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Old 06-29-2009, 11:27 PM
Hiro Hiro is offline
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here is and idea for a modern/classic server combined with spell casting, a steampunk-themed server, with the choice of swords, spells/magic, and guns. the focus will be to let players choose and specialize in the way they want to fight, without making on class unfair. in the end at the final stages of leveling, everything will come out equal, with some things being slightly better than others, still keeping it a skill-based server

swords will stay the same as classic server, the only variation will be the swing speed and the damage caused. they come in 3 categories:
1) 50 percent extra speed from normal, but 25 percent lower damage
2) normal speed, normal damage
3) 50 percent slower speed from normal, but 25 percent extra damage

this is the same way that weapons will also come in, though they have added perks, such as hit through blink, extra damage/speed, able to use sword as a shield, etc.

spells will be split into three categories as well. the hard thing about spells is that i wanted to make them as easy to use as swords or guns, without making people use their mouses (or at least a minimal use of the mouse). this can be done with area effect damage where it shoots out much like the sword-gani, and then depending on the spell will follow a predetermined path of zig-zags or circles or straight lines. spell categories are:
1) enhancement, buff yourself or others, comes both with negative and positive buffs
2) damage caster, where your spells do a range of damage in a spectrum of designs. the length of the spell determined how long
the area effect stays, so if it's long enough a player can run into one spell multiple times
3) spirit-bonding, this is making items better by summoning and bonding certain spirits to items. this has to be done on a number of requirements and limitations, such as the place you bond, where you summon the spirit, what resources you have, etc.


guns will be kept in much the same modern sense that we know, but it's sure that other ways to project the physics on guns will be needed. guns are essentially like swords, except that you naturally have a quicker shot release, and you can shoot from far distances. this will not make swords pointless, and you will not have to chase people with guns as they shoot you to death, and will be explained later. gun's come in the same three categories as swords:
1) 50 percent extra speed from normal, but 25 percent lower damage
2) normal speed, normal damage
3) 50 percent slower speed from normal, but 25 percent extra damage

perks will be slightly different, like instead of swing speed it's shooting speed, differently theirs also fire-rate but you can't use guns to block stuff

classes will be a choice separate from what types of weapons you use. any class can use any type of weapon. this will be a little shaky to type out so i don't confuse anyone, or screw it up so that it doesn't work

each character will be able to choose two types of damage they want to deal between swords, guns, and magic. you can have either swords/guns or maybe swords/magic or even guns/magic. the classes will try to help out which types of damages you choose. so, more than three classes might be needed so that we can cover all of the types of damages you want to do so that everything is equal, one class being pointless to be gun/sword with or something. or, make the classes something very simple so they only help out one type of damage. so you can have gun/sword using guns to kill and swords for closeup/blocking. or have spells/guns and use guns for killing and spells for buffing. initially i had three classes in mind:
1) damage class, where it ups your damage with whatever type of damage you choose to be your main focus of attack
2) defense class, making the things you do faster or harder depending on how you need to defend, or if you don't plan on getting hit, how fast you deal damage
3) perks class, where it ups the amounts on what you buff or what you put spells on

separate from classes are jobs you can do aside from killing things. creating weapons will be a job that everyone can do, though spirit-bonding and such will not. i think it's fair that everyone can create all of the same things that anyone else can, though the specialization into perks-making can be a fairer job. it's going to be harder for the characters that select the creating/bonding types, so when they use weapons personally bonded by them, their use of the weapon is far greater than giving another character use of it, so it won't be like some characters just can't PVP or something. i'm also not going to include any type of healing spells or perks that add health back to you. another side-job everyone can do is to create health potions and other resources for keeping your character healthy in times of battling. obviously this will be where the people who spend more time of their characters get's more out of it - that's how RPGs have usually worked. at the finals levels everyone will be able to have the same amount of potions and it will heal for the same amount - if you can get the same as other people that is

the world can be much the same as my first idea above keeping with the player making choices that affect the outcome of that character, with some tweaks so that it's more spread out and the areas not so tight in focus. since it's more of a guild-PVP server, we'll set up some events such as my guild events system and probably some siege and active role-playing on guild houses. since it will be more of an RPG server, it might also be a good idea to establish some kingdoms, my favorites always being nymerica, illusia, and eldaran from doomsday. the customization should work
out well with role-playing as certain characters. the other aspect is that i wanted the world to be very steampunk, mixing in some medieval fantasy with some high-tech machinery should give the server it's own distinct look from all the other graal servers

lastly is the system of saving statistics. i want to include a saving system which forces the players to finalize everything they did that day so that if you just log off, you lose everything you did except the position of your character. likewise if you get killed before saving, then you won't be able to keep all the experience and items you found along the way. PKing has always been too friendly and too unimportant - it should be a big deal on this server. when you die, your body will be warped back to a limited number of houses that you can choose. though it might prove to be rather discouraging, i was also thinking of making most of your items drop when you die so that players can steal your loot after killing you. i realize most people hate this and has been taken out of most games, but i also had the must fun killing people and taking all of their gear in MMORPGs and i know others did too. it can also make people quit
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