[project1dev] Re: Multiple Game Ideas (long post)

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 4 May 2009 09:20:24 -0700

I like Rorac's ideas. We will make an awesome game.

On Sun, May 3, 2009 at 11:51 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> That shield is a great idea Nick, it would be a really fun addition.
> I'd like to hear more ideas for single items from you.
>
> Btw did you realize you posted half the email twice?  :P
>
> Other than that, I like some of your general ideas, esp on stun
> (concussion you called).  However, on things like inventory and death,
> I just want to add my input:
>
> If a game has to choose between realism and fun, I say always go with
> fun.  Again, I have never seen a game do death in a fun way, and we
> should avoid it if at all possible (if we have to plan on people dying
> often we're designing the game wrong)
>
> It may seem very odd to carry everything in a tiny pocket of infinity,
> but that's because micromanaging items is not a fun part of an rpg.
> If we figure out a nifty way to ration items that hasn't been done
> before, maybe we can change that.
>
> Keep posting your thoughts - the more ideas we have, the more we can
> go back to later!
>
> On Sun, May 3, 2009 at 4:17 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
> > Main Topics:
> >
> > Combat Style
> >
> > Item Usage and Inventory
> >
> > Special Weapons/Armor
> >
> > Health System
> >
> > Death
> >
> > Combat Style
> >
> > Combat style should be more focused on the right tools for the job rather
> > than brute force of overcoming your enemies.  Precision, timing, and
> finding
> > weaknesses are the true epitome of the warriors of old, and thus it
> should
> > be for our hero (and his allies).
> >
> >
> >
> > I'm not saying that being a low level fighter vs. a high level won't make
> > much a difference; but through the correct application of tools at a
> players
> > disposal it should be possible for a lower leveled character to take out
> a
> > much more ferocious (statistically speaking) foe.
> >
> >
> >
> >
> >
> > Item Usage and Inventory
> >
> > One thing I've disliked about most games I've played is the inventory
> > system.  They have either been too large, too small, or have no room for
> > customization, etc.  I feel that there should be 3 inventory types.
> >
> >
> >
> > On-hand; each character in your party has this
> >
> > Carried; the supplies that are left in the wagon and on other characters
> in
> > the wagon
> >
> > Stored; items left in storage lockers and warehouses in towns.  Stored
> items
> > could be universally applied or area-specific.
> >
> >
> >
> > On-hand items depending on how the system works, graphically or via
> console
> > commands, you could access specific containers: pouches, backpack, cloak,
> > sheath, etc.
> >
> > Items would be stored based on a weight and/or volume system, ex. A pouch
> > that can hold 20 pounds may not be able to store your axe.
> >
> >
> >
> > Carried items would be stored under the same weight/volume system to a
> much
> > larger degree, but only a limited amount of those items can be taken into
> > your battles/adventures where the wagon would be inaccessible (items in
> the
> > wagon are also inaccessible during battle).
> >
> >
> >
> > An infinite amount of items may be stored in warehouses/public lockers.
> >
> >
> >
> > Carried items may slow a person down based upon their strength (if
> they're
> > carrying stuff at max. capacity swinging a sword may become a little
> > awkward/unbalancing) and other potential setbacks (reduced
> attack/defense)
> >
> > Special Weapon/Armor
> >
> > Special weapons and armors with unique properties are undoubtedly on of
> the
> > biggest highlights of most games.  Unfortunately they're generally
> > overpowered and there is little thought about when/how to use them.  In
> one
> > game I've played there is a weapon that when used in battle does 100 –
> 150
> > damage to everything.  The strongest creature has about 400 hp, with the
> > high average of around 200 for most others.  Whoa.  Attack or use that
> > weapon; hard choice, huh?
> >
> >
> >
> > Weapons and armors should be a tactical decision rather than based on
> strict
> > numbers where the highest value yields the best results.  A couple of
> ideas
> > I had for this is a speed or RT modifier on using the special powers, and
> a
> > chance that: one, the item will lose its magical properties and become
> the
> > normal strength for that class; or two, the item breaks!
> >
> >
> >
> > Example:
> >
> > A shield is given to you from an angelic figure for going to Hell and
> saving
> > one of the angels' servants.
> >
> >
> >
> > This magic shield offers a defense value 15% higher than a normal shield
> of
> > its type; when used in battle it makes you invincible for the round and
> > restores 8 – 10% of your health.
> >
> > Time modifier is +10% eg: if your RT is normally 10, it increases to 11
> for
> > that round.
> >
> >
> >
> > Downside: After using the shield enemies will begin super attacking you.
> >
> >
> >
> > Best time to use the shield: Weaker character about to die and you need a
> > few seconds to finish up the battle.
> >
> >
> >
> > Worst time to use: Slightly injured, fighting a larger group of enemies;
> > being smug and trying to keep your health up/toy with your foes or while
> > fighting a boss that is not close to death.
> >
> >
> >
> >
> >
> > I have much more on this but I'll save it for a later post.
> >
> >
> >
> > Combat Style
> >
> > Combat style should be more focused on the right tools for the job rather
> > than brute force of overcoming your enemies.  Precision, timing, and
> finding
> > weaknesses are the true epitome of the warriors of old, and thus it
