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JeremyIrons
Tribes RPG Creator
Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615 |
Well here's what I've done so far, and I'd like to hear what you all have to add/change/suggest. If there's a section I haven't covered at all or haven't covered enough, let me know and I'll take care of it and edit this post.
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T2RPG Design Docs
(updated April 4, 2001)
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Spawning:
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There would be a number of races, each having a complex city/dungeon with perhaps 10 housing units. When a player would spawn, he/she would pick a race, then start in a random family. A family could move out of their assigned housing unit if they can afford it (see Moving). If all family units are already taken up, then the player would spawn as a child of a random family. Depending on how well servers perform, there will be a fixed amount of bots per race that spawn in housing units either as parent or child (see Bot Behavior). A player can't decide which family to spawn in, but he/she can decide which race to become.
The idea behind this concept is that a player will typically join a poor family, but on the other hand has a lesser chance of joining a richer family (as long as most families are poor). Perhaps a future implementation will prevent too much spawning under rich families in order to help balance.
Equipment:
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The only equipment that spawns out of thin air is the equipment assigned to a player upon joining a family. The richer the family, the better the odds are of receiving better equipment. This is how the economy is established. Obviously the better weapons will be rare, and so they will be costly. A proper equation will be established to calculate monetary values for items based on their power/rarity (they go hand in hand).
Buying/selling:
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Anyone can sell/buy items using a standard custom RPG interface. Suggested prices are displayed. Designated merchants (see Merchants), on the other hand, offer more than the typical suggested price.
Merchants:
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Merchants don't sell any items other than those sold to it. Also, merchants have a certain amount of coins to spend, so not all merchants will be ready to buy the items you're trying to sell them. You would then have to seek out other merchants. If a merchant under x (perhaps 5) items to sell, the merchant will always have a minimum amount of coins (perhaps $10K). After getting more than x items, a merchant will start to run out of coins normally.
A merchant will start with a typical merchant loadout in order to start the economy off. He/she will have a few typical low-end weapons and armors, and a few locks for example, in limited amounts.
Death:
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The LCK system will be kept for the time being, however purchasing more LCK will not be possible, as players will spawn with a random amount loosely based on family riches. Upon dying with 0 LCK, the player drops all his/her equipment where he/she died. The player is then prompted to choose a new race, and is randomly put into a new family, at a percentage of their level before death (50% to 90% perhaps).
Kings:
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The King has a seemingly infinite amount of riches, and gives players money based on the kills they make. Everytime a player kills another, he/she takes his scalp (see Scalps) and can turn it in to the King of their appropriate race for a certain amount of coins. The value of the scalp is based on the difficulty of the scalp's former defeated owner.
The King is also in charge of selling property (see House Deeds)
Moving:
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A family member or more can choose to pool their money together manually and purchase a new house (See House Deeds). An enormous amount of markers will be set out across the map. There will be many types of markers, a type for each base size of the new house. There will be a number of houses ranging from cheap to expensive, and there will be 3 different sizes of bases: small, medium and large. For example, an expensive castle would use the large base, and would only be able to be deployed at markers designed for large bases.
Once the family has chosen an appropriate spot (which will be determined by using an overhead map), then their old home becomes available and the family treasure chests (see Family Treasure Chests) are transfered to the new home's designated treasure chest spots.
Family Treasure Chests:
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Each family member has his/her own treasure chest where they can safely store items and coins. The chest can only hold a certain amount of items. The rest must be stored in the family magical chest, which can fit an infinite amount of items. However, this chest can be lockpicked by skilled thieves (see Locks). The personal treasure chests are invulnerable to lockpickings of any kind.
Typical houses:
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The default housing units (found in the main cities/dungeons of different races) have a Front locked Door (see Front Doors), which can potentially be lockpicked (see Locks). Buyable houses will have more doors to lockpick before actually reaching the treasure chest room. For example, a cheap buyable house will have 2 doors before reaching the treasure room, a mediocre buyable house might have 3 or 4, and an expensive one (castle perhaps) would have perhaps 5 or 6, including big walls to make things harder for thieves.
When an entire family is not inside the server, then the Front Door becomes invulnerable to lockpicking. However, if a thief was inside the house, he/she could roam and lockpick anything inside, but wouldn't be able to lockpick his/her way out of the Front Door until at least one family member entered the server.
