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<blockquote data-quote="Rydian" data-source="post: 4569357" data-attributes="member: 244492"><p>Futuristic MMO.</p><p></p><p>We've discovered how to warp to other planets, and found that a few of them have some Unobtanium, but are also full of hostile aliens (animal-level intelligence). This unobtanium isn't a requirement for our society (it's not a power source or anything we need to function) so big corporations don't care to send teams to get it, it's mainly bounty hunters and freelancers that use it as an exciting money source (see croc hunters and bounty hunters IRL).</p><p></p><ul> <li data-xf-list-type="ul">Characters<ul> <li data-xf-list-type="ul">No classes. Whichever type of combat style and stuff you use it's because you, the player, personally prefer it and have been training that type of stuff. If you want to try something else, you can do that without having to restart your character.<br /> <br /> </li> <li data-xf-list-type="ul">Races may exist depending on the story of the world, but if so they'd just affect look and starting stats.<br /> <br /> </li> <li data-xf-list-type="ul">Fame/notoriety will exist, but not in the form of a stat per character that affects NPC relations (NPCs consider all characters the same). Characters who raise their stats really high, do the most missions, get the best PvP record and stuff like that will be shown at the top of various stat/score leaderboards (or newspapers or something) in-game. Players who are consistently good at certain activities will thus start showing up on those boards often, and people might start recognizing their names.<br /> <img src="http://s9.postimage.org/jq3bynksv/scoreboard.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /><br /> <br /> </li> <li data-xf-list-type="ul">Strength and survivability will mainly come from skills and experience (both in-game, and a player's experience with the combat). Standard player levels might not even be counted or amount to much, since what you train is individual skills.</li> </ul><br /> </li> <li data-xf-list-type="ul">PvE / Missions<ul> <li data-xf-list-type="ul">PvE is generally free-for-all, and the main mode.<br /> <br /> <ul> <li data-xf-list-type="ul">The areas you can visit at the start are limited mainly to keep newbies from wandering into stronger areas. The restrictions will be lifted fairly quickly (within a few levels/missions), as soon as you can be sure players know how to tell how difficult an area is.<br /> <br /> </li> <li data-xf-list-type="ul">Anybody can just teleport down to the planet and start killing stuff and gathering resources without needing a mission. The futher into the planet's wilderness you work, the better stuff you'll find, but the more dangerous the standard wildlife, and the bigger the chance of finding a random boss or something. Compare how dangerous the side of a highway is, to how dangerous a bear's den in the woods is for an example.</li> </ul><br /> </li> <li data-xf-list-type="ul">Monsters will have variances. They'll range in size and stats slightly, and they'll show up with different colorations and coat patterns (like real animals do). In addition they'll have a few types of AI to choose from to simulate some animals being shy, some being more territorial, behavioral differences between males and females, etc. This will make standard combat a bit less boring since you won't be doing the <em>exact</em> same movements over and over.<br /> <img src="http://s23.postimage.org/oxaq2wuu3/Untitled_2.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /><br /> <br /> </li> <li data-xf-list-type="ul">Missions are related to various small storylines between NPCs (grabbing an item they dropped, researching a certain monster) and mainly there to give optional little stories the players can progress through whenever. There is no single overarching storyline, but the individual quest lines will generally get more difficult as you work through them.<br /> <br /> </li> <li data-xf-list-type="ul">Because these alien planets are hostile all-over, there's no settlements. You get teleported to a planet, and when you're done with whatever you teleport back.<br /> <br /> <ul> <li data-xf-list-type="ul">Teleporting back takes ~7 seconds to set up, so it can't be used as an emergency combat escape.<br /> <br /> </li> <li data-xf-list-type="ul">If your character takes too much damage, their equipment triggers an emergency mode and force-teleports you back... but this is a quick, rough teleport and focuses on just you, so some of your equipment/items will be left behind. Also you'll need some medical attention depending on the extent of your injuries. This should provide a good enough penalty for dying to make players a little cautious.<br /> <img src="http://s22.postimage.org/n7f4hid5d/teleport.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></li> </ul></li> </ul><br /> </li> <li data-xf-list-type="ul">PvP<ul> <li data-xf-list-type="ul">PvP will exist, but be optional. It'll have two forms, good ol' PKing, and PvP minigames.<br /> <br /> </li> <li data-xf-list-type="ul">Player-killing will likely have a dedicated planet or two that's lawless. Teleport there, kill some players, loot some junk, and try not to get shanked. If you don't want it, stay off those planets.