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blackout
2007-08-02, 03:29 PM
:smallannoyed: Ok, I know I've made this thread at least twice already.


Simply put, come and throw out your ideas for a game that you would like to play, but probably won't come out anytime soon. :smalltongue:

TheOtherMC
2007-08-02, 03:32 PM
:smallannoyed: Ok, I know I've made this thread at least twice already.


Simply put, come and throw out your ideas for a game that you would like to play, but probably won't come out anytime soon. :smalltongue:

"Blackout Blows up a ****load of Mechs: The reckoning"

blackout
2007-08-02, 03:35 PM
:smallconfused: ....Should I be amused or wierded out? :smalltongue:

Emperor Ing
2007-08-02, 03:49 PM
You play as the Tau warrior, blackout, who, from birth, has been given one purpose in life. BLOW THE LIVING S*** OUT OF EVERYTHING!!! F*** the greater good!! You go your own way! Kill who you want. If it can be shot, it can be destroyed!!
Blackout. Coming soon to a retailer near you.

blackout
2007-08-02, 04:11 PM
:smallannoyed: .......Ok, quit it.

I'm thinking some kind of cross between Fallout, and Mechwarrior. The storyline's pretty simple. Your just an average farm boy/girl...who lives in a post-apocalyptic world, and your family is killed by bandits who have armed cars and trucks, and motorbikes. The bandits take everything, you get on your family's old battered motorbike, drive to town, spend all your savings getting some guns, and then go kick ass all over the place. :smallbiggrin:

Emperor Ing
2007-08-02, 04:22 PM
:smallannoyed: .......Ok, quit it.

I'm thinking some kind of cross between Fallout, and Mechwarrior. The storyline's pretty simple. Your just an average farm boy/girl...who lives in a post-apocalyptic world, and your family is killed by bandits who have armed cars and trucks, and motorbikes. The bandits take everything, you get on your family's old battered motorbike, drive to town, spend all your savings getting some guns, and then go kick ass all over the place. :smallbiggrin:

:smalleek: that has cliche written ALL over it!

blackout
2007-08-02, 04:31 PM
:smallamused: It's so cliched, everyone will wanna play it.

Emperor Ing
2007-08-02, 04:44 PM
Blackout, I have a present for you. Happy birthday (http://serpent231.tripod.com/cliche.shtml)
Blackout: But its not my birthday

:smallmad: i said 'happy birthday!'

blackout
2007-08-02, 04:52 PM
:smallannoyed: Ok, upon reading this, let me clarify me idea. Ladies and gentlemen, prepare for a wall of text.

Saint George
2007-08-02, 05:14 PM
My idea for a game is a sort of Alien Vs Predator meets Hellgate.

It would be either an over the shoulder 3rd person view, or a first person view if you wish.

You could pick one of four "races".

Humans: The race with the most firepower. The problem is I am currently unsure of what age all of this should be set in. It would either be medieval or modern. Either way the humans get guns (Muskets), bombs (Black powder to grenade), etc. They are most powerful ranged race, and are still powerful in melee, but have the lowest health of the races.

Werewolf: The most powerful Melee race. Strong attacks, long jump ability, etc. Has the power to revert to human form to blend in for short periods of time. If heat vision is being used (Humans have it? Maybe Vampires?) werewolves have higher body temps than humans, so they are easy to spot.

Vampire: The Magic using race. They have the ability to throw up illusionary walls and other sorts of magic-y stuff. They prolly also get medium range. Vampires are the fastest of all of the races and also have the ability to climb walls.

Zombie: The hardest to kill race. Powerful melee attacks, but the slowest moving race. They have the ability to poison and to make a small zombie horde. They do not show up on heat scans and can lay down to blend in with corpses on the floor.

It could be either a pvp game, or a sort of PVP PVE mix like WoW or soon to be Warhammer. There would be level ups, new abilities to learn, and lots of equipment to boost stats.


Does this sound interesting to anyone?

blackout
2007-08-02, 05:19 PM
I like. :smallamused: Werewolves ftw!

blackout
2007-08-02, 05:27 PM
Anyways, my idea is simple.

