Pokemon Universe MMORPG

Creative Discussions => Roleplay Corner => Topic started by: GrizzlyEatsKids on May 10, 2013, 03:58:31 AM

Title: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 10, 2013, 03:58:31 AM
What is this? This is a new project, something that has not been attempted before. It's the beginning of a new roleplay, brought to you by myself, along ith 9Nexalas6. What's so special about that, you ask? Well, it isn't just any normal RP, where the GM creates the whole thing, but an RP customized by you, the roleplay community. As of right now, we have next to nothing developed for the RP, save for some details. Over time, we will release new information or scenarios and then allow you all to give your input and feedback. We'll use your ideas as the basis for developing a new RP, targeting a release for this summer. All we need from you is your ideas! Remember, by posting in this thread, you allow Nex and myself to use anything you place here in the RP, and we may modify it as we wish. Sure, we could just make our own RP, but we want you, the community, to feel more connected to the RP experience. Do not feel like you are obligated to join the RP if you post here, although you'll probably want to. I look forward to sharing this experience with you all, and feel free to post any and all ideas or suggestions you may have. Please try to keep it on whatever topic Nexalas or I present you with. Remember, what we say goes, as although it is not an RP yet, I am still GM, and 9Nexalas6 is Sub-GM.

Without further ado, it's time to begin this project! Below is a video that will serve as the direct inspiration for the RP. Please watch it, and then just begin speaking about it! Feel free to make a short story about it, a poem, present a song that reminds you of the video, give ideas directly related to the RP based off of it, simply discuss it among others, or post whatever else about this video that you want, just please keep it appropriate. Here we go!

http://m.youtube.com/watch?v=UVX0OUO9ptU
Title: Re: The Community Roleplay Project
Post by: Humen on May 10, 2013, 04:18:56 AM
OMG your RP gonna take place on a Utopian earth that's oppresses normal civilians forcing them to live on the outskirts of the Utopian country. Creating a rebellion to over throw  the dark cult that's in-charge of the oppression and the strange mutation on the native animals in strange creatures like porcupine-hyenas and wyrms. Cause if that what this RP is then kick gluteus maximus that's awesome.
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 10, 2013, 04:27:30 AM
Well, we actually don't know exactly what this RP will turn out to become yet. That's what this thread is here for. It's for normal Rp'ers to give their own ideas and suggestions, like you just did, and Nex and I will then take those ideas to the side, along with ideas of our own, to create a new RP, customized by the Rp'ers themselves. Keep the ideas coming, though, as we might be able to get something out of what you just said.
Title: Re: The Community Roleplay Project
Post by: The-Blades-slave on May 10, 2013, 04:42:54 AM
I suggest bigger, more detailed profiles. And maybe a small test for characters if they are questionable, but I also suggest you always make sure they have fun. It will become a chore if they don't have fun.
Title: Re: The Community Roleplay Project
Post by: BlazingNinetails on May 10, 2013, 05:01:26 AM
i guess we could have a FF Roleplay.
Maybe an Tales of the Abyss Roleplay or something of that nature. (Tales of Shyphonia,Tales if Vesparia,something like that)
These are the only ideas i have at the moment.
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 10, 2013, 05:17:16 AM
Sorry, but this RP is going to be original, not based off of any game or movie. The video was just to be used as an inspiration to get the gears going. I could see a desert landscape in that video and say, for example:

Over time, a mysterious phenomenon took place, causing the Earth's deserts to grow, absorbing everything in their path, including the seas. Water became a rarity on the sandy planet, and wars began to break out for what was at one time a common resource and is a necessity of survival.

By the way, I totally just made that up as I typed it lol.

I suggest bigger, more detailed profiles. And maybe a small test for characters if they are questionable, but I also suggest you always make sure they have fun. It will become a chore if they don't have fun.

