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ΩDageoffantΩ
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Well, a few suggestions regarding game play mechanics.

First off: Levels/classes.

I can think of a few ways to handle levels and classes.

1. "Tested and true." The most commonly used system. In witch your character IS their class, and has only one level based on combat/quest experience. Characters can, in some cases, have a secondary or sub class that allows them to use that class's skills, but they aren't as powerful as they would be for a primary user.
Examples: WoW, Guild Wars, FFXI, CoH/V, Star Wars Galaxies(Post-NGE), Too meany MMO's to list

2. "Everyone starts somewhere." In this system, the character starts out as a "Beginner" or "Noob" class that in a word, sucks. However, they can advance to other classes, witch branch off into several trees. For example, A beginner may advance to a Mage, but then later have to choose between advancing to a Wizard, who specializes in damage dealing, or a Priest, who heals. A basic mage would be able to do both to a degree. Characters may just have one level, as in #1, or have separate levels for their class and combat experience.
Examples: Maple Story, Ragnarock Online, Lineage

3. "Levels are for nubs." In this system, There are no concrete Classes or Levels. Every character is just well, a person. Who has no combat level, but instead, a skill level in a profession. Professions can be mixed and matched to create any kind of character desired.
Examples: Star Wars Galaxies (Pre-CU)

4. "Mix and match" Any combination of the above.
Examples: Runescape, Star Wars Galaxies (Post-CU)

Those are some systems ive seen used.

I know I did a shitty job of explaining, so PM me with any questions.

(also, sorry for the wall o text)
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