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  1. #1
    the_mango55's Avatar Comes Rei Militaris
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    Default The Dream RPG thread

    I know there's a dream game thread, but this is specifically for RPG's, plus I don't feel like necromancy today.


    My dream is an RPG set in the Assassin's Creed (AC) world. The game world would be almost completely unchanged (the cities at least). But rather than being an assassin, you would start as one of several different classes, starting city and equipment would vary based on your choice.

    The world, while looking the same as AC, would be more interactive. You would be able to speak with people (they would mostly ignore you, or have not much to say), there would be a gold and inventory system, Merchants would sell things to you, you would have a house (anywhere from a shack to a mansion, upgradable), and you could have party members, which could be friends or hirelings. All the armors seen in the game would be wearable (depending on class), as well as some new ones.

    The character system would be similar to Fallout. You would have abilities, skills, and weapon proficiencies. The character you chose would not be limited by their class, with training, a knight would be able to scale a wall, and a theif would be able to wear heavy armor, but neither would be nearly a proficient as the other class.

    Abilities both modify base outputs and skills. Abilities include (ability - description):
    • Strength (str) - governs what armor you can wear and how powerful your hits are
    • Agility (agi) - governs how accurate you are with ranged weapons and how good at climbing you are
    • Speed (spd) - governs the maximum speed you run and how well you can jump
    • Endurance (end)- governs how much stamina to run and fight you have, as well as your health
    • Intelligence (int)- governs how quickly your skill increases (more points per level) and how observant you are.
    • Charisma (cha)- governs NPC interactions and party size


    Skills are dependant upon abilities, and have more specific functions. They include (skill - modifying ability - description):
    • Melee fighting - str - offensive skill with arms
    • Armor proficiency - str - determines encumbrance and protection while wearing armor
    • Intimidation - how physically threatening the character is
    • Climbing - agi - determines climbing speed and ability
    • Stealth - agi - determines the effectiveness of sneaking and blending
    • Marksmanship - determines skill with ranged weapons
    • Riding - spd - determines horsemanship
    • Balance - spd - how well a character stays on his feet
    • Jumping - spd - how high and far a character can leap
    • Toughness - end - reduces amount of damage taken
    • Defense - end - effectiveness at blocking and countering enemies
    • Conditioning - end - determines health regained by resting/eating, how long the character can stay awake, and rate of fatigue
    • Thieving - int - effectiveness at picking pockets and opening locks
    • Education - int - formal knowledge the character possesses
    • Medicine - int - Effectiveness at the healing arts
    • Barter - cha - effectiveness at trading
    • Diplomacy - cha - effectiveness at convincing others
    • Leadership - cha - determines party size and NPC interaction


    Weapon proficiencies, points are given on level up, as well as increases through use:
    • Swords
    • Axes
    • Blunts
    • Polearms
    • Throwing
    • Bows
    • Crossbows


    Next post is classes
    ttt
    Adopted son of Lord Sephiroth, Youngest sibling of Pent uP Rage, Prarara the Great, Nerwen Carnesîr, TB666 and, Boudicca. In the great Family of the Black Prince

  2. #2
    the_mango55's Avatar Comes Rei Militaris
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    Default Re: The Dream RPG thread

    Classes
    Each class starts in a certian city, with a home in that city, and a horse.
    Most Abilities start at average, with two above average and two below average
    Each class starts with low skills, he has two primary skills that start much higher, and two secondary skills that start somewhat higher.
    Each class starts with some weapon proficiencies being higher than others.
    Finally each class starts with some low end gear (some classes more low end than others)

    Lets start with the familiar one,

    Assassin
    Starting city: Masyaf
    Abilities: High AGI, SPD; low CHA, END
    Skills: Prim- Stealth, Jumping; Sec- Climbing, Melee fighting
    Weapon: sword, throwing
    Starting Equipment: Cloth robes over leather armor, sword, throwing knives

    Impoverished Knight
    Starting city: Acre
    Abilities: High STR, SPD; low AGI, INT
    Skills: Prim- Melee fighting, Riding; Sec- Armor proficiency, Diplomacy
    Weapon: Sword, Polearm
    Starting Equipment: Sword, Shield, Lance, Rusty Mail, Nasal Helm

