DuctTapeKatar
2017-06-29, 04:17 PM
I have had this idea in my head for a long time. I have been mulling it over, and I think that this concept NEEDS to be better explored and expanded beyond my circles.
Basically, it is an MMO which is largely based around the slaying of gargantuan monsters in the style of Shadow of the Colossus. The boss monster is supported by a selection of monsters that go about and attempt to kill the players and support the monster. The players climb around the arenas and on the monster to find its weak points while their friends act as distractions to prevent the monster and its minions from killing them. There are some twists added, like support minions that rain hails of magic at tanks, and minions that spawn on the monster's back to defend specific weak-points to spice things up, and plenty of variety in setting and monsters.
The class system is complicated. I have made a chart because of this.
*
Skill
Endurance
Magic
Skill
Assassin
Myrmydon
Ranger
Endurance
Cavalier
Crusader
Paladin
Magic
Druid
Cleric
Sorcerer
As you can see, there are three categories, and within said categories, there are sub-categories that the classes fall into. Skill is DPS, Endurance is tank, and Magic is support, as per usual. I was considering sub-classes (Like having you able to choose whether your Myrmidon was going to be a "gladiator" vs a "phalanx"), but this is long enough as-is, and I don't want to go into too that much detail right now.
Assassin: Typical sneaky rogue. High-damage, low health, like to stab giant monsters. Quickest at climbing stuff.
Myrmidon: The fighter class. Has a whacky-stick, maybe a shield, likes to hang out 'round squishies and protect them.
Ranger: Guy that can use a bow, set some traps. Maybe has a pet he can use for cool stuff. Typically used to tangle up the minions.
Cavalier: He has a horse, and it is amazing. Support for the tank, flanking the minion horde and charging through them or giving covering-fire.
Crusader: A lot of armor, big whacky-stick. Attracts the minions so they aren't paying attention to the people crawling around on the big monster.
Paladin: Whacky-stick that's on fire. Really good at taking down the smaller enemies. The big-monsters like to stomp on him.
Druid: A mage who is able to transform into different creatures to provide support to the people on the big-monster. Isn't a tank, but can get to the right places at the right time.
Cleric: Healer with a big whacky-stick. Helps out the tanks by keeping them alive while whacking minions.
Sorcerer: AOE spellcaster that either sets everything on fire or makes people chill. Has a tendency to glow ominously and attract minions while casting.
I personally think that a multiplayer version of Shadow of the Colossus should have been a thing already, but wanted to throw this out. There is plenty of ways that this idea can be implemented, and I think that there is a lot of potential with PVS with this (giant monster with player support vs. giant monster with player support).
... Well, I guess I need feedback, criticism, and concept-building.
Basically, it is an MMO which is largely based around the slaying of gargantuan monsters in the style of Shadow of the Colossus. The boss monster is supported by a selection of monsters that go about and attempt to kill the players and support the monster. The players climb around the arenas and on the monster to find its weak points while their friends act as distractions to prevent the monster and its minions from killing them. There are some twists added, like support minions that rain hails of magic at tanks, and minions that spawn on the monster's back to defend specific weak-points to spice things up, and plenty of variety in setting and monsters.
The class system is complicated. I have made a chart because of this.
*
Skill
Endurance
Magic
Skill
Assassin
Myrmydon
Ranger
Endurance
Cavalier
Crusader
Paladin
Magic
Druid
Cleric
Sorcerer
As you can see, there are three categories, and within said categories, there are sub-categories that the classes fall into. Skill is DPS, Endurance is tank, and Magic is support, as per usual. I was considering sub-classes (Like having you able to choose whether your Myrmidon was going to be a "gladiator" vs a "phalanx"), but this is long enough as-is, and I don't want to go into too that much detail right now.
Assassin: Typical sneaky rogue. High-damage, low health, like to stab giant monsters. Quickest at climbing stuff.
Myrmidon: The fighter class. Has a whacky-stick, maybe a shield, likes to hang out 'round squishies and protect them.
Ranger: Guy that can use a bow, set some traps. Maybe has a pet he can use for cool stuff. Typically used to tangle up the minions.
Cavalier: He has a horse, and it is amazing. Support for the tank, flanking the minion horde and charging through them or giving covering-fire.
Crusader: A lot of armor, big whacky-stick. Attracts the minions so they aren't paying attention to the people crawling around on the big monster.
Paladin: Whacky-stick that's on fire. Really good at taking down the smaller enemies. The big-monsters like to stomp on him.
Druid: A mage who is able to transform into different creatures to provide support to the people on the big-monster. Isn't a tank, but can get to the right places at the right time.
Cleric: Healer with a big whacky-stick. Helps out the tanks by keeping them alive while whacking minions.
Sorcerer: AOE spellcaster that either sets everything on fire or makes people chill. Has a tendency to glow ominously and attract minions while casting.
I personally think that a multiplayer version of Shadow of the Colossus should have been a thing already, but wanted to throw this out. There is plenty of ways that this idea can be implemented, and I think that there is a lot of potential with PVS with this (giant monster with player support vs. giant monster with player support).
... Well, I guess I need feedback, criticism, and concept-building.