Nurvus
12-23-2007, 09:35 PM
These are lots of ideas - many are very demanding, I know - But hey, doesn't hurt to share.
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Melee
Would be great to see different kinds of moves. Not just Damage Per Second, not necessarily having their effects working 100% of the time.
Comparing WoW to NwN/Dungeons and Dragons, I like the fact that the later has intuitive statistics that reflect a character's ability to dodge/resist an ability/effect, rather than each ability having just a chance to hit and the characters having a chance to resist, independently of everything.
Obviously a huge dragon isn't gonna get knocked down by a goblin's club attack or something, but doesn't mean he should be immune either, because another dragon might just do the job for you (manipulated/tamed) or a Manifestation/Summon that is big/strong enough, even if slow and difficult to call.
WoW just makes powerful effects, and then balances everything by making "powerful" enemies immune to ALL of those effects - to me that is lame.
They give some class a really powerful tool, and then just make every single boss/strong enemy immune to it to "balance".
They crap and cover it with candy or gold xD
The better structured a system is from the base, the less will be the need for "silly fixes" and unfair balancing.
Moves could easily be balanced by:
- Effect (damage, healing)
- Startup delay/cast time (some moves would take some huge preparation, to compensate their effect)
- Performing time - how long it takes to perform. (while it IS taking effect, not casting time)
Example 1: after charging up (delay?) hops forward, grabs enemy, jumps into the air spinning, and then comes down, slamming him against the ground (Street Fighter II Zangief anyone?)
Example 2: charges against the enemy and rams shoulder into the enemy (performing time tied to distance)
- Recovery time - some moves might leave your character prone to counterattacks, others just finish
Example: falling down from a jumping rising sword swing, and then getting up.
- cool time - how long must you wait to use it again, even though this is, for most cases, highly unrealistic
Example attacks
+ Shoulder Charge - winds up, initiates running, and performs the charge as it nears foe.
Damage is higher the heavier and faster he runs.
Distance gives the charger distance to gain speed (to a limit) but also gives more time to the foe to dodge.
Enemy is most likely knocked down and back (if hit) unless extremely prepared and big/tough/strong.
Charger takes some steps to stop the charge after hitting/missing target(s).
+ Rotten Harvest - bends down, grabs foe (one or two-handedly, depending on size - foe must be laying on the ground) and picks him up and headbutts him.
+ Mountain Scream - spins around while picking up speed with a two-handed weapon, and slams/cleaves enemy from above.
Imagine a Shoulder Charge -> Rotten Harvest -> Mountain Scream combo.
Ranged
Doesn't make much sense to have powerful ranged abilities.
The ammo is what defines the weapon overall effect, unless some runologic/spiritual factor is included.
I think ranged weapons could have their effects amplified by magic effects.
Like particle acceleration fields, something like a magic circle between the weapon and the target, that alters/amplifies the ammo's effect.
This can result in several stuff, like shooting at the ground, making fields that replicate shots, but those fields may work for Ranged weapons and Magic projectiles alike, being more of a support magic.
Magic
+ Evocation - Creation magic.
Creates energy of different shapes and types.
May fill something or someone with energy, even damaging it if it can't withstand, or just create a surge of energy in the form of an explosion.
- Fireball
- Explosive Might - increases target's strength, possibly damaging the target (unless his constitution is good enough to withstand the energy)
+ Transmutation - Altering spells.
Turning something to stone, or thickening your skin, making you bigger, stronger, smaller, make your body more resistant, in order to withstand energy increases produced with evocation, etc.
Alters the flow of time or space, slowing or accelerating.
- Haste
- Slow
- Stoneskin
+ Conjuration - Manifestation and summoning magic.
Manifests something onto a plane by opening portals or aligning existences, be it your enemy into Hell, a servant into your plane, or teleporting something to somewhere.
- Hellmouth - opens a breach that lets forth the raging heat of hell.
- Penance - manifests the target onto the bowels of Hell for a few moments. The mastery of the wielder determines the how fully manifested the target is, and for how long.
- Abyssal Leggionaire - summons a fiendish ally.
- Demon Wing - summons a large living axe (has a will of its own, fighting with its own unique style, using your body as a puppet to wield it)
+ Divination - informative magic. Glimpsing a few seconds into the future, increasing your reaction ability, for example, seeing what is hidden, etc.
- Premonition - increases reaction by seeing a few seconds into the future. (yet it splits attention, and may slow your perception of current time)
+ Necromancy - art of manipulating life, death... and undeath.
