A hypothetical master plan for the new rpg

Rasputin

are we not men
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Basic Story Outline: You are sent into a pyramid to rescue an army commando that failed to return from an exploration mission. You hunt though the pyramid and find his dead body, and a bunch of masked gunmen nearby. They open fire on you, but you manage to shoot through them and escape the pyramid. Drones sent out by your commanding AI discover that there is a whole infrastructure of these gunmen, who are calling themselves the FLAK organization. You infiltrate their research lab, take out the commander, and discover that he had been trying to figure out how to use a jewel that emitted energy signals not familiar to this world, that he wanted to find a powerful treasure that would allow him to take over Russia, and that he thought this was the treasure. You steal the treasure and discover that it allows you to talk to the dead. You talk to the spirits of several of the corpses you have encountered in your journey, and try to get some information as to why this has happened to you. Finally, you believe the answer lies at the tomb in the center of the pyramid, and you stage a risky assault into the center of the pyramid. Along the way, you find the legendary explorer, Sergeant Henson, and discover the massive, legendary snakes called the Anacondas. You are forced to fight one off as you make your way into the throne room. After a desperate fight to the central tomb, you find a massive tablet inscribed in glowing energy. It describes a number of incredible, powerful treasures (like a time machine and a shrink ray) just waiting to be discovered in the pyramid, your jewel being one of the bunch. These jewels were dropped off on Earth nearly a millennium ago, from an alien race that wanted to wipe out humanity by making them go to war over these incredible treasures (which to them were normal pieces of technology). Realizing what is at stake, you set a remote controlled nuke in the center of the pyramid, make your escape, and blow the entire pyramid to pieces from the outside. FLAK, the treasures, the Anacondas- all are vaporized in this massive explosion. You are left sitting in a chopper, taking a last glance at the charred rubble of the great pyramid, wondering what you could have done if you managed to find those other treasures…

Max stats: 1000 for HP and MP, 100 for the rest.
Starting stats: 100 for HP and MP, 10 for the rest.
Stat increases: 10 for HP and MP, 1 for the rest.
Max level: 100
Attribute points per level: 7
Skill Points per level: 0
All skills are at 0 and only Arcane should increase.
NO potion limits.
All players start with 100 Gil and get 5 for each post and 10 for each thread. Gil should be hard to come by!

All items are going to be divided into three "stat levels". Level 1 items are for users at level 1, level 2 items are for users at level 20 (think: 250 HP and MP, 25 for the rest), and level 3 items are for users at level 55 (think: about 500 HP and MP and 50 for the rest). The rule is that the TOTAL, MAXIMUM damage for any weapon should never go above his level's STR. The rule for MAG is that no amount of spell damage should ever go above the user's HP, but anything that high should be very hard to use.

Enchantments:
-Poison Tip: Does a 10% chance of inflicting Poison. Adds 5 STR to a weapon.- Points: 5- Available at Light Weapons Specialist- Requires 0 Arcane and 0 Craft- Costs 1000 Gil (Level 2)
-Oil Tip: Does a 5% chance of inflicting Molotov Cocktail.- Points: 50- Available at Light Weapons Specialist- Requires 50 Arcane and 0 Craft- Costs 10000 Gil (Level 3)

Item Types:
Large- Requires 20 Components- Cannot Dual Wield- Double Handed -Damage Modifier- 25%, -EVA Battle Modifier: -25%

Item Classes:
Blades- Large- Swords- Attackable? Yes- Equipped to Hands

Items (All are cost 0 and cannot be bought at any store):
Survival Knife- Blades- Image: board sword.gif- Highlight Black- Equippable? Yes- STR: 10 DEF: 10 ENT: 10 WGT: 100- Gotten for free from Commander NPC at Base Camp (Level 1)
Machete- Blades- Image: saw blade.gif- Highlight Yellow- Equippable? Yes- STR: 20 DEF: 20 ENT: 20 WGT: 200- Sold at Black Market Shop for 3000 Gil
(Level 2)
Plasma Knife- Blades- Image: Flame Trigger.gif- Highlight Red- Equippable? Yes- STR: 30 DEF: 30 ENT: 50 WGT: 500- 10% reward for beating FLAK Class 5 Special Ops AND given to you if you speak to Commander Cory after getting the Spirit Gem, has 5000 Gil buying price (Level 3)

Components: None (we're not going to start out with any, okay?)

