Ultima Online did(may still do, haven't played it in ages) the skill usage/atrophy setup. But you had a max pool of skill points you could use, so you basically could only max out 3 skills to the grand master(100%) level. You also had the ability in later patches to lock some skills so they wouldn't atrophy, I think it was between 3-7 you could lock, I can't remember. I enjoyed that system and think that more games should utilize it. On 12/13/05, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > I was kind of thinking for whenever i get around to my MMORPG with some > friends (ha! we'll see if it ever happens!) of making it more skill based > then numbers based. > > for instance, the game should play like Quake or some other kind of FPS but > should be very rich in RPG elements. > > Some ideas i had: > > *the more you use a skill the better you get at it, no leveling and > experience to gain skills or make them better. > > *in the case of magic, you might have to find or research magic to find new > spells > > *having a ninja class which has the ability to do things like grenade jump > and such so they can jump over walls etc, but only if they are skilled > enough in grenade jumping > > *possibly making it so when you don't use a skill for a while it starts to > atrophy > > *hiding what level a person is and havign exp and level ups happen behind > the scenes. When a person levels, they get some more mana, more hit points > etc. > > *hiding all numbers, so instead of showing "you have 45/52 life", just show > a life bar. > > *with magic, have simple spells such as "fireball", "homing fireball", > "explosive charge", "ice beam" etc and making a scripting language so if you > want to do some complicated attacks with your basic spells you can script > them. This would make people who thought of smart ways to do attacks > superior to those who just stuck to the basics. > > I think with this stuff overall, someone who "sucked" could level up > sufficiently and become powerful, but it would take a long time and they > would always be fighting things below their levels and would get killed by > PK's their own level. > > Someone who had alot of skill could clean house. You know those movies of > people playing FPS's doing amazing things? Someone like that could take a > level 2 guy and go fight dragons or PK poeple much higher level than them > just cause they were more awesome. > > This way, people couldn't hide behind their high levels and good equipment, > the best man would truly win in combat. > > I like your pyramid idea, i think that would be really good for a vampire > class (or status?) since vampires kinda have that whole pyramid thing going > on. You could have it like for every minion in your tree, you'd gain "1 > vampire power point" and like have a skill tree or something of what powers > you got. > > When someone kills a vampire, all it's underlings could die too, even if > they were off on different parts of the world. > > That would be a cool way to be able to give vampires awesome powers, but > limit them too by not being able to go out in the day, and always having the > potential problem of having someone farther up the tree get killed and > getting them killed in the process (: > > Man, i think the MMORPGS out there do not do justice to what they could be. > I figure it's cause they are all done by heavily professional companies. > For those of you that have played MUDs before and as game programmers, we > know that the most awesome games often come from ameteurs so I think it's > only a matter of time before someone makes a really really good MMORPG. > > > > > On 12/12/05, Roger D Vargas <luo_hei@xxxxxxxx> wrote: > > > > > > Chris Nystrom wrote: > > > I was talking to a friend about MMOs, and I was I was thinking about > > > how usually 2/3 of the players are at the highest level in the game, > > > and how while I understand the people play fantasy games to be and > > > achieve things that they can not or will not in real life, so everyone > > > wants to be a top dog, it made me think of a new system. > > > > > > How about a system that is pyramid in design? For example, there would > > > only be one person at the top spot, 2 people at the send highest > > That remembers me the Invisible University rank of Discworld. there were > > a few 8th level mages (and the ones from 7th level were trying to kill > > them to get to the 8th level) > > > level, etc on down. Also the level could be determined by something > > > other than time in game, or number of orcs killed. Perhaps it could be > > > the number of player character henchmen. So, for example, the guild > > > leader of the largest guild in the game would probably have the > > > highest spot, but if for some reason he or she made thier guild > > > unhappy and they quit the guild, then that person would go down in > > > ranks and someone else would be the top person in the game. > > Well, I was writing a short story about a game and one of my ideas was > > something like that. A player can get levels or respect by having other > > players at his command, or by having a night club or special place. > > > > -- > > Roger D. Vargas > > http://dsgp.blogspot.com | Linux, programación, juegos > > > > > > ______________________________________________ > > Renovamos el Correo Yahoo! > > Nuevos servicios, más seguridad > > http://correo.yahoo.es > > > > > > --------------------- > > To unsubscribe go to > http://gameprogrammer.com/mailinglist.html > > > > > > > > --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html