Together with transmutation, animation of deceased beings or inanimated objects and changing them into your double, etc.
+ Illusion - manipulate the mind with illusion. This would require great intelligence to come up with an illusion that will affect your enemy as you want it to. Some spells may even have stronger effect the more targets they affect, in a collective illusion.
+ Enchantment - manipulating things by force rather than cunning.
To manipulate a mind directly, commanding a being in your stead.
This magic type would rely majorly on other types for most of its effects, like mixing Enchantment with Evocation to produce a flame onto a sword's blade, etc.
- Immobilize - forces your target still.
- Blazing Weapon - coats a weapon with fire.
+ Abjuration - protective, cleansing magic. Barriers, dispelling magic, etc.
- Magic Ward - absorbs the next spell cast against you.
- Dispel - self-descriptive
--------------------
Spellcasting
+ Would be cool to be able to cast spells...:
- with verbal component;
- without verbal component (requiring more training, ignoring effects like silence or sound-restrictive areas);
+ ...and...:
- using both hands. (easiest and full power);
- one hand (good to fight with 1 one-hander, spells take more time to cast or are less powerful);
- using your body motion (more compatible with fighting, requiring less training, but less powerful in itself)
- free from movement (hardest to master, but compatible with everything)
+ ...and distinguishing...:
- still spellcasting - full casting speed
- moving spellcasting - slower casting speed and/or lowered reflexes
- running spellcasting - slowest casting speed and/or most lowered/nullified reflexes
Casting would be done:
- Using seals (elemental seals, shape seals and meaning seals) to cast a spell. (in an abstract comparison: Naruto's jutsus)
Explanation
- For verbal spells, you'd click the spell, then the sequence of seals, each consuming your spellcasting "energy", whether you formed the spell correctly or not. ;)
Implementation wise, This would not result in a series of commands sent to the server. It would be inputted and received by the client, and the client would send the spell command to the server if the spell was successfully cast.
- For verballess spells, the initial spell click might not be needed, if all spells had distinct forms, and/or a "finish" seal to indicate you're done, in case there are spells that "include" other spells' seals, like different ranks of the same spell.
- For body motion spells, the actions taken, in the form of skills (movement or attack/defense) would be the seals themselves, and after a combo you'd have finished your spellcasting, with a powerful finish.
----------
That's all for now.
I hope you liked the ideas, even if they are never gonna happen xD
-------------------
Melee
Would be great to see different kinds of moves. Not just Damage Per Second, not necessarily having their effects working 100% of the time.
Comparing WoW to NwN/Dungeons and Dragons, I like the fact that the later has intuitive statistics that reflect a character's ability to dodge/resist an ability/effect, rather than each ability having just a chance to hit and the characters having a chance to resist, independently of everything.
Obviously a huge dragon isn't gonna get knocked down by a goblin's club attack or something, but doesn't mean he should be immune either, because another dragon might just do the job for you (manipulated/tamed) or a Manifestation/Summon that is big/strong enough, even if slow and difficult to call.
WoW just makes powerful effects, and then balances everything by making "powerful" enemies immune to ALL of those effects - to me that is lame.
They give some class a really powerful tool, and then just make every single boss/strong enemy immune to it to "balance".
They crap and cover it with candy or gold xD
The better structured a system is from the base, the less will be the need for "silly fixes" and unfair balancing.
Moves could easily be balanced by:
- Effect (damage, healing)
- Startup delay/cast time (some moves would take some huge preparation, to compensate their effect)
- Performing time - how long it takes to perform. (while it IS taking effect, not casting time)
Example 1: after charging up (delay?) hops forward, grabs enemy, jumps into the air spinning, and then comes down, slamming him against the ground (Street Fighter II Zangief anyone?)
Example 2: charges against the enemy and rams shoulder into the enemy (performing time tied to distance)
- Recovery time - some moves might leave your character prone to counterattacks, others just finish
Example: falling down from a jumping rising sword swing, and then getting up.
- cool time - how long must you wait to use it again, even though this is, for most cases, highly unrealistic
Example attacks
+ Shoulder Charge - winds up, initiates running, and performs the charge as it nears foe.
Damage is higher the heavier and faster he runs.
Distance gives the charger distance to gain speed (to a limit) but also gives more time to the foe to dodge.
Enemy is most likely knocked down and back (if hit) unless extremely prepared and big/tough/strong.
Charger takes some steps to stop the charge after hitting/missing target(s).
+ Rotten Harvest - bends down, grabs foe (one or two-handedly, depending on size - foe must be laying on the ground) and picks him up and headbutts him.