Yes, absolutely. Profiles will be more detailed than before, partially because I likely won't force everyone to start out as beginners (unless they choose to do so) in whatever the plot may be, and so they may have had a past that can affect a number of things, from appearance to personality to strengths and weaknesses. And there may be a short little "test" of sorts, just to ensure that you won't be overpowered and such. Fun is our top priority. Lastly, there may be a longer post requirement, such as possibly a 5 sentence minimum for each post in the RP. The RP will also provide difficult challenges to characters, because it isn't very often that you get stumped on an RP like you might a videogame.
Title: Re: The Community Roleplay Project
Post by: Desbear on May 10, 2013, 08:55:27 AM
You know what I suggest? An arena somewhere in the RP's map, where characters can fight if they want, no killing of course, or if you kill it has to be under consent of the other character's mod, of course, but still.
Title: Re: The Community Roleplay Project
Post by: Humen on May 10, 2013, 11:26:34 AM
Or better yet make a gladiator collosseum were enemys of whoever is in charge are put in random teams with other prisoners must fight to the death and to earn your freedom you must win 3 matches with the team of strangers but the players could choose to escape as they don't believe they can win as most rarely do. Although if they got cuaght they'd get dragged back and have to start over. Tournaments like that are always great and distract the populace from shady things the gov't is doing/planning.
Title: Re: The Community Roleplay Project
Post by: NexosYourGayBestFriend96 on May 10, 2013, 12:38:24 PM
I'll throw in my little idea here. What if people in the RP where separated into classes where you can choose to be a certain type of mage or a physical fighter of sorts. Mage's in this RP could use magic only with a certain item or familiar, like say a crystal mage can only do magic with a magical crystal while they are developing their powers; or a mage could use a familiar to amplify their magic, like say an enchanted wolf or other sorts of monsters/ desert animals, but the only cost is that they die if their familiar dies. As for physical fighters this should speak for itself that they would be professionals at physical combat, whether it be with swords, fists, knives, guns/bows, etc.

Now there has to be a reason why the mage's are being hunted down in the video, and maybe we can use that element in the RP.

Any idea's, suggestions, or something to add on?
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 10, 2013, 06:05:18 PM
Remember, Nex, we'll finalize all the planning somewhere else, but, what if everyone was skilled in something, I.e. strength, speed, defense, etc., and what if everyone winded up being a mage. Here's what I have, based on everyone's ideas, give me your honest opinions. Also, this may change, especially when Nex and I get together and plan, but anyway, here's a very rough draft:

Hundreds of years ago the nuclear World War III devastated Earth, destroying nearly every country and civilization, and almost causing humans to become extinct. Africa, while receiving major damage from the war, had remained neutral for the most part, and those who survived the war and were rich enough migrated to the continent over time. The rich all eventually settled in the center of the continent, creating an advanced utopian paradise known as Sanctum. Sanctum was then ruled by a religious council, who began their own religion, which by law all citizens had to follow. There were a total of thirteen council members, known as the Overrulers, led by a Head Overruler.  All of the radiation from the war over time mutated some genes, and every once in a while a child with these mutated genes would be born. These children, simply dubbed "Outcasts", were thrown out of Sanctum, whether to live or die, the Great Council didn't care. Some of Sanctum's citizens realized that this was wrong, and so they snuck out of Sanctum to form their own nation, the Unified Citizens of Earth, or UCE for short. Throughout a couple hundred years, the UCE grew, expanding to the east, west, and further to the south of the continent. The barren north is considered dangerous, uncharted territory, and the Democracy of the UCE does not allow any sort of travel to that area, under any circumstances.

As time grew on, and the UCE prospered, Sanctum began to run low on valuable resources, which were abundant in the south. Sanctum then raged war on the UCE, and although they had better technology, Sanctum was far less strategic than the UCE, as well as greatly outnumbered. Back in the labs of Sanctum, tests were constantly being done on the children with the mutated genes, which Sanctum had just killed off rather than deported, and a discovery was made. By using secret methods, the mutated genes were able to be extracted from the children and then mutated again. The genes could then be injected into some of Sanctum's members to give them special powers, or magic. Afer many deaths, the scientists at Sanctum realized that only specific people could withstand the new genes and survive, resulting in only a select few who were able to use magic. Sanctum then used the powered humans to take the UCE under their control, but a few were able to go even further south into hiding, where a new, rebellious organization, known simply as the Renegade, was formed. Sanctum now controls the UCE, which basically serves as the poor, nearly enslaved region of the country, whose citizens are not allowed to enter Sanctum. Sanctum has a problem, though: the Renegade, who, although small, pose a major threat to Sanctum and its secrets.