If an entire family is killed, the house deed becomes available for thieves to take from the family magic chest. As soon as the deed is in possession of another player, the house in question becomes property of the player with this deed. The contents of the personal treasure chests in this house are transfered to the family magic chest, and the personal treasure chests become property of the new deed owner.
Cities/dungeons:
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Cities/dungeons (same thing, but humanoids live in cities, creatures live in dungeons) will be quite far apart from each other. T2 will permit large bodies of water, which will be used to separate most cities/dungeons from each other.
Bot Behavior:
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T2 permits much smarter bots, and these advanced skills will be put to good use. Bots will mimic the typical player's life to a certain extent, that extent being detail. A bot will spawn, but it will not use its personal treasure chest. Instead, it will occasionally deposit items it gains killing other races into its family magic chest. The bots will typically roam inside their main city/dungeon, but will also wander out towards enemy cities to get more kills. This is pretty much the planned extent of their behavior.
Bots will obviously be prime targets for players, so they will be dieing often enough. This means that bots will spawn with levels typical for the current human players in-game.
Undead:
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Upon death (after level loss), a player or bot has a small chance of immediately turning into an undead creature. They keep all their equipment. They can attack any race including undead, but can't pick up/drop any items or coins. The player/bot is free to roam until it is killed again. At this point the equipment is dropped as normal. Undead scalps are worth A LOT of coins to Kings, and are an excellent source of EXP. There will be an advanced spell that will be able to turn undead back to their original live form.
Planned Playable Races:
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-Humans
-Orcs
This is subject to change, most likely less races. The less races there are, the more population a race will have.
Non-Playable Races:
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Non-playable races will be roaming bots, who much like the Undead, will have no purpose but to wander and attack any race excluding same races. Their scalps will be worth very little to Kings and will offer little EXP (in comparison to playable-race kills). They will essentially be considered "hunted" races; creatures that, in the eyes of the players, serve no purpose in the world and must be eliminated.
Planned non-playable races:
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-Goblins
-Gnolls
-Elves
-Ogres
-[insert more]
House Deeds:
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A house deed is an item that gives ownership of a house to a specific player. When a player purchases a house from the King, he/she is given a specific house deed based on what type of house was purchased. The player is then free to roam the land and select an appropriate spot (either overhead map or a 1st person view). The new house immediately spawns (no terrain lighting, unfortunately), treasure chests are automatically moved to the new house, and the deed is transfered into the family magic chest. The deed is the only item that cannot be stolen from the family magic chest. Only the owner of the deed can remove the deed from the chest. If this owner gives the deed to another player, ownership is automatically transfered.
However, if the owner of the deed is killed, then the deed can be stolen or picked up by anyone and ownership is automatically transfered.
Scalps:
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Upon death, a player/bot's scalp is dropped along with his/her belongings (except when turning into an undead. Upon death as an undead, an undead scalp is dropped). Scalps are worth more to Kings depending on race and difficulty. For example, an orc scalp might be worth more to a Human King than to an Ogre King. The more scalps the player/bot can sell to his/her King at a time, the more coins per scalp the player/bot gets.
Front Doors:
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Every house has a front door, which is essentially a door that MUST be opened in order to enter/exit the house. However, a front door can not, in any circumstance, be lockpicked if none of the family members are currently in the server.
Locks:
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Every lock has a standard resistance to thieving, however better safer locks can be smithed/purchased. These locks are applied to doors/chests. Doors/chests will have x number of "lock-slots" (5 for example). The default lock would take up 1 lock-slot, whereas a big sturdy lock might take up 3 lock-slots. This means that a door/chest could be protected by multiple locks for extra security. A thief would have to lockpick each one in order to access what is behind the door/chest.
Smithing:
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(Note that, in TRPG2, smithing is a common term for assembling multiple items together, be them wooden object, metal, etc). Similarly to TRPG1, smithing will create new items out of multiple others. Players will also be able to smith items themselves, where the success rate is based on their smithing skill. Smith combinations will include weapons, armors, furniture, locks... pretty much any item found in-game.
Smithing will also be capable of repairing items, but the max HP of the item will be reduced everytime it is repaired.
