be copied by either cartographers or scholars and distributed to other characters. Maps can be upgraded with notes and symbols either by the cartographer himself or by the end user. They can be traded, copied (with the right skills) and destroyed as inventory items, and a character can only carry a small number of maps at any one time. You could get a general world map, a few zone maps and a dungeon map or two into your map pouch, but you've got to go back to your base or the library or the map shop to swap them out.
Cameleon

Uses other characters/creatures skills and abilities as a template.
When fighting with a group you are a mixture of the other characters.
Geo Mage - Use the local area to create powerful magic attacks.

ex. In a forest you can use spells like "leaf cover" which blinds enemies or "brach whip" which deals damage. However without trees in the area it can't be done.

Near a volcano you can use fire and magma themed abilities and stuff. Think of it like alchemists from Fullmetal Alchemist but in a fantasy setting and with an MP meter. :D
Publican

Also known as Tax Collector or Landlord.

Since any non-adventuring-type character likely needs a place to hang his sword, he likely will at some time purchase the deed to a house or apartment in which he may establish dwelling.

Likewise, any regular citizen of an established civilization automatically benefits from public services such as upkept roads, safe passage to nearby towns, refuge inside the King's castle walls during times of war, and protection against the raiding hordes of ${STEREOTYPICAL_RPG_MONSTER}.

Who, then, is tasked with the honor of relieving the public of their hard-earned possessions and riches, in order to maintain a continued state of protection?

The answer is, of course, the Publican!

Powers and Responsibilities

1. The Publican may, with the King's authority, visit any dwelling within the boundaries of the kingdom, and demand payment to the King of a decreed percentage of the tax-payer's income.

2. Upon failure to pay one's tax, the Publican may invoke the rights to reclaim ownership of the tax evader's personal possessions, up to and including the value of his horse, weapons, armor, and building deed.

3. Upon building seizure, the Publican is required to call upon the town Sheriff to change the locks and barre the door to the building under claim.

4. The Publican is also tasked with the responsibility of collecting rent from any vassals who maintain business inside the boundaries of the kingdom.

5. For any taxpayer who outright refuses to (or cannot) pay taxes, the Publican may, with authority of the King, call upon the town guards to imprison the offender for no more than 30 days in the castle dungeon.

A Publican is appointed by the King, although in times of strife the town Sheriff may appoint a Publican (or maintain his duties).
why not let the player decide? in elder scrolls:oblivion
players could decide what major skills they could use in-game, wouldn't that translate nicely into an mmo? not exactly having any specific class skills, but can be advanced at any skills they choose.
Quote:Original post by xarnx
why not let the player decide? in elder scrolls:oblivion
players could decide what major skills they could use in-game, wouldn't that translate nicely into an mmo? not exactly having any specific class skills, but can be advanced at any skills they choose.


Because that is not the point in this thread. I agree with you however, class-based system is generally simplifying the game. A narrowminded game-design which is overused imo.

To go along with the thread I come up with the Sinister Twin class, I do however remain with one foot in the box and design it as a combat class (I.E. Warrior, Rogue, Mage/Wizard).


Sinister Twin

Alone weaker then the other classes. Yet you create a deep copy of yourself to put up with your weakness, a twin. Your twin falls under your directional and navigational control, but depending on your health state it becomes more aggresive, reckless, uncontrollable, but also more powerful.
Close before your own death you have the ability to sacrifice the last bits of your body's life energy and transfer it to the twin if it is still alive and so will come under the full control of that entity, hereby escaping death.

This however goes along with a severe penalty, making you weak and fragile for a medium duration of time. After this duration you will return to you default twinless state.

Combat is mainly consist out of hand-to-hand combat, which a mix of elemental type spell damage dealing. The spells are generally weak and impotent. The do however leave meaningless debuffs behind, which dramatically improve the damage of the attack of the twin. The twin on its turn will apply its own debuffs on the target to empower your attacks.

The challenge with this class lies within handling the inherited weakness of the class and its hard to control twin. By efficiently improvising on the situation at hand, this class may excel where other classes fail in chaotic scenarios.
Scholar

Scholars are those who feel it is their duty to find out about and write about the natural world. They may be geologists, physicists, historians, or grammatarians. Whatever particular path they choose, they are never seen without their trusty quill and parchment. Although similar in many respects to the adventurous mage, the Scholar fears danger - he's just an ordinary person, not a fighter! Scholars may or may not travel a lot, depending on their specific profession. While an experimental magician may stay in the university lab and cast spells, the historian is likely to travel to ruins and archeological sites.

While the scholar possesses no fighting skills of their own, and have very low health, they can create Research Papers and Journals, which can be used to give a blacksmith new crafting methods, a mage new spells, or a king new siege weaponry. The scholar is the player that others should turn to for their customisation needs. A research paper would work as follows:

Einstein the Scholar publishes a journal. He has spent 10 years researching it (many in-game hours). A research paper counts as one component of the journal. Although these papers can be used on their own ([Research Paper: Stars] may increase Astrologist's magic by a little), they are very weak. When composed into a journal, they are used as a theory. Theories may or may not be right, but they will always be correct for the skills they teach. If taken to the 'Library', skills researched become available from Librarians (skill tutors). These skills can be changed ('updated') by the Scholar at any time.
Dulce non decorum est.
Evil Scientist

An evil scientist makes and uses machines is battle. These machines can be short or long attackers, and mybe they can heal, such opponents energy, debuf them, ect.

An evil scientist also can make and use hight tech weapons, like an energy gun. He or she also can make potions and chemicals.

A weapon idea (QT-Gun):
It's shots a bullet that uses quantum tunnel effect to bypass the targets armore so it can cause maximum damage. If you think this a too strong weapon then make the bullet weak or slow. Or you can make it a chance damage. If the player lucky then he/she cause max damage but if not then he do no damage.

P.S.: Evil scientists uses robot or self made monsters as pets.
I'm sorry but I couldn't resist.

Proctologist

Examines players for special diseases. Serves as a specialized healer. Is also capable of creating special potions, ointments, and lubricants. Uses a selection of class specific items such as plastic gloves, needles, funnels, and probes.
-Promarcus

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