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 Luke's Ideas:- UPDATED; Liberty needs Love!

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TranquilSilence

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PostSubject: Luke's Ideas:- UPDATED; Liberty needs Love!   Wed Jul 20, 2011 9:40 pm

Okay, recently some ideas have been mulling around in the graveyard of ideas that is my head, so here they are, Most of them are for strategy/Fantasy style Rp's that I would like to see made, bt they could deal with a great amount of fleshing out.

This is where you come in, I would like help, both for Critism and Enhancements to these Rps, also this would serve as an Interest check.

--Luke's Ideas--
---V1.5---

-Liberty
--(A strategy/Political Rp where we lead a fledgling colony to independance from it's Empirical masters)
--I forsee this Rp as running in a Fantasy world, it will begin on an Unamed(as of yet) beach, with a Port and a few docks. This is "The Colony" one of the Empire's latest acquisitions in it's attempt to bring the world under it's tight grasp.
In this Rp we will play as inhabitants of "The Colony" who will take on three roles. The First role is as a citezen, you will live your life and post about your interactions, the second is as a Government, we will start off as a group of Local mayors and then, once we gain Liberty adapt into a Government, it is here where we will vote on what to do with resources and how to expand, manage population and deal with the World's challenges. The Third role is as a member/leader of a Party, these parties will be voted into exploring forests on our borders or leading raids against other nations on the island, as well as protecting us from the attacks of the Empire and wild beasts.
--Demo: How a typical day would go:
Order; A large species of Human sized Tortoises have been found not too far from our Colony, they seem reasonably intelligent, can shoulder large burdens but are also Passive and Great tasting.They are being hunted down by Rocs that grab them into the air and then smash them from a great height.
Options;
A; Set up an outpost near the Tortoises, farm them as Pack animals, this will use most of our Wood and fuel bt it will grant us some food and a good source of labour, the Rocs will have to be dealt with however (Raiding party quest)
B; Kill all of the tortoises, this will give us a Huge amount of Food but it will destroy the species, however the Rocs may come searching to our village for food.
C;Leave the Tortoises alone
D; Other Idea (Suggested by Players)


-Patapon Rp
--(Strategy/War Rp where we lead splinter Groups of Patapon/Zigoton/Karmen/Demons as Splinter personalities of Kami (The Patapon God) and attempt to gain control of an Alternate Earth)
--The Patapon empire has collapsed and receded, it could no longer defend it's large cities without the Help of the Divine Kami, who splintered when the World egg was opened(Patapon Lore- Not important). The Personalities of Kami who have splintered have each made themselves known to small Groups of Patapon, using their avatars to interact and lead these followers into battle, and to create a new world Power.
--This Rp will utilise Tribal/medeval tech, with magic and a smattering of God powers thrown in.
-Demo;
-Charecter/Race sheet
Name:Xife
Race:Patapon/Avatar
Class: Tatepon( More on this later)
Mask:The Blue Pig (The mask must be that of an animal, it will grant powers based on it's design/colour)
Bio:(This is first the Bio of the Personality fragment, and then that of the Avatar)
Equipment: Flame Sword, Helm, Ice shield
Followers: 5 X Yaripon
Base location: (If anyone could make a map it would be appreciated)

--Combat Mechanic Suggested by Bbeast v.2
---
BBeast wrote:
sum of effective levels * overall effects * ( timestamp / 2 ) + special attacks

The
sum of effective levels is the most important. After individual
effects, such as class advantages and disadvantages and some special
abilities, are taken into play you then add together to get the overall
base power of your army.

Overall effects are things which effect
the whole army evenly. Some examples would be terrain advantages and
disadvantages (such as castles and other infrastructure) or special
abilities which affect the entire army equally.

The timestamp
should be the last digit of the time the post was originally made. If it
is a zero, count it as a ten. I decided it should be halved to reduce
its bias on the outcome.

Special attacks include anything which
simply causes a set amount of damage or healing. Such as summoning a
fireball, or a mass healing spell.