    Scholar
    Starting city: Jerusalem
    Abilities: High END, INT; low STR, AGI
    Skills: Prim- Education, Medicine ; Sec- Diplomacy, Defense
    Weapon: Blunt
    Starting Equipment: Cloth Robes, Cudgel, Medical Bag, turban

    Man-At-Arms
    Starting city: Acre
    Abilities: High STR, AGI; low INT, CHA
    Skills: Prim- Melee fighting, Marksmanship; Sec- Defense, Toughness
    Weapon: Sword, Crossbow
    Starting Equipment: Light Crossbow, Short Sword, western Leather armor, kettle hat

    Wealthy Merchant
    Starting city: Damascus
    Abilities: High INT, CHA; low STR, END
    Skills: Prim- Barter, Diplomacy; Sec- Riding, Education
    Weapon: Sword
    Starting Equipment: sword, wealthy robes, jeweled turban

    European Noble
    Starting city: Acre
    Abilities: High INT, CHA; low AGI, END
    Skills: Prim- Diplomacy, Leadership; Sec- Melee fighting, Barter
    Weapon: Sword
    Starting Equipment: sword, rich clothes

    Freed Mamluk
    Starting city: Damascus
    Abilities: High STR, SPD; low AGI, CHA
    Skills: Prim- Melee fighting, Armor proficiency; Sec- Medicine, Riding
    Weapon: Axe, Polearm
    Starting Equipment: axe, spear, shield, lamellar armor, mamluk helm

    Desert Raider
    Starting city: Damascus
    Abilities: High SPD, END; low INT, CHA
    Skills: Prim- Conditioning, Riding; Sec- Melee fighting, Toughness
    Weapon: Polearm, Bow
    Starting Equipment: spear, shield, short bow, leather armor, turban w/facemask

    Northern Mercenary
    Starting city: Jerusalem
    Abilities: High STR, END; low INT, CHA
    Skills: Prim- Melee fighting, Defense; Sec- Toughness, Intimidation
    Weapon: Axe, Throwing
    Starting Equipment: 2 handed axe, shield, throwing axes, mail hauberk, nasal helm

    Thief
    Starting city: Masyaf
    Abilities: High AGI, INT; low STR, END
    Skills: Prim- Climbing, Thieving; Sec- Jumping, Stealth
    Weapon: Dagger, Bow
    Starting Equipment: dagger, short bow, theives tools, light leather armor

    Marksman
    Starting City: Jerusalem
    Abilities: High AGI, END; low SPD, CHA
    Skills: Prim- Marksmanship, Conditioning; Sec- Climbing, Stealth
    Weapon: Bow, Blunt
    Starting Equipment: recurved bow, mace, leather armor, light helmet

    I may add brief descriptions later.
    PS. In case anyone is wondering why I spent so much time on this thread, I couldn't sleep and was bored.
    Last edited by the_mango55; July 12, 2008 at 07:33 AM.
    ttt
    Adopted son of Lord Sephiroth, Youngest sibling of Pent uP Rage, Prarara the Great, Nerwen Carnesîr, TB666 and, Boudicca. In the great Family of the Black Prince

  3. #3

    Default Re: The Dream RPG thread

    Quote Originally Posted by the_mango55 View Post
    ......
    Really nice ideas for a "work of boredom". +rep
    It sounds quite interesting to combine the open world of AC with a much larger dimension of gameplay. The only problem that I see here would be to make up an interesting story that can both include any of the possible classes as a player character and still make sense. Of course, a "sandbox" game would be possible as well but imo that's even more difficult than making up a fitting story because you would have to put huge amounts of motivating possibilities in the game.

    Quote Originally Posted by Thanatos View Post
    I just want a world as big as Morrowind, with as many quests as Morrowind, with the fighting style of Dark Messiah. There.
    Add in some great story and storytelling and I'm with you completely - a good story(telling) and action-rich fighting system were pretty much everything that I miss in Morrowind in retrospective (the "epic scale" being there already and done well).

  4. #4

    Default Re: The Dream RPG thread

    Nice concept.

    Someone should make the game.

