RPG Suggestions Thread

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We're planning on doing something of a profession system, which will be much more in depth, but not really a "class" system. Seems kinda counter-intuitive to me, since we try to keep the game as "internally logical" as possible - i.e within the game world everything follows "what if this was real" rules as close as possible.
 
Realism huh? Will this new depth consist of players only allowed to equip certain weapons suited to their class?

Another thing that would be useful is to customize your sword further. I like to change it's picture after creating it sometimes, but I can only change it's colour.
 
Another whacky suggestion that struck me as i thought about my clan: "The Warrior's Guild" positions. Heres some of it: Strategist, Commander...
Well, whats common about them? Strategy.
Lol. Ye. What came to mind that day.. Was to implement some strategies into the RPG. Well, Clan wars are fun. But sometimes, i can't help thinking it somewhat simple. Just defeating the opponent.
(Placed in point form to summarize)
--So, have each clan allocated their individual Clan Bases on a map (Not sure about this map.. ) And set them with some Stats, like a normal character. The stats are pretty simpler though.
Contains Base HP, the clan base's health, can be refilled by clicking on a repair button and that cost some money from the Funds. Arsenal Level, the higher this is, the higher your Clan member's strength and defense would be. Income, depends on the number of tiles owned. Income supplements the Fund. And Funds, the amount of money the Clan has and can be increased by donation or automatically accumalated based on the number of tiles owned (Will be explained later, just right below). Funds is depleted whenever you set out to "conquer" a tile. (Funds cannot be withdrawn, just to be fair, lest the clan leader runs away with the cold hard cash..!)
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--Lookie here. What the hell is tiles? Well, basically like Final Fantasy Tactics. Just a place to stand on.. Also needed to increase clan territory. Has to be "Conquered".
Conquering. What in the world is this..!? Well, basically trying to take over a tile. Thats conquering. Well, and its not just defeating that monster you have been staring at for so long. More stuff thrown in. For tiles not owned by another clan, the monsters stats are changed accordingly to the tiles' GA (Geographical Advantage). YEP. You can get an advantage on tiles that is to your advantage..!! Advantages would probably mean a primary increase in your stats, i suppose. And well, of course, if the GA is tilted towards the enemy, meaning their advantage.. Their stats increases. Well! Not that this holds much "Strategy", at least it gets more challenging, hey? Also, the number of monster in each tile is to be decided by the RPG Director, i guess. Oh yes. Funds. They have to be used up to supply this attempt to "Conquer", AKA an "Expedition". Ye, and how would you lose in an attempt..? For every defeat during the attempt at conquering, some amount of the Funds will be depleted. And ye, those players who leaves a battle halfway (Whether by escaping or closing the entire browser.. etc) will be considered defeated... I suppose? Ya. When the funds given to supply the "Expedition" is depleted completely, the war is lost...!! Well, you can give as much as you like. Just make sure its enough to allow as many people to die though.
Clan territories..!! Well. Basically your clan's tiles. Lol. As simple as that. Only opposing Clans will attack your tiles. (No, no random monster attacks, thats a little too much to ask for, i believe.). When the opposing clan attacks.. All players in that tile will be dragged into the Battle Ground. For this case, if they leave halfway (Only by closing the browser suddenly) the battle will be nulled. Well ye, it may actually be the case of trying to escape defeat but well, the possibility of the person having to do something else is there, so it'll be excused, hey? And ye. Obviously, not many people may actually be in that tile, so there has to be some bots to get thrashed. Well, hate to see that happen? Increase your Arsenal Level..! The bots stats will increase, making it harder for the opponent. And if theres a GA to your advantage.. All the better..!!
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-- GA: Geographical Advantage.
NO, i ain't a fan of geography or anything. But heres whats happening. GA, as mentioned in that wall of words above, can work both ways. And please have much sense to realize.. If it works towards your advantage... It will work towards the advantage of the person attacking this tile..!! And ye, if it works against you, it means your enemies will have a hard time conquering your tile..! Also note, there're areas where GA doesn't affect any party..
YEP. Thats about this section. Please feedback for any queries.
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-- The Arsenal Level and some other Problems around+Suggestions to a Suggestion
Arsenal Level... How is that increased..? Well, Perhaps the tiles could have their individual names. YE. Examples include.. Forts... Valleys.. Riversides.... Plains... And ye, the GA will be set accordingly, ye? And finally, a much more key area. Gold Mines... Iron Mines...? This could mean an increase in Income (Which in turn, increases income generated per turn for the funds.) And with a Bonus too...! Gold mine means more gold.. Or more Gil, if you really want to call it that much. Iron mine, thats to increase Arsenal Levels. Ye. They'll probably be thrown around the map. Note: This mines won't run out like in Warcraft. And they can be upgraded too..!
Now for problems. As you can see. Other than the wall of words, there're a hell lot of things to make. Isn't that difficult? Yes. Well, for starters, the map...! How big should it be. You know the map could not be too small as the clans would be able to attack each other almost instantly.. Nor can it be too big, or the clans will take at least 6 Months to even see that the other side is near him..! This problems, well, i can't suggest anything to counter it.. (Please help state some problems too.)
And more things to add.
Alliances. Well, perhaps there could be a similar system to teaming up with other players in the RPG. You could team up with another Clan.. And well.. Have an overall clan name... And share income...! Well, helps the weaker clans.. OR, possibly. Have the i-pay-you-you-protect-me styled Alliance. The weaker clan has to pay tribute to have a stronger clan protect it..! And ye. That means that the weaker clans tiles are affected by the stronger clans stats, the Arsenal Level of the stronger clan will apply to the weaker clan. Well, thats the version of "protect", i guess.
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Alright, having said (Typed) so much, my fingers HURT. Please give some feedback, criticism. Thanks. Also, this is just a suggestion. I don't expect it to be done right now or anything. And ye. Please comment. Or point out some stuff that could be added. Thanks.
 