It's set in a post World War III setting. Yes, World War III. Anyways, think Morrowind/Oblivion, mixed with Fallout, mixed with Mechwarrior, mixed with Auto Assault, mixed with Freelancer, etc. Anyways, it's an open-ended RPG, set in a post-World War III setting. You start off as a farmboy/farmgirl, who's family is killed by bandits on Runners and Rigs(Armed/armored motorbikes and cars, respectively.). Your family has a small, beaten up motorbike, and you hid some money from the bandits when your family was killed. So, ya take the money, and the motorbike, and go get it turned into a poorly equipped Runner, and then track down the bandits that killed your parents. Turns out there was a bounty on their head, so you get that as payment so you can upgrade your ride. After that, you do all sorts of side quests and odd-jobs, which typically involve blowing **** up, and killing bandits, mutants, running cargo from town to town, and so on. :smallsmile: There IS no main quest, except for the one at the beginning of the game, and that's more of a tutorial.


Anyways, down to basic game mechanics.

There are five types of vehicle in the game: Runner, Rig, Big Rig, Tank, and Walker.

Runners are armed motorbikes, fast and meant for hit-and-run attacks.

Rigs are armed cars. Their kind of faster than the other things, but they can take more of a beating than the Runners.

Big Rigs are trucks, and can carry alot more cargo than anything else, but they can also fight fairly well. The downside: Slooooooooow.

Tanks. Come on, do I HAVE to explain it? :smallamused:

And, walkers. Walkers are big robots, with guns. They have unparelled maneuverability and armor, and can typically move faster than anything other than a Runner.

Costs for different vehicles are like this: Runner->Rig->Big Rig->Tank->Walker.

Each class of vehicle has multiple sub-classes, which look very different and often have different capabilities.

All vehicles are fully customizable with different weapons, armor types, paint jobs, and engines. There are no 'better' guns. Different weapons shoot at different rates, and do different damage. Typically, when you purchase a gun and fit it onto your ride, you need to take four things into account: Ammo, range, refire rate, and damage. I'll let you figure that out on your own.

You could just run around out in the wastelands outside various cities, and generally just blow stuff up, cus, let's face it, bands of mutant marauders, and clans of bandits generally just make things hard for people, and there's bound to be rewards for killing them. Or you could target merchant convoys, and truckers in Big Rigs with Rig and Runner escorts, and kill them.

You have a good/evil meter like in Arcanum, and a reputation meter for every faction you come into contact with, like in Freelancer. The more things you do that are beneficial to certain factions, the more those factions will like you. And, there's a large chance you'll run into a skirmish involving bandits and the local militia if you wander around aimlessly.

Different factions tend to have different settlements, like bandits will have hidden their camps, so they won't be on any maps until you find them yourself. But, a city-nation will be on the maps, so you'll know where they are.

Depending on how much a certain faction likes you, they'll be willing to do certain things. For example, if a local militia force trusts you, they may offer you important info regarding shipping schedules. If a local mutant settlement likes you, they'll sell you weapons. But, if a local bandit group REALLY likes you, you could hire some of their men to accompany all over the wastelands.

Oh, and did I mention? The ENTIRE PLANET is available for exploration, with every new region having it's own set of inhabitants....and, fully destructible environments. :smallbiggrin:

What do you guys think? :smallamused:

I, personally, would play this game till the end of time.

talsine
2007-08-02, 05:28 PM
Fallout 3, only without the bull**** FPS Oblivion sucking ruining it.

Also, a sequel to Arcanum. Dwarves with Guns FTW!!!

blackout
2007-08-02, 05:33 PM
...Ok, this is not a thread to bash other games, and demand sequels to others. This is a thread to come up with your own original ideas for games. :smallannoyed: So, fire away.

Edit: Changed my post that gives info about my dream game, check it out. :smallsmile:

Saint George
2007-08-02, 05:47 PM
Yay, someone likes my ideas!

For you, since you are a werewolf fan. More abilities!

Scent: Limited tracking of the other races. Except for Vampires. Vampires have no smell.

Woodland Mastery: Limitied stealth in the woods. (There will be indoor and outdoor areas. Tree filled areas are prime werewolf territory.)

Bloodlust: After tasting blood the powers of the werewolf are boosted for a limited amount of time, but defense is decreased for the duration.

blackout
2007-08-02, 06:04 PM
Whooooo!