Well, that's what I have for now. Keep in mind that nothing is solid, but if everyone likes any of this we can at least work off of it. As for the coliseum, I don't think it'll just fit in whenever, being that it appears this won't be aa competitive fighting RP. Since everyone wants it, though, I will incorporate some sort of tournament into the story in some way, sort of like I did in the Kingdom Hearts RP. So, that's what I have for now, and it is quite a good bit, seeing as this only started yesterday. Anyway, thoughts? Ideas?
Title: Re: The Community Roleplay Project
Post by: The-Blades-slave on May 10, 2013, 06:52:55 PM
Fenror, I have a few ideas, but since if I said them here, it could ruin some plot points I just thought up, would you like me to PM you with them real quick?

And this is seeming strangely interesting... Keep it up.
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 10, 2013, 07:28:04 PM
Yes, just PM them to me. And if everyone likes the basics for the plot, since it was previously mentioned a couple times, we can discuss magic and its use. Also, as of right now, I think I will have everyone play on the same side, no either Renegade or Sanctum, it'll likely be Renegade, unless, of course, we get a better suggestion.
Title: Re: The Community Roleplay Project
Post by: DaigurenHyõrinmaru on May 10, 2013, 08:06:15 PM
I always enjoy a good skill system. For example, having a specific learning system so anyone could potentially learn anything but there are certain requirements for doing so. I find this much more rewarding then in other RP's where the GMs just say you learned it after a specific period of time.
Title: Re: The Community Roleplay Project
Post by: The-Blades-slave on May 10, 2013, 08:09:30 PM
We know what you're talking about, and at one time I did set one up for the KH RP. It could do to be updated, since I wasn't nearly as skilled (not to mention I'm no longer working on it), but they know how to do it if they feel like implementing it.
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 10, 2013, 10:55:06 PM
There will be a skill system, but it hasn't been touched yet. I'll probably develop that with Nex, and we may just post that here for feedback., as that is far more complicated to develop than some of the other things here. Also, I'm considering allowing everyone to create their own magic that their character specializes in, but by using one time objects granted by possibly a level up system, they can absorb the magic style of their enemy. For instance, say my character uses a fire based magic, and I use the item when defeating an NPC who uses magic that allows him, to keep this example interesting, to wield his blood when he gets cut. The item is destroyed, but I can now use both fire and blood magic, or combine the two forr some special techniques.

Along the lines of magic, I want to give RP'ers to be as creative as they wish, so you will be able to create your own magic, as due to DNA differing, magic differs with each person. There will be specific guidelines, though. For one, magic cannot nance you physically, I.e. strengthing your muscles, increasing you senses, being able to run faster, etc. Your magic can benefit you physically, though, for say my magic can be focused on absorbing the materials around me into my own body, or using an earth based magic to form a shield.
Title: Re: The Community Roleplay Project
Post by: The-Blades-slave on May 10, 2013, 11:07:58 PM
Oh that last one was so directed at Tylan...
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 12, 2013, 03:19:18 AM
Well, not specifically...

Also, characters are, as of right now, to start off as Renegade. This means they won't start off with magic, and so one of the first events of the RP will have to fix this. Suggestions or ideas?
Title: Re: The Community Roleplay Project
Post by: Humen on May 12, 2013, 05:59:15 AM
Well following the plot you've set up wouldn't the only way to get magic be to obtain it from Sanctum. But to do that Renegade would have to ambush a  Sanctum convoy with a shipment of mutated genes or raid a Sanctum lab in search of the of the genes. Either way both would be heavily guarded and plenty would die. Then comes the part of finding who can actually be injected with the genes although its obvious it be our RP characters but realistically there's almost no way  of being sure who in renegade unless you make away to do it but that seems a little too convenient.  An easy way to make our characters do it is by having them volunteer or by  forcing them as there is no choice or any more volunteers which is totally possible because if you cant handle the genes it'll kill you.
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 12, 2013, 06:05:59 PM
Here's what I propose. All of our characters are Renegade, which means their ancestors were from the UCE, meaning that most of them stemmed from Outcasts, who had the original mutated genes. SO wouldn't they be able to use the genes that were mutated in a similar way that theirs were?
Title: Re: The Community Roleplay Project
Post by: BlazingNinetails on May 13, 2013, 03:04:18 AM
just a suggestion.
Since we're talking about magic how about a few classes?
Some that can include all kinds of mixes or just focus on one thing.
A class that can make you better with magic that can heal you and cause destruction.
A class that can only make you summon beast.
That kind of thing.
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 13, 2013, 05:51:23 PM
Well, I'm not sure if classes really fit what we're thinking about doing with magic. Seeing as everyone has their own, unique for of magic, classes may not make that much sense. Everyone, for the most part, will have one main magic, which means that classes that help you to learn other types of magic pointless, as the only way to get other magic is to steal it with the previously mentioned item. I also don't think that magic will be able to summon living creatures.

