Have abbilities and skills on your character that are collectable
Collectable Characters
Started by Feldron, Jul 03 2006 09:52 PM
4 replies to this topic
#2
Posted 03 July 2006 - 10:00 PM
Example 1
Rare skills and ultra rare bonuses from bosses or random drop
so you got the first standard warrior attack skill and you can up upgrade it will skill and if you have it at a certain skill lvl and find a rare skill scroll
you can get a new skill
example Chop +6 damage next attack needs lv.5 in skill
Rare scroll Firey Chop +8 damage fire based
Also then the ultra rare bonuses you kill the boss and had the quest to do it not just farming so you are luck add find a rare fruit once eaten you gain +.1 str
(yes .1 so its not unbalancing and you can have alot of collectablity to character would braking balance)
also you could use this for skills and have over normal max lvl skills and over ablities
Rare skills and ultra rare bonuses from bosses or random drop
so you got the first standard warrior attack skill and you can up upgrade it will skill and if you have it at a certain skill lvl and find a rare skill scroll
you can get a new skill
example Chop +6 damage next attack needs lv.5 in skill
Rare scroll Firey Chop +8 damage fire based
Also then the ultra rare bonuses you kill the boss and had the quest to do it not just farming so you are luck add find a rare fruit once eaten you gain +.1 str
(yes .1 so its not unbalancing and you can have alot of collectablity to character would braking balance)
also you could use this for skills and have over normal max lvl skills and over ablities
#3
Posted 03 July 2006 - 10:05 PM
Example 2
Gear oriented bonuses
You can gain or unlock rare bonuses for item orinented bonuses
example:
Dragon Blade 20 base damage +(20) fire damage
now a normal char with the unlock bonuses can only get a +1-3 bonus from a item
so a without skill to use it its just 20 base damage and +3 fire
then you can have the unlock bonuses
quest walk of fire (basically you have to walk through a long lined up bon fire and not die) unlocks +4 fire damage bonuses and +5 fire reist bonuses
then the item would be 20 base damage and +4 fire damage
etc.
Gear oriented bonuses
You can gain or unlock rare bonuses for item orinented bonuses
example:
Dragon Blade 20 base damage +(20) fire damage
now a normal char with the unlock bonuses can only get a +1-3 bonus from a item
so a without skill to use it its just 20 base damage and +3 fire
then you can have the unlock bonuses
quest walk of fire (basically you have to walk through a long lined up bon fire and not die) unlocks +4 fire damage bonuses and +5 fire reist bonuses
then the item would be 20 base damage and +4 fire damage
etc.
#4
Posted 03 July 2006 - 10:21 PM
Example 3
AA's
Alternate Advancement
If you played games with your freinds but they play less then you you could find your self at a much higher lvl then them and no longer able to play with them or have to start and build up new characters etc
The AA's should start sooner in the game i think now just end game
Idea for lvling
Instead of just you gain a lvl and instantly gain more power
I would rather see you earn each bonus 1 at a time and then when you have enough then able to gain a lvl
Example
First you select the bonus to earn then gain exp and its added to your character
(you see your self gain more bonuses and quick as the bonuses for a lvl are broken down into parts instead of you grind for X number of hours and gain 1 lv you are gain power and bonuses through out the hour and then gives the apear of going sonme where faster at higher lvls this would help less the tendium of grind as you see more earning the just you gain 1 lvl)
lv1
Hit Points
+1 50 exp
+1 50 exp
+1 50 exp
+1 100 exp
+1 100 exp
+1 250 exp rare requires item
Stat Points
+1 200 exp
+1 200 exp
+1 1000 exp rare requires quest
Skill Points
+1 100 exp
+1 100 exp
+1 100 exp
+1 100 exp
+1 200 exp
+1 200 exp
Gain Lv 2
lvl up 400 exp Requires 3 hp 2 stat 4 skill bonues
So you could lvl up with the min required for the lvl which may let you equip new gear or continue on and earn the extra's
If you continue on without gaining the extras they will cost more exp to get later (you get more exp from monsters so they have to cost more)
This system would give you far more collectablity and have players feel they are getting some where faster and later in game allows for more expansion and upgrades over the normal lvl system
AA's
Alternate Advancement
If you played games with your freinds but they play less then you you could find your self at a much higher lvl then them and no longer able to play with them or have to start and build up new characters etc
The AA's should start sooner in the game i think now just end game
Idea for lvling
Instead of just you gain a lvl and instantly gain more power
I would rather see you earn each bonus 1 at a time and then when you have enough then able to gain a lvl
Example
First you select the bonus to earn then gain exp and its added to your character
(you see your self gain more bonuses and quick as the bonuses for a lvl are broken down into parts instead of you grind for X number of hours and gain 1 lv you are gain power and bonuses through out the hour and then gives the apear of going sonme where faster at higher lvls this would help less the tendium of grind as you see more earning the just you gain 1 lvl)
lv1
Hit Points
+1 50 exp
+1 50 exp
+1 50 exp
+1 100 exp
+1 100 exp
+1 250 exp rare requires item
Stat Points
+1 200 exp
+1 200 exp
+1 1000 exp rare requires quest
Skill Points
+1 100 exp
+1 100 exp
+1 100 exp
+1 100 exp
+1 200 exp
+1 200 exp
Gain Lv 2
lvl up 400 exp Requires 3 hp 2 stat 4 skill bonues
So you could lvl up with the min required for the lvl which may let you equip new gear or continue on and earn the extra's
If you continue on without gaining the extras they will cost more exp to get later (you get more exp from monsters so they have to cost more)
This system would give you far more collectablity and have players feel they are getting some where faster and later in game allows for more expansion and upgrades over the normal lvl system
#5
Posted 21 July 2006 - 03:22 AM
Well, there is less need for things like AA in Crusade since it isn't a hard class system, but a skill based system with simple starting classes. If you want to learn something new, just start doing it or find the appropriate trainer.
For the collectable items from drops, that will create a massive camping issue. I know you said random, but it has to be limited somehow and the players will figure that out and camp the mob(s) that are most likely to drop those special items.
For the collectable items from drops, that will create a massive camping issue. I know you said random, but it has to be limited somehow and the players will figure that out and camp the mob(s) that are most likely to drop those special items.
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