  5. #5
    Thanatos's Avatar Now Is Not the Time
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    Default Re: The Dream RPG thread

    I just want a world as big as Morrowind, with as many quests as Morrowind, with the fighting style of Dark Messiah. There.

  6. #6
    Elzabar's Avatar Krazy Kiwi
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    Default Re: The Dream RPG thread

    I want Bethesda to make this world.

  7. #7

    Default Re: The Dream RPG thread

    Quote Originally Posted by Elzabar View Post
    I want Bethesda to make this world.
    Daggerfall had the entire world if I'm not mistaken. Although Daggerfall was extremely buggy and near impossible to play.

  8. #8
    HaveFallen's Avatar Centenarius
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    Default Re: The Dream RPG thread

    I love what you put down mango, but with me, I would like it a little less Obliviny like that. I am a storyline guy. SO my Dream rpg would be something, just...Beautiful. So Beautiful, tear uhh, makes you cry, and so actiony I don't know how to say it.
    If I can't cheat, how will I get through school???

  9. #9

    Default Re: The Dream RPG thread

    Sounds fun.

  10. #10
    Ulyaoth's Avatar Truly a God Amongst Men
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    Default Re: The Dream RPG thread

    I wouldn't care for specific setting, as most settings are pretty interesting to me, although right now I'm most interested in apocalyptic settings(fallout). But anyway, all I'd need for a perfect RPG, of any setting, is what would make any game perfect for me, tons of interactiveness and dynamicness, which I feel is why I'm getting bored of gaming, there's no actual improvements being made other than tiny baby steps towards more dynamicness and interactivity, game makers are focusing mainly on making things extremely shiney.

    Anyway, what I mean by dynamicness is, say in Oblivion, rather than things pop up out of nowhere, all resources would have to be mined, chopped down, shipped in, etc. I'd like to be able to go build an army and raid farms and starve a city, or drive prices up and watch poor people drop dead in the streets. I'd like to be able to burn down or chop down a forest. To be able to go and steal every steal from the ruins and build myself an evil tower where I'd sit atop and shoot fireballs at boats bringing in precious food to port, thus forcing everyone to buy my extremely overpriced food.

    I'd also like to be able to change how my character looks other than clothes. Have his beard grow and I'll need to shave and get haircuts, etc. Get tattooes, whatever. I'd also like to be able to cripple people, just for no reason cut a guys leg off and watch him hop around, come back a year later and see him still hopping around or have a peg leg, and steal it.

    If I don't like the ugly imperial city, I want to be able to take it apart and rebuild it how I want. To grow new forests to replace burned down ones. See little baby bears running around.

    I know all this is most likely many many many years away, but I can dream, one at a time little parts of what I want finally make their ways into games. Maybe when I'm an old fart half of what I want will be available in games.
    I'm cold, and there are wolves after me.

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  11. #11

    Default Re: The Dream RPG thread

    The year is 3412. The world is in ruins and only one man can save it: Shaquille O'Neal.
    Play in the massive ruins of Neo-Tokyo where B-Ball is king but watch out for mecha-Godzilla. Explore over 100 basketball courts or just jam in the streets. 14 street gangs that can become friendly or hostile to you.
    Earn experience to improve your shaq-fu which abilities such as: jump shots, slams, jams, psychic powers, lasers, and flight. You have enough Gatoraid you hack into the opposing team's scoreboard for extra points.
    Real voice acting by Shaq, LeBron James, Larry Byrd, Yao Ming, and many more NBA players.
    Also featuring a new turn based battle system for those who don't want to pause the game to go to the bathroom.

    Are you ready For:
    Shaq Fu 2: Welcome to the Thunderdome.

  12. #12
    Thanatos's Avatar Now Is Not the Time
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    Default Re: The Dream RPG thread

    Shaq Fu 2.... Oh God...

  13. #13

    Default Re: The Dream RPG thread

    Total War type recruitment and army building system, combined with a Pharaoh type city building/settlement managing system, and you fight battles in an open ended Oblivion type world.