Crafting Tools: None (same reason as above)

Potions (All potions have an alchemy skill of 1 and are found through various NPCs. Potions get better as the game goes forward.):

Small Medipack- 200 Gil- Heals 80 HP (Level 1)
Medium Medipack- 500 Gil- Heals 200 HP (Level 2)
Large Medipack- 2000 Gil- Heals 500 HP (Level 3)
Small Ammo Pack- 300 Gil (same effects but for MP)
Medium Ammo Pack- 700 Gil
Large Ammo Pack- 2500 Gil

Books (All books use Book 1.gif as an image, all are maps of area locations):

-Entrance Hall Map- 100 Gil- Given to you by Commander NPC
-Hidden Corridor Map- 300 Gil- Found by searching the dead body of Sergeant Cory.
-Possible Escape Route- 100 Gil- Given to you by Commander NPC
-Infiltration Point- 100 Gil- Given to you by Commander NPC
-FLAK Underground Map- 500 Gil- Found by searching the dead body of the FLAK commander
-Hidden Weapons Warehouse- 500 Gil- Found by talking to the FLAK commander after getting the Spirit Gem
-Access Shaft Map- 500 Gil- Given to you by Commander NPC
-Snake Pit Map- 1000 Gil- Found by talking to the FLAK weapons specialists and then talking to Private Henson, after getting the Spirit Gem, of course.
-Ancient Tomb Map- 5000 Gil- Given to you by Commander NPC. This leads to the final area.

Pets: None to start with.

Attack Types: Critical Blow- Costs 3 AD- Requires 0 Combat- Gotten for Free from the Commander NPC- Increases STR by 100%
Defensive Stance- Costs 0 AD- Requires 20 Combat- Sold at the Black Market Shop for 1000 Gil- Increases DEF by 20%

Spells (all max damage amounts are the same as the damage amounts): Poison- You cannot learn this spell, so the stats are set at 0. It just reduces the HP of an enemy by 15 for 15 turns. Costs 0 MP, Lv. 0, etc. 100% accuracy. (Level 2)
Molotov Cocktail- Learnable by Users- Costs 0 MP+2000 MP per level up (these come in limited supply)- Level Limit: 2- Given to you by Sergeant Henson after you talk to him the second time. Should be used on opponents by bots. 60% accuracy, 400 damage. (Level 3)
Pistol- Learnable by Users- 5 MP + 0 per level up-Level Limit: 3- Given to you by Commander NPC. Should be used on opponents by bots. 80% accuracy + 5 per level up, 30 damage. (Level 1)
Shotgun- Learnable by Users- 15 MP + 0 per level up- Level Limit: 3- Bought at Black Market Shop for 750 gil. Should be used on opponents by bots. 60% accuracy + 10 per level up, 60 damage and lowers the enemy's SPD by 10. (Level 1)
Dual Magnums- Learnable by Users- 20 + 0 per level up- Level Limit- 3 Found by looking through Commander Cory’s dead body. Should be used on opponents by bots. 80% accuracy plus 5 per level up, does 25 damage for 5 turns. (Level 2)
Scoped Rifle- Learnable by Users- 40 + 0 per level up- Level Limit- 3 Found by searching through the dead FLAK commander the first time. Should be used on opponents by bots. 60% accuracy plus 15 per level up, does 150 damage in one turn, has no max damage limit, and lowers the target and user’s SPD by 20. (Level 2)
Submachine Gun- Learnable by Users- 60 + 0 per level up- Level Limit- 3 Found in a dead FLAK Soldier NPC in the Hidden Weapons Warehouse. Should be used on opponents by bots. 60% accuracy + 15 per level up, does 30 damage for 10 turns. (Level 2)
Concussion Grenades- Learnable by Users- 0 + 2000 per level up (limited ammo)- Level Limit-2 Found with ammo in the Hidden Weapons Warehouse. Should be used on opponents by bots. 50% accuracy, does 180 damage and reduces the enemy’s speed by 10. (Level 2)
Minigun- Learnable by Users- 125 + 0 per level up- Level Limit- 3- Can be bought at the Black Market Shop for 25000 Gil. Requires an Arcane skill of 50. Should be used on opponents by bots. 70% accuracy + 10% per level up, does 60 damage for 10 turns. (Level 3)
Bazooka- Learnable by Users- 200 + 0 per level up- Level Limit- 1- Given to you by Commander NPC after it gives you the Ancient Tomb map. Should be used on opponents by bots. 75% accuracy. Does 300 damage to HP and MP, reduces the user and enemy’s SPD and EVA by 10, and has no damage limit for the HP (but has a limit for everything else) (Level 3)
Flashbang- Learnable by Users- 0 + 2000 per level up- Level Limit- 2- Found in an anonymous dead body in an area near the Snake Pit. Should be used on opponents by bots. 100% accuracy. Does 50 damage to HP and MP for one turn, and -50 to DEX and STR for 10 turns. (Level 3)
Hyper Stimulant- Learnable by Users- 150 + 0 per level up- Level Limit- 1- Given to you after talking to one of the dead Egyptians in the Ancient Tomb. Should be used on self by bots. 100% accuracy. Reduces the user’s HP by 20 for 10 turns. Increases the user’s STR, DEX, DEF, MAG, EVA and SPD by 50 for 10 turns.