Quest-scripting:
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Quest-scripting will be imported from TRPG1 and made compatible with TRPG2, and new commands will be added as they are needed/requested.
Shields:
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Shields would be mounted to the player/bot's side, and when a specific key is pressed, the shield covers any incoming blows. The shield has a limited amount of HP (which can be restored through smithing). Once the shield reaches <= 0 hp, it is permanently destroyed.
Traps:
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Traps will be set much likes Mines in Tribes 1 & 2, and will be disarmed just as similarly. Approaching the mines and pushing a specific key will attempt to disarm the trap. Upon failing, the trap activates. Upon success, the trap becomes part of the inventory of whoever disarmed it.
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04-04-2001 05:56 AM |
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Toaster
Master of Toast
Registered: Mar 2001
Location: JI & PoG's RPG
Posts: 2479 |
I like this setup. Got a few ideas too.
Lockpicking and Houses:
You should be able to buy better locks or guards for your house and chest. Also, setting up traps would be cool too.
Scalps:
Scalps of certain races should be worth more depending on the killer's race. Example: The Orcs and Gnolls are at war, so if an Orc brings in a Gnoll scalp, it's worth more than a Human of the same level.
Map:
Does the map repeat like T1?
Spawning:
Would there always be a similar number of bots around the map, or would the numbers fluctuate? Would there be a larger or smaller number of bots than in a current RPG server?
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04-04-2001 04:24 PM |
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Vectrex
Quest Master
Registered: Mar 2001
Location: Basement
Posts: 659 |
I think there should only be 2 playable races (at least at first) to keep the populations up. Humans and Orcs would be cool.
I like the idea of not being able to buy Luck. Luck = miss should also not be an option. I think that when you die with luck, you should drop all your "loot" but keep your equipment. So you would drop all your cash, gemstones, and rusty weapons, and they would be immediately available to anyone. The reason for this is that i'm thinking about structured quest dungeons, where if you died deep inside, it might be really hard to get to your pack.
I dont see any problem with creating a town with hundreds of living spaces, but will having hundreds of doors and personal chests cause server lag problems?
Combat:
-Shields. Not just shields that are always equiped, but shields that you can actively use by holding a shield button. The shield would be to the side, or on your back when equiped and infront of you (blocking your view partially) when you hold the shield button. Different shields would have different effects
-Phalanx shield- Extremely resistant to projectile attacks, but you move very slowly while in use
-Wooden shield- Fast to activate, but not very effective, has a chance of being broken
-etc.
This could really add strategy to the combat, rather than just "sit there, hold the mouse button"
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04-04-2001 05:11 PM |
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JeremyIrons
Tribes RPG Creator
Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615 |
I like the shield idea. Shields would have their own amount of HP, and once it is drained, the shield breaks and you are left shielding blows with your body =)
I agree about the 2 playable races for now. For the time being, Humans could be regular player models, and Orcs could use those ..umm.. whatever they're called in T2, those monster guys that you can play as.
Hundreds of locks/chests won't cause lag. It will take up memory, but that's it. LOD's on the doors and treasure chests will take care of FPS.
I'm not convinced yet about removing luck=miss. It will be a bigger deal to use luck=miss when you can't buy LCK, so turning it on would really be a last resort option...
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04-04-2001 05:57 PM |
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JeremyIrons
Tribes RPG Creator
Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615 |
Also, how do you all think traps should work?
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04-04-2001 06:19 PM |
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bladerunner
MinotaurReaper
Registered: Mar 2001
Location: In a hole in the ground, on top of a hill.
Posts: 2645 |
MINES! But make them green or colored in camo so they blend in, if you stepped on one (depending on some trap skill) the damage would be increased by 10 hp by 5 sp incriments placed into the skill.... That is how I think it should work.
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04-04-2001 07:01 PM |
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Toaster
Master of Toast
Registered: Mar 2001
Location: JI & PoG's RPG
Posts: 2479 |
JI: Bioderms.
Traps: Something like a mine would work. Or place some sort of check on the chest/door, so it goes off if someone other than the owner tries to access it, it shoots an arrow in their face. Perhaps many levels of traps, starting with a basic arrow trap (can be blocked), then magic traps (can be resisted) then really high level traps. (unblockable damage, then flings them out of the house)
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Toaster
Read The Newbie Guide!