Now, tell me how ya like my idea. :smallamused:

Saint George
2007-08-02, 06:15 PM
Definately a cool idea. Very mad max-esque. Only problem is that is a tad large for current game capabilities. But definately very cool.

blackout
2007-08-02, 06:20 PM
Well, maybe in a decade or two, it'll be possible. :smallamused: I can wait till then.

Oh, and did I mention? Fighter-jets left over from World War III, still intact...but the airfields are hidden. :smallbiggrin:

Gaelbert
2007-08-02, 10:36 PM
Blackout, your idea is pretty much similar to what mine would be. Fully explorable world, fully destroyable world.:smallbiggrin: It would have to be a place where people change what they say based on what's going on, none of that "Welcome to Blahville" stuff. Of course, you would have to be able to make a hideout of your own and fully customize it (booby trap it) and lead your targets to it.

Xuincherguixe
2007-08-02, 10:59 PM
I'm of the advantage of that I can actually program. Though really I should learn some OpenGL (or if I'm feeling crazy, the Ray Tracing equivalent)

I've got an idea for an MMORPG, or I should say thousands. The hard part is deciding what to include. Should religion be open, and thus probably result in a less compelling story but possibly open up stuff about religious conflict?

I want to do things no other MMORPG seems to, which is to actually involve the players. If I could come up with a balanced way to do it (which may not be that hard) players would be able to make up quests for each other. So you could make another dungeon crawl, or it might be that you come up with this elaborate series of things which is social commentary about the ancient pepper trade.

Everything else you've probably already heard.


A Shadowrun game might be nice too. And before anyone points out the XBox 360 one let me repeat.

A Shadowrun game would be nice too. The old ones for Super Nintendo and Genesis weren't bad but those are so ancient now!

Ah well, maybe the 360 game will spark interest.


There's a bunch of games I've thought about making, but most of those are because they're either strange, or I'm looking for money. (Jim Lorfen's Squirrel Raiser for instance. In a backwards sort of way I've decided on the name before the content. At no point will it explain who Jim Lorfen is and what his relation to the game is. Because there is none.)

Prustan
2007-08-03, 12:02 AM
I second the idea for a Shadowrun game. The 360/Vista one is interesting, but just not Shadowrun. My ideas for a Shadowrun game would include fully customizable (and trappable!) hideouts, Perception skill reflecting how much you can see, Reflexes/Quickness really effecting your speed, and a fully destructable environment. Plus teams able to be hired for both sides of a mission, and players being able to hire others for their own runs.

Tor the Fallen
2007-08-03, 12:11 AM
:smallannoyed: .......Ok, quit it.

I'm thinking some kind of cross between Fallout, and Mechwarrior. The storyline's pretty simple. Your just an average farm boy/girl...who lives in a post-apocalyptic world, and your family is killed by bandits who have armed cars and trucks, and motorbikes. The bandits take everything, you get on your family's old battered motorbike, drive to town, spend all your savings getting some guns, and then go kick ass all over the place. :smallbiggrin:

Mad Max: The Video Game! Get the Thunderdome expansion pack for Arena fights and two new quests; one involves pig feces!

SurlySeraph
2007-08-03, 12:44 AM
Deus Ex + The Elder Scrolls + A little bit of Grand Theft Auto + Zombies.

