Stormsinger 0 Report post Posted December 17, 2007 So here i am again, one failed game, another proposed.So its kind of table top style, although for computers practice i think i'll code it to the website.- Quasi Warhammer fantasy- Units of soldiers, medieval, in group-commander formations doing battle.- Include a town system- Include a reputation score for you as the leader, and each subhero- 5 or 6 stat system arranged in a circle- Each stat having an effect, plus each touching pairs have an effect- Non-linear dice rolling system- Combat manuevers to incorporate mental stats to physical combat- Morale/leadership an important factor- an attempt at including awareness, sneaking Str Dex or Str DexEnd Per End Int Cha Int ChaWhich is strength, dexterity, perception, intelligence, charisma, endurence.Strength - obvious, plus to damageDexterity - obvious, plus to movementPerception - awareness, noticing thingsIntelligence - number of battle manueversCharisma - luck, self confidence, the essence of what makes a hero heroic, acts of confidenceEndurence - physical toughness, Hit pointsStr + Dex = Physical = combat, jumping, climbingDex + Per/Int = Reflexes = combat defense, ref save vs explosions, siege weaps, etc. Int + Cha = Leadership = morale, standing firm as things charge, etcCha + End = Willpower = not running when your friend next to you gets smashed by a catapult bulletEnd + Str = toughness = toughing out weak blows so they don't effect youThis will obviously be multiple-parts Share this post Link to post Share on other sites
DeM0nFiRe 0 Report post Posted December 17, 2007 Hmm, this does look like some pretty interesting planning for mechanics, however you don't seem to have much along storyline. Actually, you have none!Now, you may not necessarily know what you want to do for a story, however if you don't have a story you probably shouldn't have a title either! :PMy reccomendation to you would be to start working on your story now, then choose a title based on the story. If you choose a title now, it may limit you later if you try to force the story to fit into the title. Share this post Link to post Share on other sites
Stormsinger 0 Report post Posted January 2, 2008 (edited) Touche, i am forgetting some important details regarding storyline and such.This game will have a webgame feel. It will be two parted, one part city building, one part hero questing. Players are all leaders.They have standings and followings in cities.The more reknown and legendary their status the more options they have. Temples created in their honor forts in their name Faith devoted to them soldiers ready for the call-----------Or--------------They are the leaders of a small cityThey control their city and population as loosely or strongly as they likePopulation satisfaction will be one of the most important attributes-------------The higher the population happiness and support for their leader(the player)The more faith/energy they will contribute.This will be important as it will be the "energy source" of all magical items.Magical items will be energy or charge based. Easy to grant a small charge, difficult to charge higher.So if you have a number of items that can be useful with only a small ammount of energyPerhaps it works best to use them, recharge, use, recharge.Jewels will be the medium of energy. Items will be able to *socket* jewelsLike rechargeable batteriesThe size will be max storageThe quality will be ease of charging(may start to wear over time)The color will be what type of magical items use them---------------Include a possible king's favor part of the systemPeople can do tings and offer gifts in the name of the kingThen 'buy' things with their favorStandard buyable items, land.. etc, at a specific priceAlso rumors about good timing and such, deals bargains Edited January 2, 2008 by Stormsinger (see edit history) Share this post Link to post Share on other sites
Stormsinger 0 Report post Posted January 2, 2008 The main part of the game will be adventuring and questing.The player starts by training/acquiring/hiring hero typesThen the player looks to rumors being heard, or information he hasThe player assigns whichever of his heros he thinks will suit the job Along with a number of brute soldiers to accompany, if desiredAnd sends them out to quest.At this point te game goes from city management to tactics.Monsters, traps and treasure will be found.The heroes can gain Experience and skills Acquire magic items/abilities Convince the minions to work for them--------A number of locations will be good for reusing. Laboratories designed to work with magic, Magic springs for collection, Mines for minerals, Bestiary for raising creatures, Reasearch laboratories Storage of unsafe/immoral items Special Training places Ritual sites Science laboratories Special material workshops Any number of ideas-----Locations so created / collected are still openAt random intervals rumors may pop up involving them Depending on how remote, how much care is taken to security etcStandards are set up, what happens if a passerby finds them. Do you attempt to kill? Do you ignore them?Do you ask questions and then kill/release?--------All options set will impact their reputation score if found out.A failed attempt to kill a passerby will not reflect well...-------Players will also have the ability to start rumors----Php table will hold various degrees of rumorsKingdom/Region/LocalRegion of the western inlandTown A of west plains Town D of Red forestTown B of west plains Town E of red forestTown C of west plains Town F of red forestRegion of the islandsTown G of the Coast Town I of the JungleTown H of the Coast Town J of the JungleA small rumor of Town C will be on west inland listA medium rumor of Town C will be on the west inland list and the red forest listA large rumor of Town C will be on all 4 listsSo each area has a rumor list. When a rumor is created its size its examined and it is added to each list appropriate.-------------Stat systems Strengh Dexterity Endurence Awareness Wits Charisma Physical Toughness Reflexes Willpower Negotiate LeadershipStrength = + to weapon damageDexterity = + to move speedAwareness = Trap/Surprise/SpotCharisma = Acts of Luck/ConfidenceWits = Manuevers/Special movesEndurence = Hit pointsPhysical = Combat/jumping/climbingReflexes = Defense/explosionsNegotiate = Lying/Sense Motive/ConvincingLeadership = Commanding troopsWillpower = Conquering Fear, def against mind abilitiesToughness = Surviving combat/poison Share this post Link to post Share on other sites
DeM0nFiRe 0 Report post Posted January 2, 2008 Wow, you seem to have a lot of plans for this game. However, I still don't see much in the way of storyline yet :)A story is a very important part of a game like this. One you have a story laid out, you also have another problem to work out. How are you going to make all of theses systems, and what are you building this game from? Share this post Link to post Share on other sites