TranquilSilence wrote:


Units List
(as of V1.5)
-Archer
--Bonus against light armour units

-Swordsman
--Light armoured, Strong weapon

-Catapult
--Bonus against units in castles

-Mage
--Able to use any powers discovered

-Hunter
-- Weilds hunting spears, good against Mounted Units

-Skirmishers
-- unarmoured, heavy damage units equipped with bows and swords

-Pikeman
--Advanced Spearman

-Longswordsman
--Advanced swordsman

-Longbowmen
--Stronger, heavier Bowmen

-Crossbowmen
-- Lighter, Faster Bowmen

-Light mounted Units
--Each Nation has its own mount (Ie. one would have horses the other could have something else)

-Heavy Mounted Units
--Think Elephant Warriors

-Mounted Range Unit
--Elephant warrior with Bow

-Raider
--Like a skirmisher but mounted

-Airmount
--Riding a Roc is so much cooler than an elephant

.

-Steampunk/Magic Rp(Needs Name)
--(Rp set in an alternat timeline where America was discovered, however the natives managed to fight off the europeans with their knowledge of Magic, however the Europeans and the Native peoples eventually made peace, and little trouble has happened since then. When magic came to Europe it revolutionised Warfare and Technologies, with Most Steam powered technologies being adapted to utilise Magic powers. However in the year of 1914 war came to Europe, being fught not only with Guns , but with Magic, Tanks and fabricated beasties, The war dragged on until 1916 whereupon one of Germany's Necro magic generators exploded flooding the whole of central europe with necrotic energies, corrupting everything it came into contact with. The Entente pulled out of thw war but many of their troops were left stranded, with the Necrotic tide slowly reaching France, Russia and the British Isles)
--We play as Entente Troops who were left stranded in Europe, trying to make way back to out homes in the Necrotic wasteland. We will have to fight Zombies, Corrupted animals, Monsters and Even Sentient Pumpkins in our bid to get home.
--Each major nation is specialist in a certain type of Magic, the Major ones being these;
The British Empire- Fire Magic
Germany- Necro magic
Russia- Frost Magic/ Skinwalking
The French Empire- Water magic
Australia(In this timeline an independant Nation, though Allied with it's former Owners)- Earth/Dust Magic
The United Americas- Nature/Life magic
(Any ideas for other Nation/Magic combos?)
--This Rp will blend magic and Steampunk, such as Dragons, used as heavy weapon platforms to assualt from the sky.
--Bosses
(As of V1.5)
-Nuked Bull
(Corrupted Bull, enraged and dangerous, but quite Resilient to Magic, easy to defeat)
-Stunted Gigantes
(A "Small" Giant, It's food source killed off in the Nerotic wave, Uses a Club, Non Magical
-Raeph
(A corrupted soldier, His body turned to shadows, Almost unkillable by convential means, magic is a must)
-Mestopheles
(Low Ranking Demon, The first Demon we will fight and will be quite a Challenge)
Obsidian Troll and Geomancer
(A stone Golem and it's summoner, both swayed by Demoic forces, the Obsidian Troll seems far to tough to Damage, but the Geomancer seems soft and squishy...)






More to come, but let's deal with these at the moment, any Questions will be answered, and all Critism is welcome


Last edited by TranquilSilence on Thu Aug 18, 2011 9:18 pm; edited 5 times in total
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Thu Jul 21, 2011 1:58 pm

Liberty sounds interesting. So the Government people decide on what to do, and the Civilians act on those decisions. I presume you will be controlling the section of the IC you called the 'Order'.

As for Patapon RP, I suggest that one major element of your combat mechanic be something called a time-stamp. This is basically the second hand of the digital clock for when the post was posted. You can use either the ones digit or both digits. You should also throw in the quantity of combatants and skill levels.
Perhaps 't+p*s', where t is the time-stamp, p is the people and s is the skill level.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Thu Jul 21, 2011 2:37 pm

I had an idea for a fantasy rp... In fact, I have a lot of ideas. I have an rp idea(Hint, Freelancer named Legionairre, in black Recon armour all over cept for teh head, which is a Mark V helmet.)

I have an idea for a fantasy war rp, with three major stages, where, we start off at a war council held in the city of Talin, where we are several nations concerned at news of an entire continent to the south being overrun by a ruthless army of infantry from another world. We then send a group down, (first stage of rp- character) and inspect the army. We then head back home, and here begins the second rp, as an alliance. We must try to build up our power for three years as the army prepares itself to invade, and then we fight with them in an epic battle.Second stage.