Basically, I want an enormous world, in a cyberpunk setting, where you can interact with huge numbers of people, where almost the entire game is sidequests but you can go through with a main quest (with branching paths and multiple endings) if you so choose. There should be a wide range of skills and numerous viable character paths - street samurai, mercenary gunman, manipulative celebrity, hacker, ninja-type, combat robot-building engineer, scientist with advanced physics-manipulating particle beam guns, pretty much any near-future sci-fi person you can think of. There should be a side quest in which you join the Army. There should be a side quest in which a megacorporation hires you as a mercenary to kill the guerrillas who are attempting to destroy their environment-wrecking jungle-based factory. There should be a side quest in which you have to clear out a wing of a university occupied by zombies created in a biology/ nanotech experiment and then sealed off and abandoned; if you screw it up, there should be a zombie plague spreading throughout the city. There should a full spectrum of government agencies and law enforcement, giant corporations, street gangs, mafia groups, and cults you can side with. You should be able to have romantic side quests with even very minor characters. There should be subways, and homeless people living in the subway tunnels. There should be mutants in the sewers. There should be nanotech implants, mechanical augmentations, vaguely explained mystical powers attained from working for one of the cults for long enough, genetic enhancements, exoskeletons, powered armor, and mechs, and performance-enhancing drugs. There should be realistic law enforcement, whose response escalates depending on your crime like in the GTA series - but with a much wider range of possible responses. If you start killing lots of people at random, you will be hunted down by a massive, angry mob. There should be rioting. There should be gang wars. Martial law may be declared, and it doesn't end after you switch cars like in GTA. There should be real-time flow of time. You should need to eat and sleep. You should be able to go into at least a third of the rooms in every building, and there should be a lot of buildings. There should be distinct rich, poor, and middle-class districts. Possible endings should include: your mafia grouptakes over the city; your gang leads an uprising and overthrows the opressive local government with popular support/ you help the government eliminate crime and all civic problems; your corporation becomes world-dominatingly powerful; your cult declares you the messiah/ triggers or prevents the apocalypse/ converts the world.

Yes, I've been thinking about this for a really long time.

Jimorian
2007-08-03, 01:51 AM
Yes, I've been thinking about this for a really long time.

Ha! Tis but a scribble on a napkin compared to mine. (I wrote up a full proposal, but since I have nowhere to take it, might as well share. :smallsmile: )


Proposal for a MMORPG of a different kind.

SECTION 1: MAJOR PREMISES

Major Overall Premise: The world is unbounded, and not only does what the players do affect what happens in the known part of the Universe, but their actions and adventures are an integral part of the expansion of the Playing Field.

Major Game Premise: Science Fictional Future, a galaxy of stars and planets to be explored and tamed. It all starts with one planet, Homeworld, which must be developed by the players to support exploratory and colonization expeditions to other stars. When those worlds are tamed sufficiently, they can be bases for further expansion.

Major Programming Premise: There are 2 levels of continuous "expansion" to be processed – planetside, and galaxy wide.

On the surface of a planet, details about an area of geography are not known until players explore and exploit the resources of it. In practical matters, the overall landscape and geography would be set once a planet is initially explored, that is, continents, mountain ranges, forests, deserts, all of this would be known immediately. What isn’t known, is what dangers lurk, and what resources can be gained, within particular regions.

In the galaxy as a whole, the overall star chart will be established, giving players a general idea of what avenues of exploration might hold the most promise, yellow suns most likely to harbor "friendly" planets, etc. There might be a horizon of these stars that slowly expands as the players stretch the known galaxy away from Homeworld, just to keep the edge of things in question.

SECTION 2: MINOR PREMISES

Character Premise: In order to support a wide variety of potential role playing styles, no single goal or path should be necessary for a character to advance to different stars or regions. While standard adventuring will be a major part of how players interact with the world, it will also be possible to play purely as a merchant, as a spacehip captain, as an artisan or crafter, or perhaps even as a leader who inspires other players/characters towards actions affecting whole worlds.

Economic Premise: It is clear now, through the experiences of most of the existing MMORPGs and virtual communities such as Second Life or VZones, that in-world economic issues, and in how real-world economic issues can affect in-world play balance, are vitally important to the enjoyment that players receive from the game. Rather than trying to fight these forces, it becomes imperative for the game to harness these forces for the benefit of all, and to have mechanisms in place that enable the creators, and more importantly, the players, to adjust the balance in ways that enhance the overall experience.

Property Premise: One incentive often missing from current MMORPGs is the ability to properly show off one's achievements and in-game status. Wearing and playing with the best armor/weapons is usually how this is done, but this often leads to artificial shortages of necessary equipment or prices too high for "average" players to afford through regular play. One possible way of addressing this issue is by allowing players to "own" property in the cities and towns of a world. A player's home would be a real location on the city map, with defined boundaries and space, and within that property, there would be the ability to acquire and install enhancements and trophies from a players adventures or purchased with monetary gains (in-game or outside). Additionally, the ability to invite others onto the property to bask in the glow of a player's status symbols should be a given (with adequate protections against unwanted changes or course). Likewise, the ability to operate real business models of stores, warehouses, shipping companies, etc., would also provide opportunities for players to experience the game in many different ways, as well as to provide an economic backbone to the world to allocate resources the way an open market can do best.