Fireball-A special spell that cannot be learned, this is for use only by certain monsters at the very end of the game. Costs 100. Level Limit- 1- 50% accuracy. Should be used on opponents by bots. Reduces the enemy’s HP by 60 for 5 turns.

Places-

Base Camp: A single area near the exit to the Pyramid, the player’s team is stationed here. (Beginning of Level 1 areas)
Entrance Hall: A fairly large area that Commander Cory was last seen exploring. It’s your job to first move through here to find him.
Hidden Corridor Map: The treasure area that Commander Cory was looking to find. It’s your turn to finish the job.
Possible Escape Route: A way to get yourself out of the hidden corridor with a lot less effort.
Infiltration Point: A location used to spy on the FLAK soldiers after you first meet them
FLAK Underground: A hidden base belonging to FLAK soldiers, the main antagonists of the game. You fight a lot of them here. (Beginning of Level 2 areas)
Hidden Weapons Warehouse: A small outer base used to supply FLAK soldiers.
Access Shaft: A worker tunnel used to reach the heart of the pyramid. (Beginning of Level 3 areas)
Snake Pit: A deadly maze used to ward off grave robbers, it is said to be guarded by a massively powerful, ancient beast.
Hidden Tomb: The treasure room of the pyramid, your final mission is to discover the treasure within. After you discover the evil inside, you set up a bomb inside the heart of the pyramid, leave, and blow it up remotely. This is the end of the game.

Buildings-

Light Weapons Specialist: A mercenary that works for the Army, he will improve your weapons through non-conventional means.
Black Market Shop: A group of native merchants that will sell you excess equipment that they have found in or around the pyramid.
Holy Room: The occasional inn will be scattered throughout the pyramid, but they will be quite expensive. They will also not be visible on the world map. Base Camp is NOT an inn.

This is really all the buildings we need. Virtually all of the materials the player receives will be earned inside the pyramid.

Travel Services-

Walk, and Teleport, a service that has a 0% encounter rate.

Map Legends-

Tomb, warp room, fortress and base camp.

Monsters (All bots have no build unless otherwise stated)-

Wolf-Escape Chance 75%-Potions: None- Spells: None- The first enemies you meet, generally increases in number as you get through the level 1 areas, then stops appearing.
Equipment: None- Drops: None- Gil Reward: 5-20 Level: 3 HP: 160 MP: 100 STR: 15 DEF: 13 MAG: 10 MAG DEF: 10 SPD: 10 DEX: 10 EVA: 10

Bat-Escape Chance 60%-Potions: None- Spells: None- Similar to the Wolf but slightly later on. Equipment: None- Drops: None- Gil Reward: 5-25 Level: 4 HP: 100 MP: 100 STR: 13 DEF: 10 MAG: 10 MAG DEF: 10 SPD: 20 DEX: 12 EVA: 16