> should
> > be for our hero (and his allies).
> >
> >
> >
> > I'm not saying that being a low level fighter vs. a high level won't make
> > much a difference; but through the correct application of tools at a
> players
> > disposal it should be possible for a lower leveled character to take out
> a
> > much more ferocious (statistically speaking) foe.
> >
> >
> >
> >
> >
> > Item Usage and Inventory
> >
> > One thing I've disliked about most games I've played is the inventory
> > system.  They have either been too large, too small, or have no room for
> > customization, etc.  I feel that there should be 3 inventory types.
> >
> >
> >
> > On-hand; each character in your party has this
> >
> > Carried; the supplies that are left in the wagon and on other characters
> in
> > the wagon
> >
> > Stored; items left in storage lockers and warehouses in towns.  Stored
> items
> > could be universally applied or area-specific.
> >
> >
> >
> > On-hand items depending on how the system works, graphically or via
> console
> > commands, you could access specific containers: pouches, backpack, cloak,
> > sheath, etc.
> >
> > Items would be stored based on a weight and/or volume system, ex. A pouch
> > that can hold 15 pounds may not be able to store your axe.
> >
> >
> >
> > Carried items would be stored under the same weight/volume system to a
> much
> > larger degree, but only a limited amount of those items can be taken into
> > your battles/adventures where the wagon would be inaccessible (items in
> the
> > wagon are also inaccessible during battle).
> >
> >
> >
> > An infinite amount of items may be stored in warehouses/public lockers.
> >
> >
> >
> > Carried items may slow a person down based upon their strength (if
> they're
> > carrying stuff at max. capacity swinging a sword may become a little
> > awkward/unbalancing) and other potential setbacks (reduced
> attack/defense)
> >
> >
> >
> >
> >
> > Special Weapon/Armor
> >
> > Special weapons and armors with unique properties are undoubtedly on of
> the
> > biggest highlights of most games.  Unfortunately they're generally
> > overpowered and there is little thought about when/how to use them.  In
> one
> > game I've played there is a weapon that when used in battle does 100 –
> 150
> > damage to everything.  The strongest creature has about 400 hp, with the
> > high average of around 200 for most others.  Whoa.  Attack or use that
> > weapon; hard choice, huh?
> >
> >
> >
> > Weapons and armors should be a tactical decision rather than based on
> strict
> > numbers where the highest value yields the best results.  A couple of
> ideas
> > I had for this is a speed or RT modifier on using the special powers, and
> a
> > chance that: one, the item will lose its magical properties and become
> the
> > normal strength for that class; or two, the item breaks!
> >
> >
> >
> > Example:
> >
> > A shield is given to you from an angelic figure for going to Hell and
> saving
> > one of the angels' servants.
> >
> >
> >
> > This magic shield offers a defense value 15% higher than a normal shield
> of
> > its type; when used in battle it makes you invincible for the round and
> > restores 8 – 10% of your health.
> >
> > Time modifier is +10% eg: if your RT is normally 10, it increases to 11
> for
> > that round.
> >
> >
> >
> > Downside: After using the shield enemies will begin super attacking you.
> >
> >
> >
> > Best time to use the shield: Weaker character about to die and you need a
> > few seconds to finish up the battle.
> >
> >
> >
> > Worst time to use: Slightly injured, fighting a larger group of enemies;
> > being smug and trying to keep your health up/toy with your foes or while
> > fighting a boss that is not close to death.
> >
> >
> >
> >
> >
> > I have much more on this but I'll save it for a later post.
> >
> >
> >
> >
> >
> > Health System
> >
> > Not sure how combat will pan out yet, but I believe there should be
> several
> > health gauges, some may visible, others working behind the scenes.
> >
> > Max health is the character in their prime, no injuries, etc. Max health
> is
> > broken into two parts; True Max and Current Max.  Current Max is the
> highest
> > health may go with the injuries or ailments that are not healed.
> >
> >
> >
> > Current health is more blood based than actual "hit points," bleeding,
> > poison, and injuries affect this stat.  Once health is depleted, further
> > injuries will draw directly from concussion if bleeding or injured, or
> from
> > vitality if poisoned or suffering from other ailments.
> >
> >
> >
> > Concussion points could be added to help calculate stuns, or being
> knocked
> > unconscious.  Weapons with blunt faces such as bats/cudgels would take
> more
> > from this pool than health or vitality.  Once this reaches zero the
> player
> > is knocked out, and successive hits will draw directly from the vitality
> > stat.
> >
> >
> >
> > Vitality is a health stat based on how close you are to death.  Critical
> > wounds, and deep punctures, and extremely low health affect this stat.
> Once
> > it reaches zero the player dies.
> >
> >
> >
> > I can make examples if this doesn't make enough sense to anyone.
> >
> >
> >
> >
> >
> > Death (redundant I know)
> >
> > When you die; depending on your deeds you can go to heaven, hell, or
> > purgatory.  In each of these is a place you can go to get revived, or do
> > some crazy side quests.  Being in any of these places the character is
> > placed on a timer before a being comes down and tells you it's not your
> > time, and sends you back to the mortal plain.  The way to increase this
> > timer is by talking to specific people or completing quests.
>
>

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