City Premise: Just as any real city or settlement, the places that exist on these worlds should be living/breathing entities, where influxes and outflows of people and goods affect the basic structure of the community. Within a semi-random construction of "typical" civic structures, should be a variety of housing districts, commercial areas, a spaceport, local transportation infrastructure. As a city' population expands, so should its borders into the surrounding area. If it contracts as people leave for greener pastures, it should also reflect that fact.

Outside Areas Premise: When a settlement is first established, the "wilderness" should be just that, wild and dangerous. As adventurers explore and battle an area's creatures, the difficulty of "monsters" and other risks should reflect those actions, and anybody wanting greater challenges would have to venture further afield. Likewise, if an area's resources are exploited heavily, it will begin to be less viable to collect that resource there. However, with enough time passed without adventurers clearing the dangers or players taking a resource, it could return to higher levels that would give new players incentive to go there again.

Colonization Premise: The Game starts from one city on one planet. As the area around that city becomes tamed and drained of resources, it will behoove the players as a community to mount an expedition to establish new settlements in fresh places. This can either be a new town on the same planet (which can then grow into its own thriving city), or they may mount a more ambitious attempt to find and colonize an entirely new world. In either case, this will require the players to cooperatively provide enough resources for such a venture to reach, then establish a new base far from home. This will provide opportunities for some players to find new adventure, exploit new resources, or to profit from the development that will occur because of this expansion.

Travel Premise (Local): Players don't want to spend too much time just getting to prime adventure/exploration areas, but if travel is "too easy", the potential exists for temporary or even long term overloads of particular areas if too many people go there at once, so some level of inconvenience is probably necessary as an incentive to spread out. There may even be the equivalent of "gold rushes" as a particularly desired resource is discovered and players go there to get their share. For short distances, there is the fine tradition of running there, for longer distances, the type of transportation available, as well as its speed and quantity might provide a limiting factor. However, travel to adventure areas within a city/settlement's zone of influence should be relatively easy for any player based in that settlement. Travel to another settlement on the same planet, either temporarily or for permanent resettlement, should be a more involved affair, and either costly in time, money, or both. This is one area where player/entrepeneurs may enter the market to provide services beyond the basics of the automated government.

Travel Premise (Interstellar): Going to another planet should be HARD. If it isn't, what's likely to happen the first time a successful colony is opened on another world is that everybody on Homeworld will immediately emigrate. In the long term, it will be a balance of economic/fun incentives that will keep population densities on each world at a manageable level, and to keep some worlds from becoming complete "ghost planets". There will always be a tendency for this Universe to develop into a "hollow shell" where everybody escapes to the outer planets where the "action" is as soon as possible, leaving the core worlds to run on automatic pilot. Providing this balance will probably be the creators greatest challenge over time. As long as the game is growing with new players, the natural expansion inherent in this overall premise provides enough new player fodder to backfill the core worlds, and with enough older players coming back to exploit core world incentives, it should be possible to provide a nice balance. A greater challenge exists when the game reaches maturity, and then begins to wane as all games do. There exists, however, storytelling possibilities that can use the idea of either a return to Homeworld, or perhaps reaching a final new Homeworld on the distant edge to escape disaster in the core worlds.

SECTION 3: STORYLINE

The setting is The Future. A jump drive accident sent a human colonization ship to uncharted territories, perhaps on the other side of the galaxy, maybe even to another galaxy or possibly to a parallel universe. Nobody knows.

What they do know is they found a habitable planet around a friendly yellow sun. The planet? Not so friendly. Only after decades of toil, has the initial settlement grown into a reasonably thriving city. The surrounding territories are a dangerous place to be, however, and only the brave or foolhardy venture forth on anything but the most pressing business.

That's about to change. The people are tired of just huddling around the proverbial fire, afraid of what lies beyond in the darkness, so the government is offering bounties for anybody willing to go outside the city walls and eliminate the predators and vermin. If the wilderness can be tamed, others might be able to explore the surrounding area for much needed resources. There's even talk of seeding other areas of the planet with new settlements that can be used as bases of operation for more taming, more exploitation. There are even those who look up to the stars, and dream of continuing the quest of their ancestors to explore and settle new worlds.