<br /> <br /> </li> <li data-xf-list-type="ul">PvP minigames will take place in the civilized areas, and be sport-oriented. Things like future paintball and combat and sports (capture the flag, etc.), where weapons used (if any) are in stun-mode and things of that nature. These will be open to spectators and have leaderboards and junk to encourage players to show off.</li> </ul><br /> </li> <li data-xf-list-type="ul">Weapons<ul> <li data-xf-list-type="ul">Laser swords and such exist, but projectile weapons are still king on the battlefield. Handheld weapons are available, but most people use them as backups, assassination, or just for fighting the less-dangerous monsters without ammo waste, since there's little to no upkeep costs on them. Most animals don't use ranged attacks, but it's always best to stay further away from the jaws that can bite you to death, 'ya know?<br /> <br /> </li> <li data-xf-list-type="ul">You won't be level-restricted on weapons, anybody can technically use anything. What stops everybody from grabbing the biggest weapon out there is...<br /> <br /> <ul> <li data-xf-list-type="ul">Initial cost. IRL, anybody can afford a starter $150 handgun online if they really need it, but if you want a big ol' 50-cal sniper rifle you need to shell out thousands of dollars for a good brand. In the game, newbies will start out with more basic equipment until they save up for the more advanced stuff.<br /> <br /> </li> <li data-xf-list-type="ul">Rarity. Simple handguns are easy to find, but a low-production futuristic magnum-whatever revolver is harder to find, and will be less traded.<br /> <br /> </li> <li data-xf-list-type="ul">Upkeep cost. Replacement parts for stock handguns are easier to find and cheaper than replacement parts for handheld grenade launchers or whatever.</li> </ul><br /> </li> <li data-xf-list-type="ul">Weapons can be upgraded/modified. After you've used a single particular weapon for a bit, you'll get more used to it, and you can make modifications to it. The modifications affect the stats/handling, and most are double-edged swords.<br /> <br /> <ul> <li data-xf-list-type="ul">Put more charge into each bullet. Increases velocity and thus damage, but also increases recoil.<br /> <br /> </li> <li data-xf-list-type="ul">Make the "magazine" larger. You can fire more without reloading, but reloading is slower and the mag adds some more weight.<br /> <br /> </li> <li data-xf-list-type="ul">Increase the power of your beam sword-thingy. Makes it better at cutting through hides, but it's activation time drops before recharging.<br /> <br /> </li> <li data-xf-list-type="ul">etc.<br /> <img src="http://s10.postimage.org/d09wwzq49/gun.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></li> </ul><br /> </li> <li data-xf-list-type="ul">Weapon proficiency is a thing, and is split into categories and individual types. Proficiency goes up by using those specific weapons/actions, <em>in battle or out</em> (a shooting range is good practice for reloading and aiming, no reason you shouldn't get EXP just because you're not in danger).<br /> <br /> <ul> <li data-xf-list-type="ul">Categories will be broad and be things like projectile, explosive, and hand-to-hand (and/or sword?). If you've used a handgun for a while but never used a rifle, you'll still know more about how the rifle works and such than somebody who's never shot a gun ever (but less than somebody used to rifles in particular), that's the broad category giving you it's benefit.<br /> <br /> </li> <li data-xf-list-type="ul">Individual types will be specific to weapon classes. Handguns function different from revolvers, SMGs from rifles, etc.<br /> <br /> </li> <li data-xf-list-type="ul">Weapon proficiency affects use in general, such as ease and speed of reloading, aiming, all that jazz. When your proficiency is full you handle weapons like video game characters (who magically know how to operate anything they pick up), anything less than full is a penalty from that (as far as people who play other videogames would be concerned).<br /> </li> </ul></li> </ul><br /> </li> <li data-xf-list-type="ul">Armor<ul> <li data-xf-list-type="ul">Full-body or partial flak vests and/or shark-mail type things. Since in the future this type of stuff is freely-available and worn by treasure and bounty hunters, there's all sorts of decoration possible.<br /> <br /> <ul> <li data-xf-list-type="ul">How much of what type of armor you wear effects...<br /> <br /> <ul> <li data-xf-list-type="ul">Your armor rating versus various types of damage.<br /> <br /> </li> <li data-xf-list-type="ul">Your movement speed (the penalty can be offset by raising your stats).<br /> <br /> </li> <li data-xf-list-type="ul">How quickly and well you can perform actions such as reloading and digging through your inventory (the penalty can be offset by raising your stats).</li> </ul></li> </ul></li> </ul></li> </ul><p></p><p></p><p>Holy shit that took forever.</p></blockquote><p></p>
