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 Post subject: Love the game, ideas for MWO
PostPosted: Sun Aug 06, 2006 1:48 am 
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I've played on and off for a few months now and I can't wait until MWO comes out. I'd pay 10 or 15 dollars per year for it. It's also a game by 2 designers with the help of their fans, which is way more than what the big businesses do.
I'm no artist but I do enjoy writing game ideas, whether inspired by other games or totally original(to my knowledge).
Here are a few ideas I've thought of:

The equipment system was already suggested and I'm behind it 101%.
How about a weapon slot, shield slot, armor slot, cloak slot, two ring slots, feet slot(probably for footwear that can make it harder to paralyze you), and helmet slot. It be great to have a graphic representation of the equipment on the character during a duel. The Shield card makes a new graphic, maybe make shield enhancement cards instead of a shield equipment card. It's like how lightning does the damage when the sword attacks. The lightning card enhances the sword and the sword is used to attacked. So a lightning enhancement to a shield could increase lightning resistance.

The deck is reshuffled in the game currently. I like the idea of having an option of 0 to infinite reshuffles. Maybe cards could represent vitality so if you run out you lose. The higher your level the more cards you can have in your deck, making you harder to kill.

It'd be crazy to lose cards equal to how much damage you take, but there's a thought. That makes vitality influence your health more and higher level players are harder to kill off.
I played the Harry Potter card game for a while when I was young and stupid and that was the system. It wasn't too shabby.

To not have duplicates have reshuffles. To not have reshuffles then have duplicates. Or heck, have both and you'd have some long games. However "no duplicates" gets rid of the trading aspects because you'd only want one of a card. Although then you could sell extra cards for currency, hmmmmm, either or is good.
So....each card could have the same + thing. For each +, reduce the amount you can have in a deck from the highest amount of +'s you'll have in the game total, or if it's high then just a minimum of 1, maximum of, say...4.

Level 1-10 uses tier one and tier two cards(one +), level 11-20 uses up to 2 plus cards and so on.

Tier one cards don't stack, where stacking is adding onto the effect instead of replacing if it's better than the current attribute enhancement, tier two cards stack twice, and tier three cards stack 3 times. Tier four cards are ultimate and don't stack. There effect is initally way better than tier 3 cards so no need to stack.
(As you can see I've suggested four tiers of cards(up to 3 +'s), so the duplicates could easily be max 4 and min1 anyways)
This may be a little confusing and I'm getting tired so I'll elaborate later.

Experience system where you gain experience for doing an action, so just playing will gain you experience. Winning will increase the experience you receive at the end of that game by 150%(or maybe 200) and the loser gets 100%.
Helmets or trinkets can increase learning ability increasing your experience gain by some amount so that percent at the end is increased.

Equipment upgrading: You can make custom equipment(the equipment it's based off of is it's graphic) where you can set in jewels, carve runes into, and endow with special powers.
Like holy runes will be bad for unholy players but good for holy players. So a holy runed sword will do more damage against unholy players but less damage against holy players. There's a max of jewel slots and carving space, and only one special power. Powers are given to the equipment by reading off a scroll by a certain level class player, minimum for minimum effects and higher effects with a higher level. The scroll can only be used once. There are areas of the map with npcs that are certain level carvers and jewelers who you can hire.

Now it might be a little confusing and I tried organizing as best as possible with some things regarding others.
I'm tired, I can't see any search button , nd I'm so excited to be able to let this out, sorry if I said something that was already posted. Anything already posted, see it as me saying it's a good idea.

Kind of off topic???
If you don't want too many rpg aspects in this game I suggest working on this, making it better and better and then considering making a Maganic RPG which I'd be happy to help out with and I'm sure so many other people would be to. <makeontopic>That's for later but I'd also like to know how many RPG aspects you would like in this game.</makeontopic> :P


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 Post subject: Re: Love the game, ideas for MWO
PostPosted: Mon Aug 07, 2006 2:31 pm 
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That's a great sum of good ideas. It's clear that you've been thinking about it for a while.

To tell you that MWO specifications are quite stable and won't change too much until its release.

Many of the ideas you propose are very near to what we have already implemented. Still I've taken note of some original ideas that could introduce more strategy or fun to the game.

What I really love from this project is that it has a large horizon of improvements which will bring "MWO 2" in the future for sure ;). Still we must release the first version as soon as possible and some features cannot be implemented due to their complexity. (i.e. items crafting, map and npc system...)