Eventually, after the players pull together enough to build up the infrastructure and resources of Homeworld, they leave the planet and explore nearby suns, and settle on promising worlds. Each one offers it's own challenges, dangers, and opportunities. Some dangers will be natural. Some will not.

The colonists find remnants of an advanced, and missing civilization spread among the stars. They not only left behind ruins and artifacts of great value and interest, but apparently they genetically modified local wildlife to probably fight their wars for them. Horrifying creatures with frightening weapons as integral parts of their genetic code roam unchecked through the countryside. Anything humans can make with metal and electronics, these monsters can grow biologically. And while none of these abominations could be called "intelligent" in any meaningful way, their instincts and cleverness in combat would make any sane person wonder.

But out of these worlds comes technology and biogenetic clues that lead to tremendous advances. New weapons, even biological and cybernetic modifications to the body are possible, for those who believe the risk is worth the potential advantages they give one.

On the other hand, does humanity continue to expand outward, hoping for even greater finds that could change the very nature of life? Or does it risk running into living examples of these enigmatic aliens with the potential to snuff out all human existence as if we were merely bugs?

Become part of the greatest multi-player adventure ever, where the actions of the players, individually and collectively, affect the very nature of the universe everybody plays in. Whether you joined the game at its very beginnings, or join well after expansion into the galaxy, there will always be opportunities where YOU are the first one to take a step beyond the known horizon.

(A couple of additional notes I thought of. I think one possible solution to server balancing in a game where it's potentially possible that everybody *might* try to migrate to the same place at the same time (a flash crowd) is to model the server architecture after mobile cell networking. I was originally thinking that each planet would have a server, and travel between planets would be simply a handoff of the character from one server to another, but if this was as popular as WoW where you could potentially have millions of players at once, even that might not be enough division of labor, so if each planet has several servers, you need a way of balancing relatively quick movement between areas of a lot of people.

The advantage of a cell approach is that in a virtual world, your server "cell towers" don't have to remain in a fixed location, they could migrate as needed to crowded areas to share the load.)

I really like the idea above of player created quests, this gives a continual variety of things to do, and can provide yet another way for a player to contribute value to the game (especially if you figure out a good way of rewarding quality quests).

Winterwind
2007-08-03, 06:13 AM
The game I would wish for is kinda what I initially believed Black&White would be (an extremely naive belief - what can I say, I was young :smallwink: ).

A game where you create a world of your own, and where you could influence pretty much anything. Where every single person in the world was an individual, learning and developping all on its own from the experiences it made, leading to the existance of some very custom and powerful individuals, like some wise storyteller, who lives alone in the woods, an order of mighty archmages or a knight in ruby armour, and where you could grant any of these people immortality and further powers; where you could take all the evil people, lock them into a valley and surround it with everburning flames, where they could build a huge fortress of black metal and worship evil forces - after some centuries the flames might fade and the good and evil people might go into a war of epic scale against each other. Where you could make forests of silver leaves and streams of pure gold. Where you could build a fantasy world, with its own physical laws, nations, societies, organisations and everything.
And all of this with the possibility to share this world with other people via Internet, possibly even make them intersect somehow, so that the evil people from the metal fortress from one player's world could joing forces with the winged demon-folk living in the icy peaks of another players world, and wage war upon the good people of both universes.

Basically, what a pen&paper GM does when creating his own setting, but not with the purpose of having players play characters in it, but to see how the world develops with time. An everchanging setting, with its own history, on a super-epic scale.

Yes, I know such a game is unlikely to come out any time soon, and probably even unlikely to come out any time not-quite-so-soon.

Emperor Ing
2007-08-03, 06:41 AM
I would like a gears of war-esque shooter. If it can be shot, it can be destroyed kind of thing. And like Gears of War, the visuals of the cutscenes are as good as the visuals of the actual game. And how about explosives not conviniently placed behind enemy checkpoints?! And I want to shoot open those damn locked doors!! I also dont want to rescue any frickin BRAVO SQUAD only to learn that THEYRE ALL FRICKIN DEAD!!! :furious:. I definitely want days of continuous gameplay, and nonlinear, open-ended story. I want enemies who's motives appear more like survival than just to kill you. And definitely, I want more over the top abilities.