FLAK Class 1 Mercenary- Escape Chance 50%-Potions: 1 Small Ammo Pack- Spells: Pistol, Lv. 1, 50% use chance- Appears at the end of the Entrance Hall and the beginning of the Hidden Corridor. Equipment: None- Drops: None- Gil Reward: 15-30 Level: 6 HP: 150 MP: 100 STR: 15 DEF: 20 MAG: 15 MAG DEF: 10 SPD: 15 DEX: 13 EVA: 12

FLAK Class 2 Light Trooper- Escape Chance 40%-Potions: 1 Small Medipack- Spells: Shotgun, Lv. 2, 40% use chance- Appears in the Hidden Corridor alongside the Mercenary. Equipment: Survival Knife -Drops: None- Gil Reward: 15-30 Level: 8 HP: 170 MP: 100 STR: 15 DEF: 20 MAG: 22 MAG DEF: 12 SPD: 15 DEX: 13 EVA: 15

FLAK Class 3 Special Ops, BOSS- Escape Chance 80%-Potions: 1 Small Medipack, 2 Small Ammo Packs- Spells: Pistol, Scoped Rifle, Lv. 2, 50% use chance- Appears at the beginning of the Escape Route. Equipment: Survival Knife- Drops: None- Gil Reward: 125-150 Level: 16 HP: 350 MP: 200 STR: 30 DEF: 20 MAG: 25 MAG DEF: 15 SPD: 15 DEX: 20 EVA: 15

Training Dummy- Escape Chance 100%-Potions: 0- Spells: 0- Appears in the Base Camp after getting through the Escape Route. Equipment: None- Drops: None- Gil Reward: None- Level: 13 HP: 125 MP: 0 STR: 0 DEF: 0 MAG: 0 MAG DEF: 0 SPD: 0 DEX: 0 EVA: 0

FLAK Class 2 Heavy Trooper- Escape Chance 60%-Potions: 1 Small Medipack and 1 Small Ammo Pack- Spells: Shotgun, Lv. 2, 75% use chance- Appears near the Infiltration Point and at the beginning of the FLAK Underground. Equipment: Machete -Drops: None- Gil Reward: 15-30 Level: 10 HP: 170 MP: 200 STR: 15 DEF: 14 MAG: 22 MAG DEF: 22 SPD: 15 DEX: 13 EVA: 15

FLAK Class 3 Tactical Specialist- Escape Chance 70%-Potions: None- Spells: Submachine Gun, Scoped Rifle, Lv. 3, 80% Use chance- Appears occasionally in Infiltration Point and the FLAK Undergound. Equipment: Survival Knife- Drops: None- Gil Reward: 40-80 Level: 14 HP: 210 MP: 200 STR: 20 DEF: 20 MAG: 25 MAG DEF: 25 SPD: 15 DEX: 15 EVA: 20

FLAK Class 3 Security Patrol- Escape Chance 35%- Potions: 1 Medium Medipack, 1 Medium Ammo Pack- Spells: Dual Magnums, 40% use chance- Appears in FLAK Underground. Equipment: Machete –Drops: None- Gil Reward: 40-80 Level 18 HP: 250 MP: 240 STR: 40 DEF: 30 MAG: 20 MAG DEF: 10 SPD: 20 DEX: 20 EVA: 20

FLAK Class 3 Explosives Specialist- Escape Chance 50%-Potions: 2 Small Medipacks, 2 Medium Ammo Packs- Spells: Concussion Grenades, Dual Magnums, Lv. 1 75% use chance- Appears in FLAK Underground. Equipment: Survival Knife –Drops: None- Gil Reward: 50-100 Level: 20 HP: 300 MP: 300 STR: 22 DEF: 30 MAG: 30 MAG DEF: 15 SPD: 25 DEX: 20 EVA: 20

FLAK Class 4 Heavy Guard- Escape Chance 60%-Potions: 1 Medium Medipack- Spells: Concussion Grenades, Submachine Gun, Lv. 1, 60% Use Chance- Appears in the last half of the FLAK Underground. Equipment: Machete- Drops: None- Gil Reward: 75-150 Level: 25 HP: 400 MP: 400 STR: 38 DEF: 35 MAG: 30 MAG DEF: 25 SPD: 15 DEX: 20 EVA: 15