    System requirements - liquid nitrogen cooled hexa-core processor, 2 petabytes static ram.
    "If we didn't have cruxifixion, this country'd be in a right bloody mess"

  14. #14
    Thanatos's Avatar Now Is Not the Time
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    Default Re: The Dream RPG thread

    Quote Originally Posted by St Naffatun View Post

    System requirements - liquid nitrogen cooled hexa-core processor, 2 petabytes static ram.
    It also needs to be made of mithril from the proud dwarves of Middle Earth and look like the monolith from 2001: A Space Odyssey.

  15. #15
    hellheaven1987's Avatar Comes Domesticorum
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    Default Re: The Dream RPG thread

    Why no WH40K: RPG???

  16. #16

    Default Re: The Dream RPG thread

    My dream rpg's design is simpe in words, but impossible in execusion, at least for the next few centuries I'm guessing

    Basically: AI

    and i don't mean simple AI algorithms that make people do certain stuff during certain conditions, pathfinding, etc etc

    I mean Artificial Intelligence. I dont care what world you use. Elder Scrolls, Warhammer, AC. As long as the characters inside are dynamic, learning, interesting beings that change with each play through. They would think they live in a real world and give quests accordingly,... well the posibilities are endless. Of course there would be safe-guards against the AI taking over computers then eventually the internet and turning it into Skynet...

    Edit: Oh also, an extensive magic system. I like magic. I like burning stuff....
    Basically instead of predefined magical spells, you are able to customize and invent your own spells as your "magician" progresses. I guess this would also be very hard to do (and i don't mean like in the Elder scroll games where you can customize your spells damage, durations etc)
    Last edited by Soul Forge; July 13, 2008 at 11:41 PM.

  17. #17
    Renegen's Avatar Senator
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    Default Re: The Dream RPG thread

    I started (and barely quit 30 mins in) this game called Whale's Voyage. It had the best character creation system of any game. The skills available were also great. The creation system actually had a lot in common with Battletech. I never played the Battletech RPG tabletop, but I've read much of it and it's amazing. I would love an RPG in the Battletech universe, random character and everything.

    If you don't know, the character creation is kind of random. It really puts the ROLE PLAYING in RPG. So say you roll a rich aristocrat, from a particular planet, that flunked mech school, received some kind of permanent trauma, lived in the forest, and is very charismatic.

    You have some influence, for example you have some stat points that influence your rolls. The stat points however are very smartly designed, very fresh. You also have skills, one skill for example is "connected" that allows you to purchase more goods. Easy, yet missing in most games. Skills aren't limited to a faster punch.

    With the roll of a dice your character would go anywhere from flunking school to being the best cadet ever, and it changed significantly your character.

    When's all said and done, you are dropped in the world, strengths and faults all together. And of course, what a complex world it is! Hundreds of planets, dozens of factions, an advanced and different society.

  18. #18
    Ahlerich's Avatar Praeses
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    Default Re: The Dream RPG thread

    id like a new series of games set in a certain fantasy world.

    skills and charactaristics of the player(s) should be reflected and tied in the story.
    i mean there should be often rolls to figure out if the chard does s th or failes. that could be things like jumping over a river or examining signs in nature to leran more or discover s th about a cult ans so on. in most games the skills are just for something specific. lure to id strenght to dmg etc.

    the skills and charactaristics of chars should influence the storyline more
    chars interacting with each other in an interesting ways also would be gtreat, just like bg eg or even more.

    the game should feel alive and chars should be interesting like main characters in movies. i wanna be curious about them and kinda develop a relationshit with them

  19. #19

    Default Re: The Dream RPG thread

    Aside of a particular idea of mine, I am really happy with certain features for an RPG rather than a dream example.
    • Ancient, Middle Eastern, or Chinese Setting: If not set in those periods, then at least provide for their representation (like Diablo II did). I'm really tired of the same corner of ye old england and what new visuals and new settings.
    • Toolset: A toolset that is both accessible and intuitive, as well as capable of great depth and detail.To me this is the biggest dream feature for any PC rpgs. My greatest roleplaying time was on the custom servers of NWN, and rather than require the developers to create the ideal experience I'd rather they give us the tools to make our own.
    • Twitch Combat: Only applicable if the game is third person or first person, and not isometric. I've disliked the idea that RPG is translated into Roll rather than Role, it thinks you have to have slow methodical combat or a hands off approach. The flipside is when people create games that are more action with RPG than RPG with action. Deus Ex and M&B are the ideals I'd wish the game to aim for, DX primary but with M&B's method of sword combat made deeper.
    However my dream RPG is a much more unorthodox idea, a daunting challenge but one I believe is certainly possible as a next generation MMO. What I've found flawed in people suggesting new MMO ideas is that while the setting they'd use is awesome (like Dune, or KOTOR), the "engine" it would use would be the very same that WOW, AOC, Guild Wars, or Everquest used, and would fail to shake off what makes people dislike (or be addicted to) MMOs. Grinding, raiding, hotbars, these are things people expect of a MMO the same way they expect a floating gun for a shooter or resource management for an RTS. My dream MMO would try to remove those archaic features.