Tom_Violence
2007-08-03, 07:34 AM
A MMORPG where the people you can play with are not limited to those whose levels are within a couple of yours, especially when the number of levels stretches into the billions. A MMORPG where you aren't stuck doing the same very simple quests that everyone else has done a thousand times before. A MMORPG with a combat system that doesn't involve simply waiting for a series of icons to light up once more.

Ronsian
2007-08-03, 07:36 AM
I basically want, a huge RPG. Multiplayer, and HUGE. Dozens of towns, hundreds of quests, THOUSANDS of monsters. You start alone, but could recruit other people. Pick a side, cults, churches, armys, countries, you name it. You could become leader of an army, king, tyrant, messiah, and rule the world. In the end it could get sort-of strategic.

WhatIsGravity
2007-08-03, 07:42 AM
Import Real Life to any game platform and I will buy it instantly. :smallbiggrin:

Xuincherguixe
2007-08-03, 08:14 AM
Tom_Violence

City of Heros you could work with people much higher or much lower level :P It rocked. You where not quite as good as the people you worked with when you went with the options, but you were still useful.

I can't see how City of VIllains would be any different than that.

Tekraen
2007-08-03, 09:46 AM
Tom_Violence

City of Heros you could work with people much higher or much lower level :P It rocked. You where not quite as good as the people you worked with when you went with the options, but you were still useful.

I can't see how City of VIllains would be any different than that.

It isn't. CoV has the same sidekick system CoH has, only they're "Lackies" and "Malefactors". As for my dream game?

A Shadowrun MMO based off the SR4 ruleset, story arcs based on the background like CoH/CoV, NPC's that could get you one-time access codes a-la skeleton keys to get inside, and so on, so forth. They could rebuild the city of Seattle as the server and have enough for everyone to do.

Setra
2007-08-04, 12:43 PM
My dream game.. well, I'll run off a concept.

It's a Turn Based Strategy game, crossed with [insert platform here].

Resource management would be similar to the Warlords games (Though modified), however when battles are commenced, you take the place of a random, or hero unit, during the attack.

I'm thinking either FPS, Fighting, or some sort of action game.

SolkaTruesilver
2007-08-04, 09:18 PM
A space-MMO RTS that would be played much like Ender's Game simulator.

Players could practice piloting fighters, fighter wings, capital ships, capital ships wings, and even play a large-scale war (agains the AI), getting to know the game mechanics.

Your performances would be rated, in order to evaluate the skills at:

1- Piloting A figher
2- Leading a figher squad
3- etc.. (every single aspect of the game, be it leading an attacking strike force, or planning the general strategy for a whole front during the war)

Then, we would move into a huge MMO-RTS. Played by players, fought by players. At first, the developpers would be the "high-brass" of all sides, handling missions assignments to players, etc.. in order to fight the war. But eventually, the players who scored the best "High-level strategy" would become in charge.

Players who have more skill in piloting fighters, or corvettes would get proper assignements.

Players could design training simulations to evaluate players in solo mode. But only online game actions (where your "true" score can,t be erased) can really influence of the course of the war.

That way, peoples interested in strategy (be it small tactical actions, or general warlording) would get what they like, and play against other gamers like them. People who want to pilot ships in the best way possible will also get to play on this scale. Their missions would be handed out by the "Admiral" players.

Triaxx
2007-08-04, 09:30 PM
My dream game?

Picture it, an MMO, you start on a small island, with a handful of other players. You learn your basics, being taught a spell or two, learning to use a sword and being properly equipped. When you're ready to go, a ship arrives, but not from the sea. High in the sky, it descends, sails already furling in preperation to come to a complete stop, so you can board across the gangplank from the tower. Once aboard, the ship swings around, and you catch sight of the mainland and the islands that hang just off the coast, forbidding and uninviting, the islands be speak of dangers within. Crossing the center of the continent, you witness a pirate attack in the distance, fought off by powerful warships. The ship swings across the breadbasket of the land, brimming with fields and bandits alike, to come to a safe landing within the Imperial Shipyard, a huge dock complex, just north of the capital.