FLAK Class 4 Explosives Specialist- Escape Chance 70%-Potions: 2 Medium Ammo Packs, 2 Small Medipacks- Spells: Concussion Grenades, Flashbangs, Lv. 1, 40% Use Chance- Appears in the last half of the FLAK Underground. Equipment: Machete- Drops: None- Gil Reward: 75-150 Level: 25 HP: 300 MP: 400 STR: 38 DEF: 25 MAG: 50 MAG DEF: 25 SPD: 15 DEX: 20 EVA: 15


FLAK Security Robot- Escape Chance 100%-Potions: 5 Medium Ammo Packs, 5 Medium Medipacks- Spells: Submachine Gun, Lv. 3, 80% Use Chance- Appears occasionally in the final areas of the FLAK Underground. Equipment: None- Drops: None- Gil Reward: 500 Level: 40 HP: 600 MP: 400 STR: 80 DEF: 50 MAG: 33 MAG DEF: 50 SPD: 15 DEX: 25 EVA: 10

FLAK Commando, BOSS- Escape Chance 40%-Potions: 1 Medium Medipack, 3 Medium Ammo Packs- Spells: Minigun, Lv. 1, 35% Use Chance- Fights you alone in the second to final area of the FLAK Underground. Equipment: None- Drops: None- Gil Reward: 250-350 Level: 35 HP: 700 MP: 300 STR: 50 DEF: 50 MAG: 50 MAG DEF: 20 SPD: 25 DEX: 25 EVA: 15

FLAK Class 5 Special Ops-Escape Chance 50%-Potions: 1 Large Ammo Pack- Spells: Scoped Rifle, Lv. 3, 50% Use Chance- Found in the Hidden Weapons Warehouse and the Access Shaft. Equipment: Plasma Knife- Drops: 10% chance of dropping Plasma Knife- Gil Reward: 150-250 Level: 30 HP: 500 MP: 500 STR: 33 DEF: 20 MAG: 40 MAG DEF: 25 SPD: 25 DEX: 20 EVA: 30

FLAK Class 5 Heavy Gunner- Escape Chance 40%- Potions: None-Spells: Minigun, Lv. 1, 50% Use Chance- Found in the Access Shaft and the very beginning of the Snake Pit. Equipment: Machete- Drops: None- Gil Reward: 200-250 Level: 35 HP: 600 MP: 400 STR: 60 DEF: 30 MAG: 50 MAG DEF: 28 SPD: 30 DEX: 20 EVA: 10

FLAK Class 5 Anti-Vehicle Specialist- Escape Chance 40%- Potions: None-Spells: Bazooka, Lv. 1, 50% Use Chance- Found in the Access Shaft and the very beginning of the Snake Pit. Equipment: Machete- Drops: None- Gil Reward: 200-250 Level: 35 HP: 400 MP: 600 STR: 50 DEF: 20 MAG: 60 MAG DEF: 38 SPD: 20 DEX: 20 EVA: 20

Minor Demon- Escape Chance: 60%- Potions: None-Spells: None- Found in the Snake Pit. Equipment: None-Drops: None- Gil Reward: 250-350 Level: 45 HP: 700 MP: 100 STR: 70 DEF: 60 MAG: 10 MAG DEF: 60 SPD: 45 DEX: 50 EVA: 30

Major Demon- Escape Chance: 60%- Potions: None-Spells: None- Found in the Snake Pit and the Hidden Tomb. Equipment: None-Drops: None- Gil Reward: 250-350 Level: 55 HP: 900 MP: 100 STR: 90 DEF: 75 MAG: 10 MAG DEF: 60 SPD: 55 DEX: 60 EVA: 30

FLAK Class 5 Elite Guard- Escape Chance 40%- Potions: 1 Large Medipack, 1 Large Ammo Pack- Spells: Minigun, Molotov Cocktail, Hyper Stimulant, Lv. 1, 50% Use Chance- Occasionally found at the end of the Snake Pit. Equipment: Plasma Knife- Drops: None- Gil Reward: 300-400 Level: 50 HP: 750 MP: 650 STR: 50 DEF: 40 MAG: 60 MAG DEF: 40 SPD: 40 DEX: 30 EVA: 30