    Premise: "Civilization the MMO"
    • The game would be an MMORTS/RPG hybrid, drawing upon Total War (Battles), Civilization (Peace), the RPG Genre (Paper Doll System, development of levels or 'quality'), and in some ways Populous or Spore.
    • The game would be fully PVP based, with players competing and cooperating with one another in order to advance in trade, knowledge, or power.
    • "Characters" are not individuals, but rather "Peoples", which range from small individual tribes to clans, city states, Feudal holdings, a General and his Army, a Governor and his governance, and so on.
      • In cases where your people are led by a single individual, then both the people + the ruler have rpg stats.
    • Levels are based around the status of your people's civilization. Once past the tribal level, you are not obligated to level up in order to grow stronger - Barbarians have their +s and -s, Empires have their +s and -s. The levels are:
      • Tribal
      • [Barbarian] Clan
      • Nomadic Clan
      • City State
        • One player can play all of these.
      • Kingdom
        • Essentially a guild, where each feudal noble is a player as is the King.
      • Empire
        • A guild of guilds, with various methods of operation. The Roman Method would have these player roles:
          • Emperor
          • Governor [Focus on Peace]
          • General [Focus on War]
          • Vassal
    • Instancing: Regions are instanced by geographic grouping. So if you took Italy, it would have a North Italy Instance, Central Italy Instance, South Italy Instance, and Sicily Instance. This way warfare would happen in real time, seamlessly from the transition of city management.
    • Defeat: This has been difficult to deal with, so it's still uncertain. Originally being conquered meant you were either made a vassal or absorbed by the conqueror in which case you either serve him or you start a new people. I realized that's too hardcore, so the new system I had in mind would have the conquered survive no matter what, but remain at a major disadvantage in certain cases. The very worst case would be like Troy - you lose everything, but you escape with Aeneas and a small population.
      • Victor: When a conqueror wins over someone, they have a few choices.
        • Pillage and plunder and return home - The conquered retains control and is merely at a disadvantage.
        • Make the conquered a vassal - The conquered has to serve the conqueror. They are held to certain quotas that have to be met, otherwise the conqueror can completely remove them from power (In which case they escape with a very small population) with little/no penalty. Conquered players fulfill their loyalty requirements by fighting enemies of the conqueror, sending him troops, sending him money, and in general being his .
          • If a vassal rebels and fails, then he's removed from power and escapes with a small population.
        • Assimilation - Attempt to force your direct rule over a region. This becomes more and more difficult the more culture & piety a conquered people have. If the people rebel and fail, then the conquered player still remains in power. A conqueror who keeps having the conquered people rebel will end up obligated to either make them a vassal, or just plunder them and go home.
        • Slaughter the majority - The conquered manages to escape with a very small population.
          • This would probably be reserved only for Nomad players, and would result in an incredible hit to their reputation. It's also incredibly disadvantageous because you get nothing by it except reputation.
      • Conquered: The loser has a few choices too.
        • They can serve as a loyal vassal or try to rebel.
        • They can willingly concede control as a vassal and join the conqueror's faction (if it is a kingdom or Empire). This gives them no control over their people, but now they can become a governor/general/lord of the empire/kingdom.
        • They can choose to escape with a small population and try to start things over.
    Civilization
    I am not sure how the Peace portion of the game would work out. It would need to be very deep in order to keep people's interests outside of Warfare, but I also want it to not be like "I need to grind to unlock philosophy".
    • Levels of Civilization: As mentioned, there'd be 6 levels of civilization. Each has their own tasks as well as own features, so it's almost like you are leveling up 6 different classes in a single character. Players are not required or obligated to level up once they are past Tribal - A barbarian or city state player can still be a very real threat and a very potent power. They can also participate in endgame.
      • TRIBES: The earliest level. Players main concern is food and water, with small needs of trade, religion, and warfare (Skirmishing mainly). Examples are Native Americans or African Tribes.
      • CLANS - BARBARIANS: The real start of the game. Players have to worry about food and water, but also a greater need of trade and religion, and a full concern of Warfare. Examples include the Gallic Aedui, Muhammad's Quraysh Tribe, or the Visigoths.
      • CLANS - NOMADS: Hardcore mode for PVP. Players have to worry about food and water but war is first and foremost an issue. You win or lose by war.
      • CITY STATES: The real start of the game with an emphasis away from exclusively PVP. You have the full concern of food and water and also warfare, but now you have economics, culture, and politics to deal with. This is the last solo player level.
      • KINGDOM: A guild, basically. One player is the monarch, while all other players are nobles, lesser royalty, or vassals. Food, Water, Warfare, Economics, culture are all concerns, and politics is especially one because your vassals and nobles may not exclusively be your friends. Examples are Medieval Europe and Sassanid Persia.
      • EMPIRE: Guild of Guilds. One player is the Emperor, while all other players are lesser kings, vassals, generals, or governors. You have all worries to deal with with great intensity - An Empire has a much harder time simply going off to war than a barbarian clan does.
        • An Empire would be a truly epic achievement, and the rise and fall of one would make its way into the history of the server and the memory of the players. This wouldn't just be "lol Illidan died again".
    • Culture/Religion: Players who don't want to be warmongers aren't at a disadvantage towards retaining their individuality. Culture/Religion bring many benefits and would be involved in many things, but lead amongst them is securing a national identity. Take a people with high identity (The Jews, the Greeks, the Romans) are much harder to conquer and MUCH harder to assimilate than those of low identity (The Celts, certain Anatolian peoples). What this basically means is it might be easier to defeat the Jews in War, but its much harder to completely subjugate them.
    • City Approach: In an ideal world, it could feature full fledged city management. I have no idea if that's too grandiose for a game already featuring warfare, but it would be a dream to have the peace management of cities be a mixture of Civilization depth and City-Building interaction.