[QUOTE="Rydian, post: 4569357, member: 244492"] Futuristic MMO. We've discovered how to warp to other planets, and found that a few of them have some Unobtanium, but are also full of hostile aliens (animal-level intelligence). This unobtanium isn't a requirement for our society (it's not a power source or anything we need to function) so big corporations don't care to send teams to get it, it's mainly bounty hunters and freelancers that use it as an exciting money source (see croc hunters and bounty hunters IRL). [list][*]Characters [list][*]No classes. Whichever type of combat style and stuff you use it's because you, the player, personally prefer it and have been training that type of stuff. If you want to try something else, you can do that without having to restart your character. [*]Races may exist depending on the story of the world, but if so they'd just affect look and starting stats. [*]Fame/notoriety will exist, but not in the form of a stat per character that affects NPC relations (NPCs consider all characters the same). Characters who raise their stats really high, do the most missions, get the best PvP record and stuff like that will be shown at the top of various stat/score leaderboards (or newspapers or something) in-game. Players who are consistently good at certain activities will thus start showing up on those boards often, and people might start recognizing their names. [img]http://s9.postimage.org/jq3bynksv/scoreboard.png[/img] [*]Strength and survivability will mainly come from skills and experience (both in-game, and a player's experience with the combat). Standard player levels might not even be counted or amount to much, since what you train is individual skills. [/list] [*]PvE / Missions [list][*]PvE is generally free-for-all, and the main mode. [list][*]The areas you can visit at the start are limited mainly to keep newbies from wandering into stronger areas. The restrictions will be lifted fairly quickly (within a few levels/missions), as soon as you can be sure players know how to tell how difficult an area is. [*]Anybody can just teleport down to the planet and start killing stuff and gathering resources without needing a mission. The futher into the planet's wilderness you work, the better stuff you'll find, but the more dangerous the standard wildlife, and the bigger the chance of finding a random boss or something. Compare how dangerous the side of a highway is, to how dangerous a bear's den in the woods is for an example. [/list] [*]Monsters will have variances. They'll range in size and stats slightly, and they'll show up with different colorations and coat patterns (like real animals do). In addition they'll have a few types of AI to choose from to simulate some animals being shy, some being more territorial, behavioral differences between males and females, etc. This will make standard combat a bit less boring since you won't be doing the [i]exact[/i] same movements over and over. [img]http://s23.postimage.org/oxaq2wuu3/Untitled_2.jpg[/img] [*]Missions are related to various small storylines between NPCs (grabbing an item they dropped, researching a certain monster) and mainly there to give optional little stories the players can progress through whenever. There is no single overarching storyline, but the individual quest lines will generally get more difficult as you work through them. [*]Because these alien planets are hostile all-over, there's no settlements. You get teleported to a planet, and when you're done with whatever you teleport back. [list][*]Teleporting back takes ~7 seconds to set up, so it can't be used as an emergency combat escape. [*]If your character takes too much damage, their equipment triggers an emergency mode and force-teleports you back... but this is a quick, rough teleport and focuses on just you, so some of your equipment/items will be left behind. Also you'll need some medical attention depending on the extent of your injuries. This should provide a good enough penalty for dying to make players a little cautious. [img]http://s22.postimage.org/n7f4hid5d/teleport.png[/img] [/list][/list] [*]PvP [list][*]PvP will exist, but be optional. It'll have two forms, good ol' PKing, and PvP minigames. [*]Player-killing will likely have a dedicated planet or two that's lawless. Teleport there, kill some players, loot some junk, and try not to get shanked. If you don't want it, stay off those planets. [*]PvP minigames will take place in the civilized areas, and be sport-oriented. Things like future paintball and combat and sports (capture the flag, etc.), where weapons used (if any) are in stun-mode and things of that nature. These will be open to spectators and have leaderboards and junk to encourage players to show off.[/list] [*]Weapons [list][*]Laser swords and such exist, but projectile weapons are still king on the battlefield. Handheld weapons are available, but most people use them as backups, assassination, or just for fighting the less-dangerous monsters without ammo waste, since there's little to no upkeep costs on them. Most animals don't use ranged attacks, but it's always best to stay further away from the jaws that can bite you to death, 'ya know? [*]You won't be level-restricted on weapons, anybody can technically use anything. What stops everybody from grabbing the biggest weapon out there is... [list][*]Initial cost. IRL, anybody can afford a starter $150 handgun online if they really need it, but if you want a big ol' 50-cal sniper rifle you need to shell out thousands of dollars for a good brand. In the game, newbies will start out with more basic equipment until they save up for the more advanced stuff. [*]Rarity. Simple handguns are easy to find, but a low-production futuristic