Everything goes wrong. Marshalls die, General's pee their pants, and we lose the first of many fights. It seems that the enemy is much more than a land army. It has powerful magicians, and they, once they have a secure fortress on our continent, open portals, or gateways, through space and time to their world. A stream of warriors come through. It soon becomes apparent we will lose this war. But, as it seems, we had a contingency. A group of powerful magicians have captured an enemy mage, and have been probing him for information. We have learnt how to create rifts. Through space and time. To other worlds. We begin building these. Sadly, it takes at least a week to build these, and we don't have much time. We have to establish a defence and hold the middle part of an empire called Aragha, along a string of cities. Naturally, it'll be tough. We manage to hold, and then we move to the third stage.

We evacuate the world. And we, each of our empires, have a different world. Damn tough if you ask me. My idea is for us to keep the medieval theme, but we create special portals, or rifts I call them(Took it off a book series). After that... We... I ahve no idea. But I think it'll be interesting, with three different genres of rp. I'd like it.

Thumbs up if I should put this on the Sporum.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Thu Jul 21, 2011 6:17 pm

This isn't youtube, it has no thumbs up, however, for those of you who don't know, there is a plus and a minus on the right of each post. That is our equivalent.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Thu Jul 21, 2011 8:42 pm

Personally Legion that doesn't grip me much, I would hope that you would make a RvB RP, or remake your Minecraft one, You sort of ignored my sheet that I posted in it a while ago...

Nice Idea Bbeast!
I was thinking also Powers and Terrain could come into it, For example Range units on a Hill are going to slaughter Unarmoured units for a few turns. Also, How do you guys think powers should be implemented, I'm planning using the Hero modes from Patapon 3 (Ie. Mages (Mahopons) preform a Uber powerfull Meteor attack that can be inturrupted, Axe units spin around bulldozing all in their path)
Also If anyone wants clarification on the Classes, just Ask.
I will try and make you something nice for your idea, Is it alright if I make/ Dedicate something to/for you in Spore? (My Only Skill other than Acting)

I also have another Idea, I'm going to Flesh it out more ATM ,but I'll leave a Hint;

Quote :
Alternate Timeline, WW1, Zombies, Mechas, Magic and Living Pumpkins
Guess What books I've been reading lately...
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Fri Jul 22, 2011 1:36 pm

@Legion, this sounds like the excellent backing for a statistical strategy RP. You'll need a good mechanic for everything.

@Tranquil, The additions you make mean that unless a lot of complicated stuff is added the combat will have to be free-form.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Sat Jul 23, 2011 2:08 am

Okay, whatdo you suggest I do for the God powers, perhaps limiting them to only short time bonuses, or even passives ie.

+50% Food generated per post, also -15 to Food needed to Create unarmoured Melee units

Also, on the Subject of "Liberty" we all Civilians, but each Civilian also has a role in the local governement. All Civilians can vote, other than criminals and all Civilians can suggest Ideas for the Order of the Day.
In short the Order is the Scenario we are voting on just like;

" A Village of Goblins has been discovered not too far off to the North, sitting on a prime Gold mining spot, What should be done about these Goblins?"
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Sat Jul 23, 2011 9:14 am

We killem all.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Sun Jul 24, 2011 8:31 am

So, how statistical do you want that Patapon RP to be? Do you want just the resource management to be statistical or both resources and combat to be statistical.

For Liberty, you as the OPer would file what events are happening and the players then decide on what to focus on.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Sun Jul 24, 2011 1:49 pm

Well I think it would be simpler if just the resource managent would be statistical, as the Combat could get difficult.
Or if the Combat is statistical it could work something like this;
Each unit has a skill level, the Skill level effects the Timestamp. However certain classes of units have other bonuses Such as Spear class warriors getting a +25% skill level boost when fighting Cavalry units.
So to summarise, A weak spear unit would have a skill level of 4, which would be added to the total combat score, but if it is fighting a Cavalry unit, Its skill level would be boosted to 5. Sound good?

For the Liberty Rp, all the "Orders" would be recorded, in the Op, or the post below that. What do you think the environment should be like in the RP?
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Tue Jul 26, 2011 1:11 pm

Interesting. I think you have managed to figure out a fair bit about how the combat would work.

You get the sum of all the units' skill-level and multiply it by the time-stamp (or a fraction of the time-stamp to reduce the time-stamp's bias). For units that have bonuses against other units, it can not simply be add the bonus if the enemy team has any of those units. Because what if they have one cavalry among a large army and you have a whole bunch of spearmen? That would not work well. Perhaps instead for each unit that the troop gets a bonus against the troop can get a bonus. If they have 5 cavalry and you have 10 spearmen, you can only get bonuses for 5 of your spearmen. If they have 10 cavalry and you have 5 spearmen, then all of your spearmen can get a bonus.