Thanks for your suggestions they will be taken into account.

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 Post subject:
PostPosted: Tue Aug 08, 2006 1:44 am 
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Ideas ideas the wonderful fruit the more you get 'em the more you go W00t.
:lol:
Anyways....
A few more ideas:
Lightning Shield: +2 Shield, +1 ctstrk
+: +3 Shield, +2 ctstrk
++: +5 Shield, +3 ctstrk

Pyro Shield: +1 Shield, +2 ctstrk
+: +2 Shield, +3 ctstrk
++: +3 Shield, +5 ctstrk

Battlecry: +1 Attack, always stacks, play once
+: +2 Attack, always stacks, play once
++: +5 Attack, always stacks, play once

Berserk: +1 Shield, +1 Attack, always stacks, play once
+: +2 Shield, +1 Attack, always stacks, play once
++: +3 Shield, +3 Attack, always stacks, play once

Play once means that the effect will not be applied if the effect is already being applied. If the user is dispelled another berserk card can be played to apply the effect again. Berserk does not stack with berserk but if the increase is higher then the new increase is used. So a ++ will be used if played after a +.

Rune Dispel: Reduces the opponent to the last transformation level
+: Reduces the opponent by up to 2 transformation levels
++: Dispels the opponent of all rune power

Mimic Special: 33% chance of performing a special ability of the opponent
+: 66% chance of performing a special ability of the opponent
++: 99% chance of performing a special ability of the opponent

Duplicate: Opponent has a 50% chance of hitting the opponent for his next strike
+: Opponent has a 33% chance of hitting the opponent for his next strike. After hitting once there's a 50% chance
++: Opponent has a 25% chance of hitting the opponent for his next strike. After hitting there's a 33%, then 50% chance

Evasion: Opponent has a 75% chance of hitting on his next strike
+: Opponent has a 50% chance of hitting on his next strike
++: Opponent has a 25% chance of hitting on his next strike

Another class could be a dodging class that has a passive evasion of 1 per level. Evasion could be another modifier. For every point there's a +2% chance of the opponent missing. And a Critical modifier could have a 2% chance per point to do double damage. With all the chance to hit effects, first do those and then test the chance to hit according to the target's evasion.

Evasive Manuveurs: +1 eva
+: +3 eva
++: +5 eva

Aggresive Manuveurs: +1 cri
+: +3 cri
++: +5 cri

Mercenary: Parapet

Another cool feature maybe added after all the other stuff or else the game will never be "finished":
Pets, you can't not have a furry/scaley/naked O.O (ok,scantily clad and preferably elvish :P) companion these days.
As their master grows, they grow. For every point of experience you get, their experience increases as well. Increased experience increases damage and health. Creatures attack right after you attack. They can be poisoned and if you are cursed, they become cursed.
There's accessories that you can equip your creature with according to what the creature is. Like some small creatures can only wear small types of armor which are thinner and weaker. Claws can be elongated and venom can be enhanced or venom glands can be implanted to give the creature a poisoning attack.
As the creature levels up, it reaches certain points of extreme growth both in attributes and graphically. This in most games is called an evolution. For instance venom is enhanced to an extremely powerful venom suggested by the ultrapoison card and this happens in creatures that have naturally occurring venom attacks, not magically implanted venom glands.
There's lots of stuff that can be thought up for creatures, but I'm getting tired, so I have to stop now.


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 Post subject:
PostPosted: Sat Aug 12, 2006 1:58 am 
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Can't wait for MWO
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Wow, congrats on the ideas...Even though I only read half of it :P I agree with Maguas. Most if the ideas are being implemented.

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 Post subject: some new card ideas
PostPosted: Sun Aug 13, 2006 10:23 pm 
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What's parapet for?
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i have some new card ideas.