I also have a few questions and things to talk about:

1. Do you think that there should be a specific posting format? Should everyone have to follow the same guidelines when making a post? For example, say I would make everyone put their character's name at the top of the post, bold, underlined, and italicized, make people post in a paragraph form, but skip a line when putting dialogue, which must be on a line by itself. This could make things easier to follow, but I don't know if it would take away any of the fun. Or, on the other hand, we could keep it like RP's normally do, and your post can look like whatever you wish. It was just a sudden thought I had, and would like opinions.

2. What do you all feel that the character limit should be? Should there even be a limit? Should people only be allowed to have one character, or rather be allowed to have up to a certain amount, like 3 or 4, for example, like most RP's do? I have my own opinion on this, but I want to hear everyone else's first.

3. What about weapons? Should characters be allowed to wield their own weapon that they can infuse with magic, or should they be more restricted to use mainly magic? As a side note, players will use things like guns for some points in the RP, but I'm talking about character specific weapons, such as swords, hammers, bows, etc.

4. Lastly, what about the tournament that was briefly mentioned? Would you rather fight against the other RP'ers and their characters, or a group of NPCs, for say, a pack mutated animals (just an example)?

I'd appreciate all of your thoughts on these things, and, as always, feel free to give any other suggestions or ideas you may have, related to these things or not.
Title: Re: The Community Roleplay Project
Post by: The-Blades-slave on May 13, 2013, 05:56:51 PM
1. No. I like to think my posts were organized enough, and I wrote them in an actual story format. Looked more official to me. Keep it the way it was.

2. As much as they can handle, add some kind of test to make sure.

3. Allow the weapons. It would add more of a variety to a fight, and at some points, cause things to get up close and personal.

4. I don't give a damn, but quote the Hunger Games one more time and I won't speak to you again.
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 13, 2013, 06:41:26 PM
Personally, I agree with most of those, and, lol, I don't remember quoting the Hunger Games, at least not intentionally. Additionally, I just thought I'd  mention that while this RP will stress for fun, it will also push for quality. Keep the opinions on the four points coming.
Title: Re: The Community Roleplay Project
Post by: Humen on May 13, 2013, 09:20:04 PM
On the first one  I'd say yes buts that personal because my looked different each time I posted one but that as probably because I was going form my phone.

For the second once again personally i wouldn't want to use more than 2 cause imagine if everyone was using 2 or 3 or however many they could handle stories would get to confusing to follow.

The last two i can put an actual input too for weapons i don't think magic users should use them seems like your giving them to much. Now if the magic users are ever in as situation where they cant use their magic then they definitely need a weapon and if magic users did get weapons it probably use as an amplifier or negator for specific magic like a conducting rod for lighting magic or a shard of glass in the center of a shield to amplify repel light/laser like magic

But for the last one i still think a gladiator type fight would be great cause for one you'd probably be fighting NPCs and mutated animals it also be one of the times where you couldn't use magic and have to use a weapon. Cause if you could use your magic you'd probably use it to escape by breaking a hole in the wall.

Also to the summoning animals remark true you probably cant summon animals but the genes could allow you to excrete a pheromone to attract mutated animals and have them fight for them. So its basically the same thing but the animal would be random unless the character kept one as a pet
Title: Re: The Community Roleplay Project
Post by: The-Blades-slave on May 13, 2013, 09:50:55 PM
1. Like you said, specific to you.