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04-04-2001 07:15 PM |
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Vectrex
Quest Master
Registered: Mar 2001
Location: Basement
Posts: 659 |
How about instead of traps, you could purchase alarms. If the theif failed to pick the lock, the alarm would signal the police. 2 police bots spawn near the player and chase him for a couple of minutes, if they catch him, he goes to jail for 5 minutes. The police bots would be un-killable, you would have to run away.
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04-04-2001 07:45 PM |
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Galadriel
Elven Queen
Registered: Mar 2001
Location: Lothlorien
Posts: 724 |
pretty cool JI!
here are some races... (ideas anyway)
Elves
Humans
Dwarves
Orcs
Goblins
DarkElves
Ogres
Giants
Centaurs
Pixies
Gnomes
Imps
well thats 12... mabey i'll make more later :P
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04-04-2001 09:10 PM |
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Strider
TRPG Story Master
Registered: Mar 2001
Location: St. John's Newfoundland, Canada
Posts: 1811 |
*repeats thank you infinite times* I have some AWESOME ideas for the story now.... thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you
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Strider
TRPG Story Master
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04-04-2001 09:20 PM |
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JeremyIrons
Tribes RPG Creator
Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615 |
Glad to hear you've got more ideas, Strider =]
I like the travelling merchants, but that's for later.
Vec, I've been seriously considering your idea about the merchants, but when I do the first few builds of TRPG2, it will have a custom GUI in which you will do your buying. Perhaps at a later date, once buying/selling is established, I will consider it
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04-04-2001 09:28 PM |
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Rakenne
GnollHunter
Registered: Mar 2001
Location: Helsinki, Finland
Posts: 188 |
I think the chests and traps in chests and looting thing and cops should be ripped off from uo. In it they work rather well and for example triggering off a trapped chest that is made by a good trapper would very likely kill even the toughest guy. I really think that uo would be a good model for the complicated stuff like houses and chests and traps (complicated meaning complicated to balance) as they have already spent time balancing the stuff. If Ji wants to check the uo-stuff then http://uo.stratics.com is pretty good place for checking it with out actually getting the game and a visa or a mastercard to play it/update it.
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Last edited by Rakenne on 04-04-2001 at 10:03 PM
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04-04-2001 09:51 PM |
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JeremyIrons
Tribes RPG Creator
Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615 |
Ummm... no...
thanks for the offer of help, but I'm not going to directly rip ideas off another game as blatantly as that.
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04-04-2001 10:04 PM |
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Rakenne
GnollHunter
Registered: Mar 2001
Location: Helsinki, Finland
Posts: 188 |
I didn't mean straight rip off but just that little that way it would propably work.
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"On vintti pimeä ja naama virneessä."
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04-04-2001 10:09 PM |
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Orion_613
GoblinThief
Registered: Mar 2001
Location: Richmond BC
Posts: 73 |
... now that EVERYONE has to use ther vid card and no one can use software mod to see cloaked things, i think the traps should be mines, but cloaked. If you look REALLY carefully u can see a lightly different "something" or disterbance with cloaked items in tribes 2, .. i think it would work really well because its not impossible to see it but the theif or wanderer would haveto be careful to see it. ... and going slow is something they might not want to do for fear of say being found in someone elses house.
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04-04-2001 10:09 PM |
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Zelgadis
MinotaurReaper
Registered: Mar 2001
Location: Berlin, WI
Posts: 2447 |
can you please make the playable races human and elf? orc seems too grungy for player charectars.
oh and this sounds like theives will become a major part of the game, if merchants dont have the expensive stuff and only rich families do....
dont mind me if i dont buy T2 till TRPG veriosn 1.500 because this looks like it will take months of balancing!
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04-04-2001 10:16 PM |
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JeremyIrons
Tribes RPG Creator
Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615 |
What, you don't think I can come up with a good system? I am not even going to look at how UO is doing it simply because i'm a stubborn *******, and I take pride in doing things my way
Orion, that sounds good. Hopefully T2 supports this "glimmer" or whatever it is
Zelgadis, I'd rather you play when the TC REALLY needs your help... that is, before "version 1.500". How am I supposed to balance things out when no one's around...