magnum-whatever revolver is harder to find, and will be less traded. [*]Upkeep cost. Replacement parts for stock handguns are easier to find and cheaper than replacement parts for handheld grenade launchers or whatever. [/list] [*]Weapons can be upgraded/modified. After you've used a single particular weapon for a bit, you'll get more used to it, and you can make modifications to it. The modifications affect the stats/handling, and most are double-edged swords. [list][*]Put more charge into each bullet. Increases velocity and thus damage, but also increases recoil. [*]Make the "magazine" larger. You can fire more without reloading, but reloading is slower and the mag adds some more weight. [*]Increase the power of your beam sword-thingy. Makes it better at cutting through hides, but it's activation time drops before recharging. [*]etc. [img]http://s10.postimage.org/d09wwzq49/gun.png[/img] [/list] [*]Weapon proficiency is a thing, and is split into categories and individual types. Proficiency goes up by using those specific weapons/actions, [i]in battle or out[/i] (a shooting range is good practice for reloading and aiming, no reason you shouldn't get EXP just because you're not in danger). [list][*]Categories will be broad and be things like projectile, explosive, and hand-to-hand (and/or sword?). If you've used a handgun for a while but never used a rifle, you'll still know more about how the rifle works and such than somebody who's never shot a gun ever (but less than somebody used to rifles in particular), that's the broad category giving you it's benefit. [*]Individual types will be specific to weapon classes. Handguns function different from revolvers, SMGs from rifles, etc. [*]Weapon proficiency affects use in general, such as ease and speed of reloading, aiming, all that jazz. When your proficiency is full you handle weapons like video game characters (who magically know how to operate anything they pick up), anything less than full is a penalty from that (as far as people who play other videogames would be concerned). [/list][/list] [*]Armor [list][*]Full-body or partial flak vests and/or shark-mail type things. Since in the future this type of stuff is freely-available and worn by treasure and bounty hunters, there's all sorts of decoration possible. [list][*]How much of what type of armor you wear effects... [list][*]Your armor rating versus various types of damage. [*]Your movement speed (the penalty can be offset by raising your stats). [*]How quickly and well you can perform actions such as reloading and digging through your inventory (the penalty can be offset by raising your stats).[/list] [/list][/list] [/list] Holy shit that took forever. [/QUOTE]
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MysticStarlight
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wait I got the lyrics mixed up
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BigOnYa
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And I wonder what you do...Lol
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Its all good, I'm here to talk to you.
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Hello
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MysticStarlight
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It's me
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BigOnYa
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I've been playing fallout4 all day, I went into a elevator and it kept going, never stopped, waited 5 minutes, must of been a bug. How bout you, whatcha do today?
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MysticStarlight
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I'm wondering why a stray tuxedo cat has a cloudy eye
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MysticStarlight
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I've been playing TOTK all day also
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MysticStarlight
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Oh you reminded me of those elevator nightmares
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BigOnYa
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Awesome game, fun how they force you to build, but you can build as you want
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MysticStarlight
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It is super fun, I actually prefer it over BoTW
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BigOnYa
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The guy holding the sign always cracked me up, esp when you fail, and it falls
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MysticStarlight
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Ah yes, that guy lol. I still need to find all his signs. The game has a lot to do though so I don't know what to finish first
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MysticStarlight
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I'm 120 hours in and am still like 44.4% done
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BigOnYa
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BigOnYa
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Ok good chatting, enjoy your gaming, and avoid the lightning, or put your sword away. Good night.
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