---

So I have flair for the dramatic. So sue me. Kidding.

Let's take the idea of the standard Sword and Sorcery MMO down another path. Instead of being limited to on foot ground combat, you can fight mounted, using specialized skills. From horse, or lizard back (no chickens), you can move to knock off your foe, or eliminate their mount. Or if you'd rather walk, you can swing your sword to cripple the mount, and throw the rider, but fail, and you might be trampled.

Of course, if you want to fly, you can, using small speedy fighter style aircraft, or in huge, armed warships. Protect your ship with magic, or board others when they engage in close combat.

To the north, an aggressive nation, involved in practices the empire at large disagrees with, but tolerates, because it has no choice. But since there are so many fighting men about, all but a handful of dungeons on the mainland have been eliminated. Instead, you fight to defeat groups of humans who have turned to banditry. Or you fight members of rival houses, to enhance your own houses standing, or build your own.

When politics become boring, or too complex, head for a shipyard, and hire a ship, to take you and your friends to one of the islands surrounding the mainland. Or you can swim, but be warned, the local wildlife might not like you swimming past. Or you might encounter obstacles you cannot pass from the sea. High cliffs, or sharp rocks, which bar your passage.

Or ride the winds or ply the high ways as a merchant, or shipping master.

Or engage in one of the events, timed and scripted battles of miniscule and magnificent scope. Fight alone to rescue a kidnapped child, or join others to lead a slave revolt against cruel masters.

And all this is just on the PvE servers. More war and battle is to be had on the PvP, but there you must pay for the priviledge of blood letting.

Vaynor
2007-08-05, 04:53 AM
Ok, imagine WoW. Now, get rid of all the classes. Add thirty or so different paths (talent trees). You get a point at each level. Most abilities are gained from these paths, and add tons of versatility to your character. All characters have a "focus" bar, which is similar to mana, rage, or energy, except it works for all abilities. All of your spells/abilities scale with level, so there is no need to train your abilities.

You can also relearn your path at a certain cost. If you are a hybrid class, for example, using the melee dps path to level your character with a few points in the instant healing tree for survivability, once you have equal points in two separate trees you can choose to merge one path into the other. So if you want to level a character faster with the dps but want to heal later on, you can put equal points in both trees, or something to that extent, and forgo your damage abilities to become a healer.

I think also items should not be so important, and have it so all items don't grant buffs to abilities, except for armor and blocking for shields, and so on.
The farther you progress down your chosen path, your abilities get better, but you lack the versatility of hybrid characters. For instance, you could be a melee damage dealing character enhanced with combat spell buffs and instant cast damage spells. You have a blackguard!

Maybe once you hit the highest level you can redo your points into any tree you currently have points in, so if you have one point in the shadow path, you could put all your points there at the maximum level. Then, at this level, your points are set in place and cannot be changed (you would have a screen to select and play around with points to see how they worked out before giving it the OK, so you wouldn't put points wrong.

Points could be redone at the loss of a level or some other penalty. The point is you mess around as your progress, until your character finds his place in the world with his unique skills and abilities.

Arameus
2007-08-05, 06:51 AM
Final Fantasy VII-2: The Legend of Curly's Gold

We've been waiting a decade. No more filler. No more bait-and-switches. No more crushing disappointment. The real sequel.

Hawriel
2007-08-06, 09:04 PM
[QUOTE=Tekraen;2977317]It isn't. CoV has the same sidekick system CoH has, only they're "Lackies" and "Malefactors". As for my dream game?

A Shadowrun MMO based off the SR4 ruleset,

I would love to have a Shadowrun RPG game. make it open like Morrow wind/Oblivion with the HIPED PROMIS of the NPC character interaction of Fable. Hell make it an online thing to, that would rock. with setting likes Seattle (of corse) Huston, London, Moskow, Tokyo, Detroit, Atlanta, Portland Origon at least thee of the NAN cities. I could go on. it would be great. And thats why it would never come to pass and if it did it would be even more broken than SWG.

sorry I read 4ed and I think it sucked. Biggest reason why. They put in alternat game play rules to make it almost exactly like 3rd ed. Dont make sence sorry. 3rd ed as just fine.