Anaconda, BOSS- Escape Chance 20%- Potions: None-Spells: Fireball, Lv. 1, 50% Use Chance- Found at the very end of the Snake Pit. Equipment: None-Drops: None- Gil Reward: 500-700 Level: 70 HP: 1000 MP: 1000 STR: 100 DEF: 50 MAG: 50 MAG DEF: 50 SPD: 50 DEX: 33 EVA: 30

Pharaoh’s Wrath- Escape Chance 55%- Potions: None- Spells: Fireball, Lv. 1, 40% Use Chance- Found in the Hidden Tomb. Equipment: None- Drops: None- Gil Reward: 350-450 Level: 60 HP: 550 MP: 550 STR: 55 DEF: 55 MAG: 55 MAG DEF: 55 SPD: 55 DEX: 55 EVA: 55

Major NPCs:

Commander NPC: This military AI is your rather secretive and blunt commanding officer, who gives you basic orders on a regular basis. He also keeps you supplied from Base Camp and gives you intelligence about areas in the Pyramid. However, you are not completely sure of it’s intentions.

Commander Cory: The leader of one of the first military expeditions into the pyramid who never returned. He is found dead near the exit to the Entrance Hall. It is believed he was killed by FLAK mercenaries. His spirit is angry and disappointed that he barely scratched the surface of the pyramid, but he accepts the necessity of his actions. He also gives you some helpful advice.

FLAK Commander: The leader of an extremist group of Russian terrorists, the mysterious leader of FLAK keeps himself hidden far inside his research lab. He believes a powerful treasure awaits him at the bottom of the pyramid, one that could allow him to overthrow the Russian democracy and become a dictator of a reborn world superpower. Unfortunately, he may be right.

Sergeant Henson: A famous sergeant and explorer who vanished well over a century ago, he managed to get as far as the Snake Pit before being killed by Anacondas. Ironically, the dead bodies of several Elite Guard FLAK troops lay nearby, clearly more victims of the brutal snakes. Some of his skeletal remains have managed to survive all this time. Though the curse of death has driven his spirit quite insane, he seems to have now passed into a state of nirvana and patiently awaits his last mortal tethers to turn into dust.
 
Well, the settings for the players stats are great Adamant, honestly it should be a good guide to start with.

Now, since this is a Final Fantasy Based Comunity, shouldn't the game's theme relate with Final Fantasy Games?

Look, when people wrote about why the RPG didn't had anything related to Kingdom Hearts, we told them that the game was going to be Final Fantasy related only.

Main reason? Simple, Darkblade didn't wanted to add Kingdom Hearts theme to the main game because he wanted to stick with the old Final Fantasy Magic.

Ok, players are some sort of modern Indianna Jones fighting through an ancient Pyramid......:confused:

Also, getting potions through NPCs...unlimited amount of potions? Well even the easiest RPG game has a limit for restorative items, unless of course that you use cheat codes to surpass those limits.

My point here is that, after knowing that players loved your current story, I think that we should make a sequel to it 'cause honestly I was looking forward to know a little more about the true Sephiroth and the Mysterious Warrior.

Anyhow, this is both the FFF and DB's RPG, and since they always make the final decision here we should wait until we know their opinions.


I would like to congrat you though, your ideas for stats are great, and you mentioned every single little detail about it.

On a side note:
Shouldn't Large, heavy weapons decrease speed a little? like -5 at least?

Also players love to create their own equipment, and since they have been playing a game in which they could create their own equipment, removing it now would be bad....still I am not so sure, maybe we could try and see what happens...
 
Well, the settings for the players stats are great Adamant, honestly it should be a good guide to start with.

Now, since this is a Final Fantasy Based Comunity, shouldn't the game's theme relate with Final Fantasy Games?

Look, when people wrote about why the RPG didn't had anything related to Kingdom Hearts, we told them that the game was going to be Final Fantasy related only.

Main reason? Simple, Darkblade didn't wanted to add Kingdom Hearts theme to the main game because he wanted to stick with the old Final Fantasy Magic.

Ok, players are some sort of modern Indianna Jones fighting through an ancient Pyramid......:confused:

Frankly, the RPG Inferno system is not designed to make a true FF experience, and we should not try to pretend that we are forcing it to. The system above was designed to work with the RPG, not against it. I think creating a good RPG is a lot more important that having a lot of FF cameos- doing so almost seems unfair and insulting to the original games.