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Gabranth - i'm not sure how that's realistic. There will be more restrictions on weapons etc, but not based on class. Anyone can use any weapon. Just not very effectivley :), We hope to reflect this in the game. If your bookworm spellcaster REALLY want to hit things with a warhammer... well he can try, but he won't do so well =P


There is a HUGE property/area owning system that will add some strategy to the RPG, but i can't go into too much detail about it yet ;)

It will be much more RPG based, and not Turn/tile based like your post, simply because that would mean coding a whole new game for one tiny section. There is already a huuuuge feature and design list for a tile based strategy game from IT locked away somewhere, but that won't be started for quite a while yet, and it'll be separate from the RPG.

But there will be more strategic elements added to 3.1, and i don't think anyone will be disappointed by the depth of the features we're planning.
 
It would be fairly realistic if certain classes cannot use certain weapons. I doubt a mage would even be able to lift a battleaxe or warhammer. They are heavy...

The tile based system sound interesting. FFT much?
I throughly enjoyed playing that game.
 
The unable to lift it thing can already be done with the weight system, so there is no need to add a class system requirement. As i said, any real reason for them not being able to use it is already covered in game.
 
Hey guys, big thanks for your suggestions. Theres a post over on the inferno tech forums now which details all the new features as they are added/completed.

We won't be putting up a "whats coming" list, so the only way you can really see if what you want/suggested is in the new version, is to check if its been added already.

You can see the new features here:

http://forums.infernotechnologies.net/Rpg-Inferno-310-Develop-t287.html

Just as a sneak preview, the first update contains info about the new gender system, and the new elements system, which is very in depth.

Feel free to make suggestions or comments here or on thoses forums.

To the staff: I cleared the link with mystique, so please ask her before you go deleting it or whatnot. cheers.

Anyway guys, thanks again for all your suggestions, and i hope that you're as excited as i am about version 3.1!
 
An element system? WOO! I always thought that was a very good idea, glad it's being implemented. It should add plenty of dimensions to the game in terms of battling.

I still think a 'Steal' function would be neat, though. Ah well, plenty of progress is being made, anyway!
 
an area for turnamets to take place that will tell people the brackets and all that stuff and maybe offer rare goods that are expencive.
 
After reaching the temple of the ancients i think we should not need to cross it all again to go back there. It's kind of frustating.:)
 
Ahh...i think it's the past one. You know after we defeat the local boss the one who uses Darkness i forgot his name.
 
I could consider making those areas visible once visited, though I must comment this with the other RPG Moderators. My point to make this is that, Warbourne's Bridge is set to "Visible once visited" and it is connected to both the Tower of Elendil and the Temple of Ancients (present) so it is like setting those areas as visible once visited.

Besides, I see nothing wrong with making the areas of "Tower of Mages" and "Temple of Ancients" (past) being visible once visited.

Then again, I need the other RPG Mods' opinion on this matter.
 
I have been trying to make my own game and I thought of an interesting class system. Every class levels up in a unique way. For example, warriors would learn new skills based particularly on what monsters they kill. Bards can use skills based on what kind of music you have in your computer... or something like that.

Apart from that I had a second option in which you learn all skills by doing different actions. (It is much harder to explain and requires to much depth to cover unfortunately.)
 
I have been trying to make my own game and I thought of an interesting class system. Every class levels up in a unique way. For example, warriors would learn new skills based particularly on what monsters they kill. Bards can use skills based on what kind of music you have in your computer... or something like that.

Apart from that I had a second option in which you learn all skills by doing different actions. (It is much harder to explain and requires to much depth to cover unfortunately.)
This would be hard to do, specially the underlined part.:wink:
But it would be a great addition nonetheless.
 
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