Although we don't expect EVERYONE to be 100% satisfied with the finished product, we would like to incorporate as many of the features you (the end user) feel are important too. If any of you have any good ideas, we'll give them a try. So use this thread to discuss what YOU think would make the "perfect RPG," well, perfect.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Well I'll start it off with my own idea. Picture, if you will, a virtual world where you are a powerful figure in society, either as a renegade (loner) or a member of a faction. What you accomplish affects the 'world' positively or negatively. Many warring and allied factions fight for total domination by racing to discover more advanced technologies or creating unity between factions with similar views. Your role in this scheme is entirely up to you; make a name for yourself by developing your personal skills and use your political leverage to influence your faction, or train to become more powerful than your successors and lead your faction to victory, anything is possible. The world starts at a certain era, and only the technologies allowed for that time period are available to everyone--UNTIL an individual or faction discovers new technologies. Time passes as it would in a normal world (but faster than real time). Eras are defined by the technilogical advancements of the world in general. The computer age could very well be reached before the 1800s if the world all worked together to develope techs. But coordination of that magnitude in a world such as this is highly unlikely. People are all unique and have ideas of their own, which is what makes us split into unit or groups or factions to pursue common goals, bring down rival factions and gain their techs, etc. Technologies themselves, once successfully researched by an individual or faction are initially only available to that unit or group until either: the unit or group releases it as public knowledge, the tech is shared with ally factions, the tech is released via other means such as espionage, or finally the tech exclusivity time limit is reached. This enables factions/individuals to create major advantages for themselves and their factions and optionally their allies for a period of time. Technologies would unlock things such as new skills, new offensives, new defensives, new items, new spells, or even just give small bonuses for each person entitled to take advantage of the new tech. Success in researching a tech could depend on many things, such as character level, faction status, other tech dependancies, or combinations of these. Eras would advance depending on which techs are public. For instance, in order to advance to the Space Age, and be able to begin researching techs like Interplanetary Travel and Satelite Technology, you'd have to have completed (meaning the world as a whole) techs such as Compound Chemical Fuels, Liquid Hydrogen Processing Plants, Microprocessors, or whatever techs are required by the era-dependancy tree. The system would be designed in such a way that techs are not neccesarily easy to research (depending on the benefits it would provide), and those working together to accomplish techs would make it a small percent easier (to promote team work). The interface would still be much like current MMORPG style interfaces, with of course our own design and whatever other innovations we'd need to implement to facilitate a system such as this. This is just a general idea of mine, if you'd like to scrutinize it, ask me questions, give your additional ideas of how this might be implemented (mechanics-wise or otherwise), please do so in this thread.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Although we don't expect EVERYONE to be 100% satisfied with the finished product, we would like to incorporate as many of the features you (the end user) feel are important too. If any of you have any good ideas, we'll give them a try. So use this thread to discuss what YOU think would make the "perfect RPG," well, perfect.
Well I'll start it off with my own idea. Picture, if you will, a virtual world where you are a powerful figure in society, either as a renegade (loner) or a member of a faction. What you accomplish affects the 'world' positively or negatively. Many warring and allied factions fight for total domination by racing to discover more advanced technologies or creating unity between factions with similar views. Your role in this scheme is entirely up to you; make a name for yourself by developing your personal skills and use your political leverage to influence your faction, or train to become more powerful than your successors and lead your faction to victory, anything is possible. The world starts at a certain era, and only the technologies allowed for that time period are available to everyone--UNTIL an individual or faction discovers new technologies. Time passes as it would in a normal world (but faster than real time). Eras are defined by the technilogical advancements of the world in general. The computer age could very well be reached before the 1800s if the world all worked together to develope techs. But coordination of that magnitude in a world such as this is highly unlikely. People are all unique and have ideas of their own, which is what makes us split into unit or groups or factions to pursue common goals, bring down rival factions and gain their techs, etc. Technologies themselves, once successfully researched by an individual or faction are initially only available to that unit or group until either: the unit or group releases it as public knowledge, the tech is shared with ally factions, the tech is released via other means such as espionage, or finally the tech exclusivity time limit is reached. This enables factions/individuals to create major advantages for themselves and their factions and optionally their allies for a period of time. Technologies would unlock things such as new skills, new offensives, new defensives, new items, new spells, or even just give small bonuses for each person entitled to take advantage of the new tech. Success in researching a tech could depend on many things, such as character level, faction status, other tech dependancies, or combinations of these. Eras would advance depending on which techs are public. For instance, in order to advance to the Space Age, and be able to begin researching techs like Interplanetary Travel and Satelite Technology, you'd have to have completed (meaning the world as a whole) techs such as Compound Chemical Fuels, Liquid Hydrogen Processing Plants, Microprocessors, or whatever techs are required by the era-dependancy tree. The system would be designed in such a way that techs are not neccesarily easy to research (depending on the benefits it would provide), and those working together to accomplish techs would make it a small percent easier (to promote team work). The interface would still be much like current MMORPG style interfaces, with of course our own design and whatever other innovations we'd need to implement to facilitate a system such as this. This is just a general idea of mine, if you'd like to scrutinize it, ask me questions, give your additional ideas of how this might be implemented (mechanics-wise or otherwise), please do so in this thread.