2. Stories not that hard if the person does it right, ask Cortex. Gms control a thousand.

3. Everyone will be a wizard, really, so it wouldn't be OP. Realistically, it would make sense for them to carry a weapon.

4. If magic has been around that long, they most likely have ways to build to prevent, otherwise someone could just go blow up their capital.
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 14, 2013, 12:10:49 AM
I think I've decided that there won't be a post format, so long as you keep your posts looking fairly consistent.

For character amount, it may be unlimited. If over a certain number, you will have to test to be able to use that many.

As for weapons and the tournament, I'll keep ideas open.

And also, Humen, like I just mentioned in this post, they will be tested to ensure that they can handle the number of characters they choose, and if you only want a couple, then you can only have that many. There probably won't be too many situations where magic cannot be used, and weapons add variety as well as strategy. Also, I don't think it would be OP, as trust me on this one, the GM can easily counteract the weapons with other NPCs and such. Magic will be allowed in the tournament, and there would be no breaking out of the arena. Much like Blades said, there is protection against magic. Also, I'm not sure whether or not I'd allow animal attraction either, as you are controlling living creatures other than your character, which is not allowed. Lastly, I don't know whether or not pets will be allowed. It hasn't been discussed yet.

EDIT: Depending on the progress we make here, and when I can get in touch with Nex, the RP may be open within 2-3 weeks. Due to the long profiles and testing, there will probably be a one week period in which we will accept profiles.

Also, I've decided to open up suggestions for this to everyone here, although Nex and I will still develop it. So, any ideas for the level up/skill system?
Title: Re: The Community Roleplay Project
Post by: Humen on May 14, 2013, 04:05:30 AM
Well thier is always the classic evolution  tree of a base set of moves at a certain point for the GM to decide. Ex: if the mage knew a fire magic he could shoot shoot fire from just 1 hand that could level to flamethrower to shoot from both his hands at a wider radius then that could go to using dragon fire which would be breathing fire and at the evolution of flamethrower he could learn to use it for flight by shooting it out his feet and hands. Then after awhile learn another move like heat vision or fire ball and those get a form of leveling.
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 14, 2013, 04:37:11 AM
While yes, that's cool, it's a little more complicated. I want to do something a little different. You see, in being able to create your own magic, it isn't right if I just say, "Oh, you can only do this right now, even though you created all of this stuff."
Title: Re: The Community Roleplay Project
Post by: Humen on May 14, 2013, 04:40:38 AM
I guess i should consider my suggestions from another viewpoint
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 14, 2013, 04:49:50 AM
Many of your suggestions are great, and I have used some of them, but maybe think of it like this: what can we do that's different? What's something that likely hasn't been done before? There are really no wrong answers.
Title: Re: The Community Roleplay Project
Post by: DaigurenHyõrinmaru on May 14, 2013, 03:57:47 PM
Before I make a suggestion I have a question, have you thought about a combat system or how combat of any sorts will be handled?
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 14, 2013, 04:54:53 PM
To a very small extent, but nothing worth mentioning here. Give me your suggestion anyway, and if you have anything on combat as well. Combat will, though, obvioously, use a combination of magic and the weapon the character has against a variety of enemies: from soldiers to mutated animals to other magic users.
Title: Re: The Community Roleplay Project
Post by: DaigurenHyõrinmaru on May 14, 2013, 06:40:15 PM
Okay, so one thing I find that makes RPs very stale is the "lame brain" combat system. There never seems to be any variability, no chance, just 1 + 2 = 3 damage and 4hp - 3 damage = 1hp. (generally speaking in regards to the terms) I would like to see something more. Now I'm not saying to make combat a total luck box or to make it so it takes you 4 hours to strategize for a battle but there should be some aspect of chance in there or some advanced tactics that could turn fights around. In video games this is handled by crits and misses and multi-leveled abilities or triggered effects but that is a bit harder to do in an RP. So that's my suggestion, a bit vague I know but I thought I would just bring that up. 
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 15, 2013, 12:59:05 AM
Well, no RP that I've been in has been that exact with the calculation of damage. The severity of damage is based on what the RP'ers decide as they post. Although, I do understand that you want some element of unpredictability (and a bit of difficulty) in battles. So, before I put in my own GM powers and suggestions, does anyone have any thoughts on that?
Title: Re: The Community Roleplay Project
Post by: Humen on May 15, 2013, 02:51:55 AM
Lets see for unpredictability without using your "GM powers" a mage could always carry a trump card or a special move to turn the battle around like a area/weather move or status move(sorry if what i'm using to describe this is too basic)Ex: for someone to pull a move making a veil of mist or fog provides a sudden chance to escape or increases the difficulty to fight for the opponent. But for difficulty although im not sure but imagine there some military structure among both groups so ranks could be given to players to show their level power and/or skill which could mean ranks give advantage for players
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 15, 2013, 03:00:42 AM
Ranks would work extremely well, only what we have planned for the plot won't support that, as once everyone becomes mages, they won't be able to return to the Renegade immediately for two reasons:
1. They could be followed to the headquarters, exposing and then leading to the Renegade's destruction
2. Due to history, the Renegade are naturally enemies of magic users, and having mages around the Renegade's people could make them uncomfortable and possibly even start an uprising.