Then there is terrain. There could be terrain modifiers for individual unit types. There could also be terrain modifiers for armies as a whole. Like when an army is attacking another army in a castle.

And of course there are overall powers. Perhaps a passive power could be leadership, which increases the effictiveness of all troops as long as a leader-class or hero-class or general-class unit is in the army, or that ability could be attached to those units.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Sat Jul 30, 2011 1:18 pm

BBeast wrote:
Interesting. I think you have managed to figure out a fair bit about how the combat would work.

You get the sum of all the units' skill-level and multiply it by the time-stamp (or a fraction of the time-stamp to reduce the time-stamp's bias). For units that have bonuses against other units, it can not simply be add the bonus if the enemy team has any of those units. Because what if they have one cavalry among a large army and you have a whole bunch of spearmen? That would not work well. Perhaps instead for each unit that the troop gets a bonus against the troop can get a bonus. If they have 5 cavalry and you have 10 spearmen, you can only get bonuses for 5 of your spearmen. If they have 10 cavalry and you have 5 spearmen, then all of your spearmen can get a bonus.

Then there is terrain. There could be terrain modifiers for individual unit types. There could also be terrain modifiers for armies as a whole. Like when an army is attacking another army in a castle.

And of course there are overall powers. Perhaps a passive power could be leadership, which increases the effictiveness of all troops as long as a leader-class or hero-class or general-class unit is in the army, or that ability could be attached to those units.

Nice Ideas, I think the Terrain types will be ;
-Hill
-River
-Swamp
-Forest
-Jungle
-Mountain/Volcano
-Plains
-Grassland
-Desert

Each having distinct bonuses, I think a Castle could be constructed on any of these Terrains, adding a Bonus to the Defending unit in the Terrain?
Any other ideas for Terrain types?

Perhaps flanking could be another of those powers, or perhaps something that could scare a Squad of enemies, decreasing their Skill level by 25% for one post( Perhaps higher levels of this ability would last for more posts). Also, how about to activate powers you must have a General/Hero/Leader unit near a Squad, thus making them more usefull.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Sat Jul 30, 2011 2:05 pm

Yes, all very good. You'll have to make a comprehensive and complete list of all units before starting, as well as ensuring that they are all balanced. I suggest that when calculating the cost of a unit you add together their stats (or a fraction or multiplication of their stats for ones biased otherwise from the median), and some extra for special abilities depending on the power of those abilities. That is a simple way to ensure balance.

Time to take a crack at a combat formula.

sum of effective levels * overall effects * ( timestamp / 2 ) + special attacks

The sum of effective levels is the most important. After individual effects, such as class advantages and disadvantages and some special abilities, are taken into play you then add together to get the overall base power of your army.

Overall effects are things which effect the whole army evenly. Some examples would be terrain advantages and disadvantages (such as castles and other infrastructure) or special abilities which affect the entire army equally.

The timestamp should be the last digit of the time the post was originally made. If it is a zero, count it as a ten. I decided it should be halved to reduce its bias on the outcome.

Special attacks include anything which simply causes a set amount of damage or healing. Such as summoning a fireball, or a mass healing spell.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Wed Aug 03, 2011 12:30 am

A big update to the Op may be coming soon including the aforementioned Steampunk Rp.

I'm working on stats for Terrain, and the Unit list, I was thinking of adding noncombatant units which can help or hinder your team (ie. Bards bolster the morale of a squad, giving them bonuses, Scholars call out weakspots, allowing extra damage to be dealt)

I'm also thinking of removing the Patapon aspect, and allowing people to create their own fantasy Race ( Bagsy Raccoon Spirits a la Pom Poko), perhaps having each race with one or two special units that replace regular units ( Elven Druids instead of Mages, Dwarven Earthshapers etc.)?
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Wed Aug 03, 2011 6:20 am

You give them the stats for the units. They can morph the appearance and name as much as they like. You could also perhaps allow them to have one custom unit (the pricing of which will be calculated in the same way as the other units) and one custom special ability (the ability will have to be approved by a mod first to ensure it is balanced).

