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Slime Knight
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Class Suggestions for my new project. 
 PostTue Mar 29, 2011 12:08 am
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Hey everybody! So. I'm working on a new project in which you pick a party of four FF1 style. But, more or less, I want to play with making battles interesting. So, to start with, I need interesting classes. Probably looking to get at least 6 good ones, with a little bit of overlap so that you can't have all the choices in one play-through, but a small enough number to keep them interesting and original.

Then, the idea is, instead of normal level-ups, you can level up the character in one of 2 directions. Eventually this will change their class. This will make more sense when I go a little more in depth.

What I have so far:

MUNITIONS ADEPT

The munitions adept is a master of firearms and demolition. He is the go-to guy for dealing large amounts of damage but exposure to dangerous armaments and chemicals has left his body frail.

High attack, high-ish speed, low defense, low health.

PASSIVE SKILL IDEAS:
Offensive Engineer: Items that damage enemies do 1.5x damage. (if possible)

ACTIVE SKILL IDEAS:
Highly Volatile: Large blast deals massive damage to all enemies. Aftershock deals (less, but not inconsequential) damage to the party.

The munitions adept can either increase his defensive attributes and eventually become an ARMAMENT GUERILLA or increase his offensive power and become a MAD SCIENTIST. If you choose to do a somewhat even amount of both, he will become a MUNITIONS EXPERT.


CLOCKWORK ABERRATION

The clockwork aberration's iron outer shell protects it from most forms of damage, but its heaviness as well as the years without being maintained have left it slow and relatively unpowerful.

High defense, high health, low-ish attack, low speed.

PASSIVE SKILL IDEAS:
Efficiency: All items are 10% more effective. (if possible)

ACTIVE SKILL IDEAS:
Reinforce: Raises defense. (booooring)

The clockwork aberration can either increase its defensive attributes (and pick up healing abilities) to become an IRON LUNG or it can increase its offensive power and become a JUGGERNAUT ENGINE. Somewhat of both gets you a CLOCKWORK AUTOMATON.

TROUBADOUR

The Troubadour is capable of the widest variety of buffs and de-buffs to inflict on others. However, he does no damage himself outside of if you have him use offensive items. If possible, most buffs and de-buffs will not be immediate but will slowly grow over time.

No attack, Middle of the road everywhere else.

PASSIVE SKILL IDEAS:
Morale Boost: Everyone in your party's defense is raised very slightly just by having a troubadour in your party.

ACTIVE SKILL IDEAS:
Vamp (replaces attack): Repeats last attack for no MP cost and lets you choose a new target. (the troubadours buffs do not stack)
Accelerando: Imagine regen mixed with haste. (is this possible?)
Ritardando: Imagine poison mixed with slow.
Cadence: Removes buffs/de-buffs on target.
Crescendo: Regen mixed with attack up.
Diminuendo: Poison mixed with attack down.
ETC ETC.

The troubador can pick up offensive skills and become an AVANT-GARDE COMPOSER, or pick up defensive skills and become a (title undecided) doing a bit of both gets you a MAESTRO.

Basically, the idea for the levelling up screen will look like this:

Code:

O O
|X|
O O
|X|
O O
|X|
O O


with O being stat increases/new abilities and | or X representing paths you can take between them. Class changes will probably happen at a point in the story, but i'm not entirely sure how it will work yet. But basically the hero will keep all old abilities but unlock a new level up tree, which will probably still have options but they will be much more specialized.
Liquid Metal Slime
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 PostTue Mar 29, 2011 1:11 pm
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More OHR games need to have selectable classes. I assume they don't mostly because balancing battles is difficult enough with a fixed party. Not to derail the thread, but what are some other games that do, other than the unfinished Walthros: Mercenaries and Darkmoor Dungeon?

My idea: An active skill for the Clockwork Aberrant would be "Provoke". When an opponent is Provoked, they must attack the Clockwork Aberrant instead of any other party member. Otherwise, a low attack but high defense character isn't so useful. Sure he is hard to kill, but he doesn't contribute much while he is alive. Now he can act as a defender. Probably, for balancing purposes, only 1 enemy could be provoked at a time.