I do like the "special move" idea though. That could certainly work.

EDIT: It could also be the main level up bonus, possibly. As you progress through the RP and level up your magic, your "special move" could become stronger or have a greater effect, maybe you could learn another, or the repurcussions of using the move lessen in severity. Also, maybe we should have some sort of mana regeneration system. As you use magic, you get weaker, and so do your spells (you may still be able to cast the very basics), but through some method (rest would be one, but I mean something more specific, that you can actually do to restore your strength) you can restore your mana. This would add to the challenge, as well as prevent OP in that area, but what do you all think? If you're in favor of thism what sort of methods do you suggest could be used to restore "mana"? Also, of we go with that special move level up system, which could also be used to level up mana and regeneration, how would gaining experience and these bonuses actually work?

And speaking of challenges, I was speaking with Nex a little earlier, and while it should be fun, I can say that this RP will be far from easy, and I hope you're prepared to be very creative. As a heads up, while having an elemental magic is cool (as one of my 4 characters will likely have one), I do suggest if you have more than one character, to create magic types other than the basic elements, that could benefit people (or yourself) in other ways. I didn't really want to give this out ahead of time, but seeing as it's a good example of what I'm trying to convey, one of my characters may have Atmosphere magic. It basically allows them to alter the atmosphere around them (as they level up the area of effect would increase). On that note, feel free to start thinking about your characters, and especially magic, now. If you come up with a magic and want my feedback or to see if it is improved before you spend so much time on the huge profile skeleton only to have it rejected because of magic, then PM the magic and its details to me. If I don't think it'll meet requirements, I can help you to work something out now, for once the RP and profiles are posted within a couple of weeks, I may not have time to assist you in magic making, due to the extensive evaluation process. In addition to that, you may not have time to continue redeveloping and resubmitting magic and profiles once it is up. Please DO NOT post magic on this thread, though. I want all of your profiles to be kept a secret from everyone else until I release it on the profiles section.

Lastly, looking at a possible release, depending on how much I can get done with Nex this weekend, and how much progress we make here, I MIGHT be able to get the RP up next week, and we'd start late into the following week. Like I said, it just depends on how much we can get done. We've been making good progress, and if Nex and I can get together enough this weekend, we might pull it off then, but I don't want to rush it. We don't need to plan a whole ton of events ahead of time, though, as this RP will be very adaptable to the way everyone plays.

Here's a list of things still to be covered:

-Finalizing magic details

-Finalizing plot details

-Profiles

-Level Up and Experience System

-Mission and Currency System

I know we didn't even mention the last one yet, but we need to get the Level up and Exp system, along with magic details finished first. Nex and I will handle the profile and plot stuff on our own. It doesn't seem like a lot, but in truth we're missing a ton of details. Keep the ideas and suggestions coming, and if you think of something, don't be afraid to say it. I want to get this moving, but like I said, I don't want to rush it. With enough input, we could see this finished by this weekend/early next week.
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 15, 2013, 03:47:50 PM
Sorry for the double post, but I need to make sure everyone sees this, and besides, my previous post was long and I edited enough already. Anyway, first we're going to completely figure out the leveling system, which will then tie into missions and currency.

Ok, so here's what we have now:

-Leveling up grants benefits to special moves as well as mana regeneration and weakening.