+ Mountain Scream - spins around while picking up speed with a two-handed weapon, and slams/cleaves enemy from above.
Imagine a Shoulder Charge -> Rotten Harvest -> Mountain Scream combo.
Ranged
Doesn't make much sense to have powerful ranged abilities.
The ammo is what defines the weapon overall effect, unless some runologic/spiritual factor is included.
I think ranged weapons could have their effects amplified by magic effects.
Like particle acceleration fields, something like a magic circle between the weapon and the target, that alters/amplifies the ammo's effect.
This can result in several stuff, like shooting at the ground, making fields that replicate shots, but those fields may work for Ranged weapons and Magic projectiles alike, being more of a support magic.
Magic
+ Evocation - Creation magic.
Creates energy of different shapes and types.
May fill something or someone with energy, even damaging it if it can't withstand, or just create a surge of energy in the form of an explosion.
- Fireball
- Explosive Might - increases target's strength, possibly damaging the target (unless his constitution is good enough to withstand the energy)
+ Transmutation - Altering spells.
Turning something to stone, or thickening your skin, making you bigger, stronger, smaller, make your body more resistant, in order to withstand energy increases produced with evocation, etc.
Alters the flow of time or space, slowing or accelerating.
- Haste
- Slow
- Stoneskin
+ Conjuration - Manifestation and summoning magic.
Manifests something onto a plane by opening portals or aligning existences, be it your enemy into Hell, a servant into your plane, or teleporting something to somewhere.
- Hellmouth - opens a breach that lets forth the raging heat of hell.
- Penance - manifests the target onto the bowels of Hell for a few moments. The mastery of the wielder determines the how fully manifested the target is, and for how long.
- Abyssal Leggionaire - summons a fiendish ally.
- Demon Wing - summons a large living axe (has a will of its own, fighting with its own unique style, using your body as a puppet to wield it)
+ Divination - informative magic. Glimpsing a few seconds into the future, increasing your reaction ability, for example, seeing what is hidden, etc.
- Premonition - increases reaction by seeing a few seconds into the future. (yet it splits attention, and may slow your perception of current time)
+ Necromancy - art of manipulating life, death... and undeath.
Together with transmutation, animation of deceased beings or inanimated objects and changing them into your double, etc.
+ Illusion - manipulate the mind with illusion. This would require great intelligence to come up with an illusion that will affect your enemy as you want it to. Some spells may even have stronger effect the more targets they affect, in a collective illusion.
+ Enchantment - manipulating things by force rather than cunning.
To manipulate a mind directly, commanding a being in your stead.
This magic type would rely majorly on other types for most of its effects, like mixing Enchantment with Evocation to produce a flame onto a sword's blade, etc.
- Immobilize - forces your target still.
- Blazing Weapon - coats a weapon with fire.
+ Abjuration - protective, cleansing magic. Barriers, dispelling magic, etc.
- Magic Ward - absorbs the next spell cast against you.
- Dispel - self-descriptive
--------------------
Spellcasting
+ Would be cool to be able to cast spells...:
- with verbal component;
- without verbal component (requiring more training, ignoring effects like silence or sound-restrictive areas);
+ ...and...:
- using both hands. (easiest and full power);
- one hand (good to fight with 1 one-hander, spells take more time to cast or are less powerful);
- using your body motion (more compatible with fighting, requiring less training, but less powerful in itself)
- free from movement (hardest to master, but compatible with everything)
+ ...and distinguishing...:
- still spellcasting - full casting speed
- moving spellcasting - slower casting speed and/or lowered reflexes
- running spellcasting - slowest casting speed and/or most lowered/nullified reflexes
Casting would be done:
- Using seals (elemental seals, shape seals and meaning seals) to cast a spell. (in an abstract comparison: Naruto's jutsus)
Explanation
- For verbal spells, you'd click the spell, then the sequence of seals, each consuming your spellcasting "energy", whether you formed the spell correctly or not. ;)
Implementation wise, This would not result in a series of commands sent to the server. It would be inputted and received by the client, and the client would send the spell command to the server if the spell was successfully cast.
- For verballess spells, the initial spell click might not be needed, if all spells had distinct forms, and/or a "finish" seal to indicate you're done, in case there are spells that "include" other spells' seals, like different ranks of the same spell.
- For body motion spells, the actions taken, in the form of skills (movement or attack/defense) would be the seals themselves, and after a combo you'd have finished your spellcasting, with a powerful finish.
----------
That's all for now.
I hope you liked the ideas, even if they are never gonna happen xD