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Author Topic: TLA - Rules and Gameplay  (Read 3050 times)

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TLA - Rules and Gameplay
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Rules and Gameplay


Here I'll try to brainstorm the "rules" of the arena, how it all should work, in regards to leveling, rewards, experience gain, gameplay etc. I have some ideas from before, old notes and such and I've got some new ideas. I'll try to make it all coherent and presentable to you all some day in the future.

Here are some ideas I have floating around in my head:

Leveling ladder

I've been thinking about this for a while and my current idea is to have the character start with a quest which, when handed in, will level the character to level 21. Rewarding 20 skill points and 100 stat points.

Level 21 is the starting point for the arenas and the player progress, gaining experience points up to level 41 which is the level cap. At level 41 the character will have gained 40 skill points and 200 stat points. To max out the skill tree you need 60 skill points, so 40 should be good number to create a build from.

Fame

Gaining fame will not be rewarded with skill points, but with some thing else, like honor points, or something... Fame will give you status and ranking on the score board and the points you earn can be traded in for special items you can't buy just for gold.

Fame will be rewarded for kills, winning a 1 on 1 duel, or FFA Death Match, Winning a team game, be it death match or an objective game. Fame should also be rewarded for helping winning the objective of the game, what ever it may be. Capturing a flag, controlling a point, destroying/defending an objective, what have you...

Power-ups

Some areas and game modes will have power-ups, in strategic locations through out the map. The power-ups, (shrines?) would be: Health and Mana regene. Speed boost for Run Attack and Casting. Damage amplifier, <your_idea_here>.

Character identification

In order to make it easy to identify a class in-game while playing. All classes should have a recognizable silhouette. This means that the armor pieces should always use the same meshes for each class to keep the "class silhouette". (The textures of the armor pieces can change.)

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