-Upon gaining cerain levels, special moves can become stronger, new special moves can become unlocked, and the drawbacks of using the move lessen.

-"Mana" depletes as spells are used, weakening both the caster and the spells. Leveling up can slow down the rate at which mana (and the caster) depletes, make mana regeneration faster, and poossibly open up new methods of regeneration.


What we need to determine:

-More, solid details on exactly what upgrades upon leveling up and when.

-How gaining experience and leveling up actually works. We have a ton of options here, and while doing quests/missions can give some EXP, it can't be the only source. I have a couple ideas, but I do want to hear your own. Here's the different things I came up with:  Much like the Kingdom Hearts RP I just did, for those of you who know what I'm talking about, certain enemies can be worth certain experience points, and upon getting a certain amount of EXP, you level up. I personally don't really want to do this, as it seems a bit stale and ordinary, but it's what you all want. My other idea is that upon defeating most basic enemies, you gain a level. Defeating specific, stronger enemies can level you up more than one. Upon reaching certain levels, you gain he different bonuses and upgrades, or maybe each level grants "upgrade points", which can be spent on upgrading and unlocking different things, i.e. the special momve or mana regen stuff, or maybe even the item that allows you to steal and learn a new type of magic. Missions could still grant a specific amount of levels upon completion. I personally prefer this second opotion, but what do you all think? Do you have any other, different ideas?
Title: Re: The Community Roleplay Project
Post by: Humen on May 15, 2013, 10:23:48 PM
I shall once again add my input. For the may to regain mana you could use a type of drug which could stimulate and increase the activity of the genes that make the magic giving you more mana. A side effect to using the drug is after it wears off mana will have trouble regenerating but as you level up this effect can be reduced. Of course if we use this it wouldn't or at least it should be something you can just buy off the street and its not likely renegade will have any unless you have a secret division that develops the stuff for us but that's still not likely. The best way to get it would be to find  Sanctum agents  who have it on them or find it in Sanctum bases in a supply closet. That makes it sound like a real hassel to get and if you were to take one in an early level it best as a last resort but hey good things don't come easy.

As for the leveling i like the idea of upgrade points for basic moves, mana, power, or speed but for the special moves i think reaching a level is somewhat easy to upgrade it although i do think there should be a certain checkpoint for it to be upgraded. I think to be able to upgrade a special move or add anew one you should have to fight a certain boss like a high mage in Sanctum. Once he's been defeated you give him a drug that will force his genes to a central point in his body (maybe his palm or something) then take a needle and extract his genes from his body. then you can return to home or whatever and inject your self with the other guys genes. those genes would assimilate to act like your own and clearly there's a gene that gives you a special move but now you have another giving more power to your move or giving you a new one. now the drug itself would actually make sense seeing as how Renegade would being fighting lots of mages but the drug must likely would have originally destroyed the genes so this would be a modified one. Now the best way to disarm them would be to take away there "magic" then there no better than a normal person plus if you do this to powerful mages in Sanctum you'll be weakening their forces and increasing our own power.
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 15, 2013, 10:52:58 PM
I don't really want any sort of potion (or drug) to regenerate mana.

As for the leveling up, physical traits, like speed, are not judged by any sort of number or anything like that. There are no "stats", per say, like a video game. Although, I do like what you're saying about meeting certain requirements to upgrade the special move, which is, as of right now, called a Mana Surge. I think what I'll do is this: you must meet certain requirements (likely a specific level), and then you unlock so many upgrades for your Mana Surge, which you will then have to spend a large amount of upgrade points (UP) to obtain. Weapon upgrades may also be part of the upgrade system, not sure about that.

So, the question remains, what level up system do you all prefer? The standard, KH style one, or the new one where a monster kill results in a level?
Title: Re: The Community Roleplay Project
Post by: GrizzlyEatsKids on May 16, 2013, 01:54:22 AM
This was a success. Nex and I have finalized a lot of missing details, and while some of the finer points still need to be figured out, we have nearly all the basics done. The RP may show up any time between tonight and Friday. I'm super excited, and can't wait to see you all there.

EDIT: It is actually all up now. Conversation about the RP, along with any questions, are to take place in the OOCC.