The custom unit could be pretty much anything. It could be a super-trooper, but it would cost a lot. Or it could be some ultra-cheap filler unit which is pathetic physically but can quickly build in numbers. Or it could simply be a unit to fill in a niche currently unfilled by any other unit to ensure a balanced army.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Thu Aug 04, 2011 1:38 am

BBeast wrote:
You give them the stats for the units. They can morph the appearance and name as much as they like. You could also perhaps allow them to have one custom unit (the pricing of which will be calculated in the same way as the other units) and one custom special ability (the ability will have to be approved by a mod first to ensure it is balanced).

The custom unit could be pretty much anything. It could be a super-trooper, but it would cost a lot. Or it could be some ultra-cheap filler unit which is pathetic physically but can quickly build in numbers. Or it could simply be a unit to fill in a niche currently unfilled by any other unit to ensure a balanced army.

Yeah, that's what I was thinking, I was also perhaps thinking of Implementing an Upgrade tree for units going something like this;

Base Unit---> Passive Boost--->Special ability--->Unit Upgrade/Extra Passive
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Thu Aug 04, 2011 7:53 am

Will the upgrades apply for all units of one type or only singular units?
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Thu Aug 04, 2011 2:12 pm

BBeast wrote:
Will the upgrades apply for all units of one type or only singular units?

The Passives would apply to all units of that type, but the unit upgrades only affect one unit
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Wed Aug 10, 2011 10:04 pm

Whaddaya think of the new Rp?
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Thu Aug 11, 2011 1:14 pm

Interesting. I say it seems effective, although I could not tell through your spelling whether we are going in or out of the necro-wave.


The combat mechanism quote also needs updating to the one below.

BBeast wrote:
sum of effective levels * overall effects * ( timestamp / 2 ) + special attacks

The sum of effective levels is the most important. After individual effects, such as class advantages and disadvantages and some special abilities, are taken into play you then add together to get the overall base power of your army.

Overall effects are things which effect the whole army evenly. Some examples would be terrain advantages and disadvantages (such as castles and other infrastructure) or special abilities which affect the entire army equally.

The timestamp should be the last digit of the time the post was originally made. If it is a zero, count it as a ten. I decided it should be halved to reduce its bias on the outcome.

Special attacks include anything which simply causes a set amount of damage or healing. Such as summoning a fireball, or a mass healing spell.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Thu Aug 11, 2011 8:23 pm

Ok I'll update it in a minute,


On the subject of the Steampunk Rp, we will be trying to head out of the necrosis wave, however the wave also warped the Terrain so we will end up deeper in the wave, any ideas for a name?
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Fri Aug 12, 2011 1:31 pm

Dark Tide?

Mechs and Magic?
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Sun Aug 14, 2011 4:57 pm

Updated with your Combat Mechanic

I have come up with this list of Units, Feel free to add/ Remove units

-Archer
--Bonus against light armour units

-Swordsman
--Light armoured, Strong weapon

-Catapult
--Bonus against units in castles

-Mage
--Able to use any powers discovered

-Hunter
-- Weilds hunting spears, good against Mounted Units

-Skirmishers
-- unarmoured, heavy damage units equipped with bows and swords

-Pikeman
--Advanced Spearman

-Longswordsman
--Advanced swordsman

-Longbowmen
--Stronger, heavier Bowmen

-Crossbowmen
-- Lighter, Faster Bowmen

-Light mounted Units
--Each Nation has its own mount (Ie. one would have horses the other could have something else)

-Heavy Mounted Units
--Think Elephant Warriors

-Mounted Range Unit
--Elephant warrior with Bow

-Raider
--Like a skirmisher but mounted

-Airmount
--Riding a Roc is so much cooler than an elephant


Should I add Naval Units/Medics?
Also I was thinking that you start off with weak units and then by finding "Memories" of units you can use such units.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Mon Aug 15, 2011 1:21 pm

Sounds good. But Crossbows are slow, although very powerful.

I'm not sure about Memories, though. Technology seems good enough. Of course, it all depends on what your race is. Memories may suit some very well.
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PostSubject: Re: Luke's Ideas:- UPDATED; Liberty needs Love!   Thu Aug 18, 2011 8:58 pm

Maybe, but then they would just make Longbows obsolete, What should then be the Faster, lighter upgrade of Bowmen?

Memories would be like tomes that would have knowledge of that Unit within it's pages, these "Memories" must then be taken back to your Leader unit who can decode them so that you can then build that unit. Some units however will not require Memories to build though, I was also thinking that Bosses or strong armies would be guarding Memories.

Any Ideas for Upgrades for Units? (Passives, Weapon upgrades and Skills)
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