MarcusD
10-13-2015, 03:04 PM
Here is a basic game mechanic anyone can use. If you think it is stupid please try to come up with a constructive remark besides "You are a TrOll!" lol.
Open foundational game mechanic
Classless system.
mana-used for specials
stamina- used for basic attacks and consciousness
weight- effects total stamina
endurance- increases total stamina
strength- increases attack damage
agility- increases attack speed
dexterity- decreases attack stamina cost.
morale- effects total mana
memory- increases total mana
wisdom- increases specials damage
intelligence- increases cast speed
vision- decreases specials mana cost
The interesting thing here is that auto-attacks cost stamina (health) to do. I think this is the missing link in balancing melee vs magic classes.
regen is based on instantaneous amt. for example if I have 200 out of my 300 total mana I regen at 20 points a tick. If I cast more so I have 100 out of my 300 total mana I regen 10 points per tick. Same with stamina (health). Therefore pretty much every stat will effect your given regeneration rate.
If you want to be a tank, then you would wear heavy gear and increase your endurance as much as possible. If you want to be a glass cannon you would increase either strength and agility or wisdom and intelligence. Or both sets. You can be as hybrid or pure class you want. All spells will be usable by all, but the mana cost, monetary cost, cooldown rate, ect will determine what you use. Also there will be quest lines to get powerful spells so there would probably be a time benefit to sticking to one line. Also masteries could be added that could increase damage you do with different types of weapons or different types of specials.
weight is from gear and inventory with an addition from class (ogre etc) and gender (!) selection. Morale is from assist/death ratio with an addition from race selection; extreme good or extreme evil races have higher addition. Assist points would be determined by amount of damage you did or health you healed. Also run speed will be in direct relation to current total stamina. We could also make current total mana effect something, possibly movement specials speed or duration or cooldown.
This is designed as basic and buildable as possible but still easily understandable and functional. I may make small future tweaks.
Open foundational game mechanic
Classless system.
mana-used for specials
stamina- used for basic attacks and consciousness
weight- effects total stamina
endurance- increases total stamina
strength- increases attack damage
agility- increases attack speed
dexterity- decreases attack stamina cost.
morale- effects total mana
memory- increases total mana
wisdom- increases specials damage
intelligence- increases cast speed
vision- decreases specials mana cost
The interesting thing here is that auto-attacks cost stamina (health) to do. I think this is the missing link in balancing melee vs magic classes.
regen is based on instantaneous amt. for example if I have 200 out of my 300 total mana I regen at 20 points a tick. If I cast more so I have 100 out of my 300 total mana I regen 10 points per tick. Same with stamina (health). Therefore pretty much every stat will effect your given regeneration rate.
If you want to be a tank, then you would wear heavy gear and increase your endurance as much as possible. If you want to be a glass cannon you would increase either strength and agility or wisdom and intelligence. Or both sets. You can be as hybrid or pure class you want. All spells will be usable by all, but the mana cost, monetary cost, cooldown rate, ect will determine what you use. Also there will be quest lines to get powerful spells so there would probably be a time benefit to sticking to one line. Also masteries could be added that could increase damage you do with different types of weapons or different types of specials.
weight is from gear and inventory with an addition from class (ogre etc) and gender (!) selection. Morale is from assist/death ratio with an addition from race selection; extreme good or extreme evil races have higher addition. Assist points would be determined by amount of damage you did or health you healed. Also run speed will be in direct relation to current total stamina. We could also make current total mana effect something, possibly movement specials speed or duration or cooldown.
This is designed as basic and buildable as possible but still easily understandable and functional. I may make small future tweaks.