Flame Sword:+2 attack
+=+4attack ++=+5attack +1ctrsk

reflection sheild: 25% reflection
+=50% reflection
++=90%reflection


unlockables
EarthQuake: 25 dmg*

famine:10+4 per turn(like an upgraded version of poisen)
Pestilence:15+6per turn(upgraded version of famine)

War:+7 to atk

Deity rune:+5 rune pow per turn for 10 turns

Final rune:2 rune lvls

Feed Back rune:+15 rune pow 15 dmg to enemy

Mind Blast:20 dmg +paralasys

Inferno=23 dmg(like upgraded pyro)*

Storm=37dmg(like upgraded lightning)*

Ultra heal=heals to full*

Dark blade=20 Dmg(cannot be blocked)

Darkness: + 50% chance of enemy missing

Devil blast: 25dmg + Curse*

Overwhelming Rage= +8 atk*

Ultiment pyralisys: paralyze for 3 turns

Food pack:+ 5 hp per turn for 6 turns.
*=only found in packs
Items

10000gp 4random cards. can only be bought twice

2500gp 2 sided card only used once per battle Canuse 2 cards at same time

1350gp Spell:Endurance only can be used once + 50 max hp

1000gp spell: Melf's Acid Arrow 20 direct dmg

2250gp The Sword Of Many Blades: +3 dmg per hit +3 cstrike


Last edited by drewbert1 on Sun Aug 13, 2006 11:22 pm, edited 1 time in total.

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 Post subject:
PostPosted: Sun Aug 13, 2006 10:54 pm 
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I'm on highscores!
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I think the earthquake would be great. I mean so far the best you could do is somewhere over 50. But with an attack of 25 it could easily get up to 0ver 65 I believe. But it would need to be an unlockable card.

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 Post subject:
PostPosted: Tue Aug 29, 2006 10:16 am 
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What's parapet for?
What's parapet for?
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Joined: Sat Aug 26, 2006 4:27 am
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I got more (retty ordinar) card ideas;

Tidal wave: 15 damage

Catapault: 12 damage (ignore defence)

Poison Stun Bomb: paralyzes, poison 1+2

Anger dagger: +2 attack, 6 damage

Renew: discard hand

Rune of Khumi: +25 Rune, dispel yourself

Cenotaph: All red/black cards are shuffled back into your deck

Sentinel: +4 defence, parapet

Grenade: 14 damage next turn

Oasis: +25 HP

Club: 20 damage (ignore attack)

Holy sacrafice: cures poison, parapet

Cleansing: dispel either player

A bright light: parapet for both players

Rune magician: you can never go below 1/2 of SSJ


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 Post subject:
PostPosted: Sat Sep 16, 2006 6:24 am 
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ya i didnt read all ideas too but what i read is realy great ideas


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 Post subject:
PostPosted: Fri Jun 01, 2007 5:30 pm 
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What's parapet for?
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some more ideas

skeleton transformation +2atk +2def

great responsibility enemy gets +10 atk and def automaticlly sends great power to your hand

Great power: requires great responsibility to be active +12 atk +8 def


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 Post subject:
PostPosted: Sun Jun 03, 2007 9:19 pm 
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WOW. All of you have great ideas. It would be cool to actually be able to see that this game gets promoted like it should be....

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 Post subject:
PostPosted: Fri Jul 20, 2007 11:11 pm 
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What's parapet for?
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MORE NEW CARDS!!!!!!

Daemonic Wrath: +5ctrsrk 20drain(cannot be used if you have already used Holy Might)

:twisted:

Holy Might: +4 regeneration 15dmg paralyze for 1 turn (cannot be used if you have used Demonic Wrath)

Blood offering: -20 health +4dmg(stacks)(can only be used if you have already used daemonic wrath)

Purge: dispel self, gain one random "gift" next turn(gifts are: +6 dmg(stacks)
+3 ctrsrk(stacks) +5 armour(stacks) replenish to full health(only will come if you have 30% or lower health )(only can be used after Holy might has been played)


MORE NEW ITEMS!!!!!

helmets:

crown of thorns: +2 ctrsrk(stacks)500 gold

Dragon Skull Helm:Piro does +2 dmg(stacks with beginning bonus if you have it)1500gold

Burning Skull: piro does 6 less damage(no it does not turn negative...)6500 gold

Lamp Shade: Durning the first turn a speech bubble appears over your head and says,"Man That was some party last night..." Priceless.

For everything else, there's Master Card


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 Post subject: ehh
PostPosted: Thu Sep 27, 2007 4:52 pm 
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where i open the game and play multiplayer??? :?: :?:

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 Post subject:
PostPosted: Thu Sep 27, 2007 5:07 pm 
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You've gotta understand two things:

-- Don't revive old threads
-- MWO is still in the making..

Luckily, the DI guys won't be able to kill me from here ^^.

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