Also, getting potions through NPCs...unlimited amount of potions? Well even the easiest RPG game has a limit for restorative items, unless of course that you use cheat codes to surpass those limits.

It's obviously not unlimited if you can't get potions more than once from an NPC. Theoretically, if you never used a potion, you could get up to 30-40 potions at once, but since this will never happen, the situation is unrealistic.

My point here is that, after knowing that players loved your current story, I think that we should make a sequel to it 'cause honestly I was looking forward to know a little more about the true Sephiroth and the Mysterious Warrior.

Anyhow, this is both the FFF and DB's RPG, and since they always make the final decision here we should wait until we know their opinions.

It's nice and all to get every single person's opinion, but sometimes, you gotta just get things done. I mean, I would love Koloth and Tielknight's opinion, but the fact that they have not responded to this shows that they either don't care or don't want to be involved. I guess I could bug DB, but he's always mysteriously busy when there is a long thread that I want him to read. Finally, posting this in a general forum is a stupid idea because the whole story would be ruined. You don't want to give away everything, do you?

On a side note:
Shouldn't Large, heavy weapons decrease speed a little? like -5 at least?

Holding a knife is not going to slow you down in comparison to, say, a rifle. "Large" is just a general item type that encompasses all items.

Also players love to create their own equipment, and since they have been playing a game in which they could create their own equipment, removing it now would be bad....still I am not so sure, maybe we could try and see what happens...

The problem with crafting weapons is that it removes the uniqueness that each weapon has. If you find the component with the highest strength, just make a small knife with 5 of that component and you will have the best possible weapon. Everyone else, of course, will see this and get exactly the same thing, so everyone ends up with near exactly the same armor. Another problem is that many players just don't care about crafting weapons. They made a good set of armor a while ago and don't feel the need to do it again.
 
The problem with crafting weapons is that it removes the uniqueness that each weapon has. If you find the component with the highest strength, just make a small knife with 5 of that component and you will have the best possible weapon. Everyone else, of course, will see this and get exactly the same thing, so everyone ends up with near exactly the same armor. Another problem is that many players just don't care about crafting weapons. They made a good set of armor a while ago and don't feel the need to do it again.

Hmm, I agree since sometimes the Craft option allows them to easily pawn some areas, like it happened before. Well I guess we must wait until Gold and see what happens.

Yes, with the current RPG system, is quite hard to fully recreate a Final Fantasy Game like experience but, if they really fix the Null Spell option in Gold, we can use that in order to make stats ailments.

For example, the spell Poison (a weaker version) won't expire after a long time, but if a player uses "Poisona", then they will be able to remove that stats ailment (that is if ZT notices that the Null Spell option is not working)

On Koloth and Tiel, I am not sure why they haven't posted here yet, perhaps they are busy, let's give them some time.

Also, since I guess that these areas won't be really far from each other, I guess that we can add different stories per Map Section, think about it. If we let the Pyramid and all the areas related to it to one of the sections of the map, we can trully add some more things to the other sections. Also since your new story mentioned a Time Machine somewhere (correct me if I am wrong), I wouldn't mind if we could somehow use that Time Machine :P


Anyhow, if that's the leading plan for the RPG, I think that the best thing we should do now is to look for nice pictures for those areas, because I am sure you hate the Inferno Default pics as much as I do.
 
Adamant, I need some time to digest it. I am doing this so I can make valid opinions. It seems like you put a lot of thought into this. But to be honest, I would rather see something that has ideas from all four of use, verses just one.

I am wondering if your idea would be better for a forum that just got Inferno and has no game. Also, they have no idea how to start. Your scheme would be a good base to start with. We already have a game. Also, there seem to be a lot of new people who are enjoying it. From what I have seen, I do not think the present game is all that bad. When people get bored with it, we can use new ideas.

But, I am not totally counting out your game for here.

Finally, when I digest your ideas, I will make more valid opinions. If you want your game here, I believe you need some patience.

Yes, I would like to see DB's opinions of this idea. Since he is the owner of the site.
 
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