    Combat
    • Summary: Combat is dealt with like on the Total war Battlemap. Moral, formations, tactics, and so on would take importance over unnecessary micro or zerg rushing.
    • Control: Emphasis would be on less units with more control. You will be able to specify broadly how you want them to fight: Offensive or Defensive, passive or aggressive, ect.
    • Paper Doll: Each soldier can be outfitted specifically, or be left to outfit themselves as they deem fit. Take a farmer, give him a mail shirt, a tall scutum, a short sword, a roman helmet - train him, then on the battlefield tell him to fight defensively and boom you created a Roman legionary.
    • Real Men: There would be at the very least a shallow face to each of your men. They'd have names, they'd have origins, they would have minimal stats and be able to 'level up' slightly.
    • Origins: The origins of your recruited men would reflect in their skills. A player from a mountainous Balkan region would recruit men predisposed to bow or javelin based guerilla warfare.
    • Scaling of Control: "The less civilized, the more men a single player can command". This is to encourage/demand the kingdom and empire players to work together to succeed. A hypothetical is that 1 Clan player can control 400 men, 1 city state player can control 300 men, 1 Feudal Noble can control 200 men, 1 General can control 100 men.
      • However at Kingdom & Empire level, the single ruler can scale how much men one of his subordinates can command. Naturally bestowing too much power in one man is risky.
      • Of course, 1 barbarian player cannot bring the technology to bear that 1 General could.
    Setting:
    • Worlds: Each server would be set in their own world with unique geography, with a timeline or technology starting in the stone age and ending in the earliest onset of gunpowder.
    • Atmosphere: The game would be "Fictional History" or "Fantasy Historical". This writeup assumes the former, where there's no gods, no true mythology and no magic.
    • Leveling Zones: In order to keep friendly to newly arrived players after everyone else has established themselves, there would be a three types of areas, which would 'cap' the possible level of civilization your people have. This way you don't have empires playerkilling tribes all the time.
      • "Savage": Limited to Tribes only. "Newbie zone" corresponds to North America, some of the interior of Africa, and to an extent the baltic and northern europe in the bronze age.
        • When a tribe has reached sufficient power, they can transition into the barbaric territory and become a nomadic or barbarian clan.
      • "Barbaric": Limited to Barbarian and Nomad Clans only: These correspond to the Steppe, the Arabian Desert, much of the Hindu Kush, and Germanic lands around Caesar's time.
        • Barbarians and Nomads have two options for transition:
          1. Migrate whenever they choose to into civilized land and find their own patch of land. A few ways they could are:
            • Conquest.
            • Colonization (Take land nobody had)
            • Invitation - Be invited by a Kingdom or Empire to settle in their lands, and serve them like the Visigoths served the Romans.
          2. Wait in the "Barbaric Lands" for a Migration Event. This would happen when enough Clan players are condensed into a barbaric land. The Clan players would get a buff and a Turkish/Germanic style mass migration occurs.
      • "Civilized": The vast majority of the map. Full PVP, no limits - Barbarians and Nomads can also settle here.
    Roleplay
    The roleplay would be of players creating their own history, their own stories and legends of wars and culture and interaction. It would be peoples not characters that level up in knowledge, power, abilities or skills, with a shallower RPG dynamic in place for individual soldiers & dynastic rulers. What I want in this dream RPG is roleplaying amongst players and not AI, where the content is drawn from and created by the players like Children with Legos. This game would demand that you conquer and fight, but also encourage conquerors to work with their conquered and additionally demand that you do so to reach the higher levels. Players have to work together, but they also have to be Machiavellian.