How do you script that attack? I have no idea...
Super Slime
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 PostTue Mar 29, 2011 4:39 pm
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Willy Elektrix wrote:
Not to derail the thread, but what are some other games that do, other than the unfinished Walthros: Mercenaries and Darkmoor Dungeon?

Crystal Chasers.

shakey, what are you looking for here? More class ideas?
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Metal Slime
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 PostTue Mar 29, 2011 7:02 pm
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what kind of game is this? it sounds very science fiction-y. if that's the case, you could have a class like this:

psychic adept

psychic adepts are soldiers who have undergone intense mental training to use their minds as weapons. as such, their skill with weapons is very minor.

mid-attack, mid-health, low defense, mid-speed, resistance to psychic-based attacks

passive skill:
psychic shield- mild resistance to most indirect attacks, such as weapon fire and other such projectiles. does not, however, protect against melee, concussive blasts, etc.

active skill:
mind jolt- does heavy, defense-piercing damage to living creatures, or, anything with a brain. machines are obviously not affected.

increasing defensive abilities creates a Psychic Sentinel, offensive abilities creates Cerebliterater, both creates Physics Breaker.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
Liquid Metal Slime
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Re: Class Suggestions for my new project. 
 PostTue Mar 29, 2011 9:31 pm
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Quote:
what kind of game is this?

I find myself asking this question too. I have a hard time imagining a world in which these things can co-exist.
shakeyair wrote:
TROUBADOUR
CLOCKWORK ABERRATION
MUNITIONS ADEPT

Super Slime
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 PostTue Mar 29, 2011 9:48 pm
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To be fair, Fire Emblem's troubadours have very little to do with troubadours in the traditional sense of the word.

...Not that that helps matters at all.
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Slime Knight
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 PostTue Mar 29, 2011 10:39 pm
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The setting is atypical, mixed fantasy (in the vein of the final fantasies past 6) most analogous, probably, to a steam punk sort of setting. It is whimsical in some ways, but not really comical. The game itself uses a 16 color palette, though it does not conform to NES restrictions.



There's a screenshot. The leader is the munitions adept, followed by the clockwork aberrant, followed by the troubadour.

I forgot that provoke was possible in the OHR battle engine. That is definitely something the clockwork aberrant needs to have.

The psychic adept is interesting, i like the idea of having characters who in certain situations are very good and suck at other times. Basically, the way I want game balance to work is along the lines of Starcraft, where any character sucks in certain situations, and any character is very very good in others. Will be interesting to see how this plays out in balancing.

Plus. Cerebliterator? Coolest word I've heard in a while.
Super Slime
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 PostTue Mar 29, 2011 10:43 pm
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Troubadour is a pimp Surprised

If you like stuff where characters suck in some situations and shine in others, have an undead-hunter type hero. Give him some weak cure spells and some powerful anti-undead spells.
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Liquid Metal Slime
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 PostTue Mar 29, 2011 10:55 pm
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Mogri wrote:
undead-hunter type hero

When I read that, I imagined a zombie armed with a crossbow. I think you mean something like a crusader-type hero, right?
(But hey, why not, let's have some zombies with crossbows as enemies)
Liquid Metal Slime
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 PostTue Mar 29, 2011 11:26 pm
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His greatest attack could be the Holy Hand Grenade.
Remeber: God made you special and he loves you very much. Bye!
Liquid Metal Slime
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 PostWed Mar 30, 2011 1:55 am
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Baconlabs wrote:
Mogri wrote:
undead-hunter type hero

When I read that, I imagined a zombie armed with a crossbow. I think you mean something like a crusader-type hero, right?
(But hey, why not, let's have some zombies with crossbows as enemies)


Actually, an undead hero would be cool. He could have crappy stats but awesome abilities such as regenerate, drain life, poison (or better yet, think Mummy Rot from D&D), and crazzy debuffs.
Metal Slime
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 PostWed Mar 30, 2011 3:33 am
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Willy Elektrix wrote:
Baconlabs wrote:
Mogri wrote:
undead-hunter type hero

