This is sorta vague, but here goes anyways.
Storyline
-Same original storyline, the bomy planet (Mt. Antora) crashed on Graal. Bomies run around. To account for the lost time, an intro will be run when the players first start off.
“One day the bomy sun grew extremely hot, much much hotter than it has ever burned. The extreme heat caused everyone in the land, even those inside, to lose consciousness. Everyone arose to a changed world… one much different that the one they used to know and with much more mystery.”
(Just an example but something to account for the lost time.)
Overworld/Tileset/Bodies
- Keep the overworld layout, however expanding the overworld, clean up existing levels.
- A lot of custom tiles. Each town will have it’s own house tiles.
- Each kingdom will get their own tiles.
- Use Koni's old bodies with all the different attributes.
Economy
- Current jobs revision (no more button mashing, more steps, less serving NPC shopkeepers)
- More steps in jobs (eg. product from job A + product from job B + product from job C = gralats)
- Job additions
- Eg. Fruit Picking is a job that requires bomies with bomy spin to collect fruit that grow on strange trees. The bomy slams into the tree several times before any fruit can be collected.
Kingdoms
- Kingdoms will start as small new kingdoms of people after the bomy sun blast.
- Kingdoms will battle over lands where jobs take place. They will receive a small hidden percentage from the jobs done in their controlled areas. This money will be used to expand their newly formed kingdom and to gain supplies to gain the upper hand on opposing kingdoms.
- Tower Idea – Kingdoms will also battle over towers placed around the lands. Mages go to towers during RP battles to help heal their members, protect kingdom, etc. This will make for interesting strategy to either keep mages at the battle, or send them to the towers.
- You can buy kingdom only bombs with kingdom funds and throw them at the other kingdoms walls and knock them down which can then be rebuilt by crafting with durbys and stuff by the kingdom.
Skill System (taken from Loriel's past idea)
To make every player not the same, we could have a skill system. Most activities could have a corresponding skill to pursue them. These skills would allow you, for example, to fish bigger fishes, to find more rare minerals or to deal more damage to enemies. I certainly do not want, though, to have such an exp- and level controlled system as GK does. Without adequate skills, you shall still be able to do things, just not as good. They are just there to allow people to specialize into certain tasks, and make their characters have more dept. I do not intend an open-ended character development either, as GK currently has, but I expect characters to be at the maximum of skills in just some weeks.
Items
- More advanced item system
- Players will be able to obtain different outfits, accessories, weapons, and other items. However all is for looks and have no effect on damage, health, etc.
- Artifact/Treasure Collecting (Hunt for rare & lost relics, combine with others etc.)
Certain quests that give your job specific items.
- Cut down on number of hats (we don’t need 50 different shoguns or a penguin hat)
Other Ideas
- Bomy Battling
- Different ‘unstick me’ points to help control PKing
- Development of “Bomy Moon” (meteor in center of overworld)
- Develop bottom right of map into a desert town with new tiles due to the Bomy Sun Blast
- Replace Railroad Park
- Get rid of Draisine. It was too easy to get around. Make more use of the trains
- Magic (Complicated, but Gryffon had it all mapped out)
- Sleeping to heal gone? Bomies only allowed to “shell” for a certain amount of time. |