    The hypothetical, or dream, endgame I would imagine for this game would be something where across the sever stands only a handfull of Epic Empires, monumental in size and grandeur as like giant Suns smaller kingdoms and powers revolve around them. Vassals, Allies, neutral and hostile to the great empires, they are both pawns in the struggles of these titans as well as using the Empires as Pawns themselves. City States are played against by rival empires, Barbarian and Nomad Clans are enlisted by Kingdoms as allies and mercenaries for their petty feuding.

    On the fringes of civilization the populations of the uncivilized barbarian swells until the land bursts with migratory invaders, spilling across the border seeking conquest and plunder. City States gird their loins and work out shifting alliances to survive the onslaught, while Kings and Emperors summon their subject players to arms who command the bulk of their military.

    And yet you, a noble or a general or a vassal, maybe, just maybe, you don't hear the call, you don't arrive in time.
    • Maybe you worked out a deal with the barbarians
    • Maybe you took your men and sought to protect your own lands
    • Maybe you are bitter at being conquered, at losing your sovereignty, and seize your chance at freedom.
    And so the line fails, the barbarians sweep across the civilized world. And yet the world does not end even when the Empire may. Barbarian clans come and leave with plunder, others remain and establish their own kingdoms amongst the surviving pieces of the shattered land. Some may even try and present themselves as a continuation of what they ended, while some players of that Empire might try and bring it back to its rightful glory. All in all, the world would continue. Endgame's goal is to conquer the world, but if anyone would ever manage it it would be something that would amaze the entire community. There's no boss to constantly grind, no instance to go to time and time again (Unless you count Mesopotamia as an instance. ).

    =======================================================================================

    I originally saw the dream MMORPG-RTS as a fictional history setting, but given the inspiration came much from Populous and Black and White, another idea was for it to be historical fantasy, with a mythological and divine presence. Players would be the Gods of their people, rather than the people or their rulers, which would place an increased importance on religion. Magic and fantasy could be present, and players could have both their deity, their people, and potential heroes (Rustam, Hercules, Aeneas) level up and experience RPG functions.

    In addition, it might open up the possibility of non human races, though I would never want humans to be marginalized like they were in WoW. Thus it'd be best not being the usual tripe of elves and orcs, but rather mythological sentient humanoids like Dijinni.
    Last edited by Ahiga; July 15, 2008 at 12:42 AM.

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