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Enker
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An English Graphic Designer and Illustrator with a passion for gaming!
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Mission-Based RPG
As far as unlocking classes goes for the game, we have two choices available to make things more interesting.
1. Link it directly to the level of your main character - in this manner as he or she moves through levels 1 - 50, new classes are always being unlocked to add depth to the experience. From a starting pool of 20 classes available and of course being based at level 1, you then progress to level your character over the course of play, being rewarded with 1 or 2 new classes each time your character gains a level. This option puts extra importance upon your hero character and makes them more of a focus for levelling.
2. Having a set cost for each new set of 20 character classes (starting with 20 without cost) and then having to purchase each new set by collecting enough VP to access them in a downpayment. The next (higher) cost for the next 20 classes will then be posted and must be met. This option adds more depth to the VP system and means that you will be forced to choose carefully if you should purchase new units, gear for old ones, items, or save for the next set of classes. Adding more tactical depth to play choices.
Is there a preference?
1. Link it directly to the level of your main character - in this manner as he or she moves through levels 1 - 50, new classes are always being unlocked to add depth to the experience. From a starting pool of 20 classes available and of course being based at level 1, you then progress to level your character over the course of play, being rewarded with 1 or 2 new classes each time your character gains a level. This option puts extra importance upon your hero character and makes them more of a focus for levelling.
2. Having a set cost for each new set of 20 character classes (starting with 20 without cost) and then having to purchase each new set by collecting enough VP to access them in a downpayment. The next (higher) cost for the next 20 classes will then be posted and must be met. This option adds more depth to the VP system and means that you will be forced to choose carefully if you should purchase new units, gear for old ones, items, or save for the next set of classes. Adding more tactical depth to play choices.
Is there a preference?
Mission-Based RPG
As far as the first release goes (which will very much serve as an introduction to the system and training missions) we'll probably be quite plot light. But how about something along the lines of . . .
Four hundred years ago the wind stopped and the world was covered by a deadly mist that swept across the land, bringing with it monsters previously unseen. People survived by withdrawing to a single continent high among the clouds, and there life continued. Mysteriously the wind has returned and as it shifts new areas of the lost world below become uncovered for the first time in generations.
Yourself, as either a commander who volunteers or a prisoner pushed back into service (depending on if you chose light or dark as your key trait) are charged with exploring these areas and returning the technology and artifacts of a lost time to the people. Resources and manpower will be provided for you, but you will be forced to make your home within a castle recently liberated from the mist, and should you become contaminated by it, never allowed to return to your homeland.
What follows is a series of quests that slowly begin to unravel the truth about where the mist has come from, how your ancestors really were, and what else has survived in the dark.
Any good? obviously characters themselves will need to be pretty plot-less because we'll be building them on a player by player basis, but the lead can have a back story and we can introduce supporting cast who remain at the base for narrative flow. Each mission can also be a self-contained slice of plot, as things are discovered and short stories are told throughout them.
Four hundred years ago the wind stopped and the world was covered by a deadly mist that swept across the land, bringing with it monsters previously unseen. People survived by withdrawing to a single continent high among the clouds, and there life continued. Mysteriously the wind has returned and as it shifts new areas of the lost world below become uncovered for the first time in generations.
Yourself, as either a commander who volunteers or a prisoner pushed back into service (depending on if you chose light or dark as your key trait) are charged with exploring these areas and returning the technology and artifacts of a lost time to the people. Resources and manpower will be provided for you, but you will be forced to make your home within a castle recently liberated from the mist, and should you become contaminated by it, never allowed to return to your homeland.
What follows is a series of quests that slowly begin to unravel the truth about where the mist has come from, how your ancestors really were, and what else has survived in the dark.
Any good? obviously characters themselves will need to be pretty plot-less because we'll be building them on a player by player basis, but the lead can have a back story and we can introduce supporting cast who remain at the base for narrative flow. Each mission can also be a self-contained slice of plot, as things are discovered and short stories are told throughout them.
RPG MAKER 2000 - Still Kicking
And the point a lot of us are making is that we LIKE using what we have, and just because a newer version is available doesn't mean we should have to use it exclusively.