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04-04-2001 10:21 PM |
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Galadriel
Elven Queen
Registered: Mar 2001
Location: Lothlorien
Posts: 724 |
dont worry JI all you have to say is: "T2RPG is ready (sorta)" and i'll come :P as will others... its just too damn addictive :P
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04-04-2001 10:44 PM |
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Deus_ex_Machina
God from Machine
Registered: Mar 2001
Location: Fort Walton Bch Florida
Posts: 1505 |
I would be happy to help =]
I have 3d max r3 I'll try to make some stuff =P
As soon as I get the plugins tho...
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Tribes stuff
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04-04-2001 10:59 PM |
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JeremyIrons
Tribes RPG Creator
Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615 |
I'm afraid that model contributions won't work nearly the same as in TRPG1. TRPG2 might get published, so I have to keep the number of contributors fixed in order to manage potential pay appropriately.
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04-04-2001 11:07 PM |
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Toaster
Master of Toast
Registered: Mar 2001
Location: JI & PoG's RPG
Posts: 2479 |
Don't worry JI, I'll be playing as soon as you let me. d=
And if you get published, I'm willing to write the manual/Newbie Guide.
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Toaster
Read The Newbie Guide!
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04-04-2001 11:26 PM |
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GoldenFlight
Mother Lode
Registered: Mar 2001
Location:
Posts: 2480 |
Wow. major changes. I need to go back and reread and analyze some more...
...but off the top of my head...some thoughts:
Can humans hire out as "protectors" to protect houses from being robbed (either as legit "constables" or mafia-style protection) ?
Townspeople pay (whatever amount) and it either stations a bot at/near door or lowers probabilty of door lock being succesfully picked. And of course, mirroring real life, the richer families can afford better protection...
And can't you use forcefields for protection?
Come to think of it, if humans can make allies or hire goblins or something, they could use them for guards.
(Gotta stay off the caffeine, I think, lol.)
And is there some way that different races can form allies? (take off on the old guild/houses). Not sure where I'm going with this one, but it might spark idea...
Like I said, I need to go back and reread...
Last edited by GoldenFlight on 05-08-2001 at 02:44 AM
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04-04-2001 11:43 PM |
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Strider
TRPG Story Master
Registered: Mar 2001
Location: St. John's Newfoundland, Canada
Posts: 1811 |
Look at the great mods of all time... they don't use others codes......
Anyway..
I think there should be protector BOTS. Just have it transported in front of that persons 'house' and then it will walk around in a circuit... that way the thieves could still get in, but they have a high chance of getting caught.... They would have the ability to send the person to jail if they whacked em with a weapon (ie, baton)
And, no, Goldy... No forcefields in this time! ;p
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Strider
TRPG Story Master
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04-04-2001 11:50 PM |
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GoldenFlight
Mother Lode
Registered: Mar 2001
Location:
Posts: 2480 |
But if you could HIRE a wizard, or pay for a wizards spell, then IT could manifest a "forcefield"? I was thinking in terms of coding, not appearance. You are correct.
Last edited by GoldenFlight on 05-08-2001 at 02:44 AM
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04-04-2001 11:51 PM |
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Angel Kill
OrcRavager
Registered: Mar 2001
Location: Next Door
Posts: 269 |
idea...
i haven't read through all the posts, but if no one has mentioned it yet, what if you could be a Merchant, and have an interface in which you could make you're own travelling store, and sell **** at prices you pre-set...also, what's cool, if you didn't know, tribes 2 has a gui editor, press f12 when you're in the map editor, wootylicious, just some ideas...
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04-05-2001 12:02 AM |
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GoldenFlight
Mother Lode
Registered: Mar 2001
Location:
Posts: 2480 |
Well, if folks are stuck only selling stuff to particular merchants, then the bards and/or "fences" ought to be able to make a mint off of folks who aren't willing to or can't easily travel to the various merchants. You can have whole sub-structures of economics at work here, just like RL.
Oh, and for whatever it's worth, if I can't be a human, I'd rather be an Orc than an Elf, as long as I can be a female orc (heh). j/k Orcs rock.
Last edited by GoldenFlight on 05-08-2001 at 02:45 AM
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04-05-2001 12:30 AM |
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