When I read that, I imagined a zombie armed with a crossbow. I think you mean something like a crusader-type hero, right?
(But hey, why not, let's have some zombies with crossbows as enemies)


Actually, an undead hero would be cool. He could have crappy stats but awesome abilities such as regenerate, drain life, poison (or better yet, think Mummy Rot from D&D), and crazzy debuffs.


and be hurt by heal... unaffected by poison, or even healed by it... has fear-type abilities to cause enemies to run from battles... could be pretty awesome!
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
Slime Knight
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 PostWed Mar 30, 2011 6:52 am
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Idea:

LIFE ABSENT

The life absent are the spirits of those who for some reason are unable to leave this realm.

very low health, only damaged by magic-ish stuff, no attack.

PASSIVE ABILITIES:
Apparition: Physical attacks cause no harm.

ACTIVE ABILITIES:
Haunt: Raise own MP slightly. (replaces attack)
Feed: Drains opponents MP.
Ally Feed: Drains allies MP.
Drain: only usable with full MP. (I'll change the cost on level up?) completely drain one foes MP. (Only usable with full HP? It kills the life absent? good for bosses...)

If a life absent learns to buff allies (somewhat weaker buffs), it will become a RETRIBUTE, if it learns to de-buff enemies (powerful de-buffs come at expense of other hero's health) it becomes a INCORPOREAL. somewhat of both makes it a SOUL RECONSTRUCT.

Obviously, all encounters will have to be designed with this character somewhat in mind. But managing the MP of your enemies and avoiding deveastating boss attacks is interesting to me.
Metal Slime
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 PostWed Mar 30, 2011 12:58 pm
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shakeyair wrote:
Idea:

LIFE ABSENT

The life absent are the spirits of those who for some reason are unable to leave this realm.

very low health, only damaged by magic-ish stuff, no attack.

PASSIVE ABILITIES:
Apparition: Physical attacks cause no harm.

ACTIVE ABILITIES:
Haunt: Raise own MP slightly. (replaces attack)
Feed: Drains opponents MP.
Ally Feed: Drains allies MP.
Drain: only usable with full MP. (I'll change the cost on level up?) completely drain one foes MP. (Only usable with full HP? It kills the life absent? good for bosses...)

If a life absent learns to buff allies (somewhat weaker buffs), it will become a RETRIBUTE, if it learns to de-buff enemies (powerful de-buffs come at expense of other hero's health) it becomes a INCORPOREAL. somewhat of both makes it a SOUL RECONSTRUCT.

Obviously, all encounters will have to be designed with this character somewhat in mind. But managing the MP of your enemies and avoiding deveastating boss attacks is interesting to me.


not sure i like the idea of this one only damaging MP. then again, i'm assuming this is what he does at first? i can see him not having any direct attacks and instead having some DOT spells, different from poison (like maybe the life absent's "poison" is stackable at higher levels?).
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
Slime Knight
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 PostWed Mar 30, 2011 9:57 pm
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TOWNS!

TIMBERWILLOW! (what a nice inn!)



Timberwillow is likely where the game will start, since thats what I decided to call the place I started drawing. (Maybe I'll just do graphics til I'm bored and figure the game out that way)

Timberwillow is the forest town (but I haven't drawn any trees yet) The locals are facing... uhm. SOME SORT OF CALAMITY. That only a group of 4 ragtag adventurers can fix, of course. Plot isn't there yet. Probably some sort of FOREST ELEMENT MACGUFFIN.

It is powered by STEAM (i don't know if this will be important yet)

BOOM TOWN

Boom town is in the desert. There will be saloon doors and cacti. And gears. So many gears. This is steampunk-ish, after all. There will be a COAL MINE. Can you guess what its powered by? Still not sure if that will have plot relevance, but whatever. And a train. For sure. Maybe.

(snowy place)

There will be a giant still in the center of the town. Thats all i got so far.
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