Mission-Based RPG
Mission-Based RPG
Rather than number dictating class as described, having three of the same class type under your character allows your character to access a 'trigger' move that has them all work together to produce the bigger effect, adding more importance to your commander as a leader and giving benefits to having a party consisting of the same unit type (and therefore lacking attackers in the case described). More of a balancing stratergy.
Your party would always consist of your character and any three units chosen from the stable, which will total at a limit of a massive possible 300. So it would appear like this in your menu:
Character 1 - Your Avatar
Character 2 - Chosen Unit
Character 3 - Chosen Unit
Character 4 - Chosen Unit
The class points system described is similar to what I had in mind, but entitled Victory Points, and won from battling / awarded at the end of missions. These can be spent on buying units, gear, weapons, spells, etc for them - as well as possibly being a requisite for entering certain missions (for example, you must have a minimum of 20VP to be able to start Dungeon X)
Essentially character class decides a character's stat boundries, levelling curve and starting ability (which is free of cost for them). You as the player can then purchase additional spells and equipment for them using VP.
The great thing about a system like this is that it requires very little to impliment but will work wonderfully when managing a huge array of characters and allow for a HUGE amount of customisation - which is necessary as you'll be porting your team through each release and growing them to create the best fighting force you can. Potentially we can even slip in little secret combinations of characters to unlock more extras and let players experiment till they find them for themselves. Even hold competitions over who has the best party.
In a system similar to the 'dark assembly' of the game Disgaea, it could be fun to have enforced 1-1 battles with characters in order for them to be able to boost their base stats outside of what their classes allow. An option available to level 40+ characters. Victory over what is essentially a boss fight would reward that unit with +1 in the stat you chose to train.
DISCUSS ANYTHING - We're making great progress so far and I'd love to see what people come up with.
Your party would always consist of your character and any three units chosen from the stable, which will total at a limit of a massive possible 300. So it would appear like this in your menu:
Character 1 - Your Avatar
Character 2 - Chosen Unit
Character 3 - Chosen Unit
Character 4 - Chosen Unit
The class points system described is similar to what I had in mind, but entitled Victory Points, and won from battling / awarded at the end of missions. These can be spent on buying units, gear, weapons, spells, etc for them - as well as possibly being a requisite for entering certain missions (for example, you must have a minimum of 20VP to be able to start Dungeon X)
Essentially character class decides a character's stat boundries, levelling curve and starting ability (which is free of cost for them). You as the player can then purchase additional spells and equipment for them using VP.
The great thing about a system like this is that it requires very little to impliment but will work wonderfully when managing a huge array of characters and allow for a HUGE amount of customisation - which is necessary as you'll be porting your team through each release and growing them to create the best fighting force you can. Potentially we can even slip in little secret combinations of characters to unlock more extras and let players experiment till they find them for themselves. Even hold competitions over who has the best party.
In a system similar to the 'dark assembly' of the game Disgaea, it could be fun to have enforced 1-1 battles with characters in order for them to be able to boost their base stats outside of what their classes allow. An option available to level 40+ characters. Victory over what is essentially a boss fight would reward that unit with +1 in the stat you chose to train.
DISCUSS ANYTHING - We're making great progress so far and I'd love to see what people come up with.
RPG MAKER 2000 - Still Kicking
I'm not talking about updates on new platforms - I'm talking about whole communities who work to recreate the look and feel of the original using as close to the same technology as they can. These people spend years doing just that.
Besides, arguing that the game engine makes the game better is something that has been proved false time and time again. You might as well be arguing that Red Steel on the Wii is better than Goldeneye simply because it is not on the N64 (to use your own metaphor) or that Final Fantasy 6 is a good game because it's on the Gameboy Advance when it is a direct port of the SNES version. It's the game itself that is either good or bad, not what technology it was made upon.
Besides, arguing that the game engine makes the game better is something that has been proved false time and time again. You might as well be arguing that Red Steel on the Wii is better than Goldeneye simply because it is not on the N64 (to use your own metaphor) or that Final Fantasy 6 is a good game because it's on the Gameboy Advance when it is a direct port of the SNES version. It's the game itself that is either good or bad, not what technology it was made upon.
Mission-Based RPG
Thanks a lot :) I'm glad that things really seem to be rolling along.
How does the 'Dreamer' angle sound as a starting point for people? Or would they rather have a more traditional military angle?
How does the 'Dreamer' angle sound as a starting point for people? Or would they rather have a more traditional military angle?
RPG MAKER 2000 - Still Kicking
Even today we see people using engines to make text-based story rpgs and Rogue-clones. I don't see people stopping doing what they enjoy.
Mission-Based RPG
Holy crap! Now that is a lotta suggestions :D You sir are a man of vision and I salute you!
Right, at the moment I am thinking of being able to customise your initial character by sex, light or dark magic base (allowing for added strength in dungeons catagorised either light or dark and penulties placed upon the character when traversing through the opposite type) and name, starting with basic gear and a single spell connected to your affiliation.
When it comes to gathering your party (I'll be refering to all characters playable in your party but not your avatar as 'units' from now on) you are initially given three bog-standard soldier types who never really amount to a great deal past the basic warrior class, but upon winning each battle you are rewarded Victory Points (VP for short) instead of cash, which can be traded in to purchase new equipment, items, skills and units. The game will feature 100 unit classes, of which you can buy up to 3 of each for use in your party. These units will start with their free class ability, and be named by the player when they are created. Potentially this means that you can have up to 300 units to choose from for any mission, with your character at the head of the party.
To really keep things interesting, drafting three of the same type units into your party will allow your character to have access to a special 'Limit' move that when triggered has all three units work together to perform a mega-version of their class skill. These skills are the most powerful in the game but can only be accomplised by limiting your options in combat significantly. In the case of your simple Healers this would work thus:
Healer x1 = 'Cure' ability - restores 20 HP to one character.
Healer X3 = 'Divine Healing' ability - Fully restores all characters.
In addition partnering a Paladin and Dark Knight (or versions there of) in the same team can lead to friction between your party members - causing them to enter battle with the status effect 'Mistrust' in place on those two units, occasionally making them attack eachother.
Essentially with so much on offer by way of team choice, tactically picking your party for added benefits or to avoid class-type clashing among other factors becomes an interesting slant to add to an otherwise all-to-simple formula.
Thoughts?
Right, at the moment I am thinking of being able to customise your initial character by sex, light or dark magic base (allowing for added strength in dungeons catagorised either light or dark and penulties placed upon the character when traversing through the opposite type) and name, starting with basic gear and a single spell connected to your affiliation.
When it comes to gathering your party (I'll be refering to all characters playable in your party but not your avatar as 'units' from now on) you are initially given three bog-standard soldier types who never really amount to a great deal past the basic warrior class, but upon winning each battle you are rewarded Victory Points (VP for short) instead of cash, which can be traded in to purchase new equipment, items, skills and units. The game will feature 100 unit classes, of which you can buy up to 3 of each for use in your party. These units will start with their free class ability, and be named by the player when they are created. Potentially this means that you can have up to 300 units to choose from for any mission, with your character at the head of the party.
To really keep things interesting, drafting three of the same type units into your party will allow your character to have access to a special 'Limit' move that when triggered has all three units work together to perform a mega-version of their class skill. These skills are the most powerful in the game but can only be accomplised by limiting your options in combat significantly. In the case of your simple Healers this would work thus:
Healer x1 = 'Cure' ability - restores 20 HP to one character.
Healer X3 = 'Divine Healing' ability - Fully restores all characters.
In addition partnering a Paladin and Dark Knight (or versions there of) in the same team can lead to friction between your party members - causing them to enter battle with the status effect 'Mistrust' in place on those two units, occasionally making them attack eachother.
Essentially with so much on offer by way of team choice, tactically picking your party for added benefits or to avoid class-type clashing among other factors becomes an interesting slant to add to an otherwise all-to-simple formula.
Thoughts?













