Kiradawea2010-11-29 02:44:37
Mobs that attack like an affliction class, or have access to Mana, Ego, Harmony and Timed instadeaths WOULD be pretty awesome and fun to fight against.
Llesvelt2010-11-29 06:57:30
I want Go-boards >_>
Zuhayir2010-11-29 07:05:15
QUOTE (Llesvelt @ Nov 29 2010, 05:57 PM) <{POST_SNAPBACK}>
I want Go-boards >_>
Everything should feature a go-board of some description. Everything.
Casilu2010-11-29 07:23:07
QUOTE (Malarious @ Nov 28 2010, 06:39 PM) <{POST_SNAPBACK}>
I second the Lusternia TCG, I would love to help even make the system for that.
I see that to also be an awesome gold sink from booster packs.
How about a tower defense type thing? It would work something like this:
1. Two Teams
2. One team attacks, the other team defends.
3. The attacking team has mobs trying to get to the base area.
4. The defenders have objects and traps and things to help them defend from the attackers (mobs and attacking team)
5. Dying makes you respawn somewhere by your home base where the enemy team can't get in.
6. You gain points by killing mobs, enemy players, or defenses.
7. Points can be spent to upgrade the defenses or the attacking mobs (or maybe one some big and powerful temporary effect)
8. When a certain number of mobs attack the base, the round is over.
9. When the round is over, both sides switch.
10. When both sides have had a chance to attack and defend, the total points are added up whether they were spent or not.
11. The side with the most points wins.
Edit: And I think I have an idea for the TCG thing.
Lilia2010-11-29 07:27:12
QUOTE (Llesvelt @ Nov 29 2010, 12:57 AM) <{POST_SNAPBACK}>
I want Go-boards >_>
That would be pretty cool.
Llesvelt2010-11-29 08:12:48
Then I could play Go against people in Hallifax.
It has that clean and simple shtick.
It has that clean and simple shtick.
Daraius2010-11-29 14:35:02
Hey. Cypher. There's a book about it. Please make it a reality.
Also allow artisans to make tiny figurine game pieces for it.
Also allow artisans to make tiny figurine game pieces for it.
Unknown2010-11-29 19:01:18
QUOTE (Daraius @ Nov 29 2010, 09:35 AM) <{POST_SNAPBACK}>
Hey. Cypher. There's a book about it. Please make it a reality.
Also allow artisans to make tiny figurine game pieces for it.
Also allow artisans to make tiny figurine game pieces for it.
Or just use figurines, so that they actually get used more. I was hopeful when there was that brief phase where they were all the rage, but that fad died out. More uses for figurines would be aaaace. I could actually, you know, keep figurines in my figurine collector's pouch. Instead of used up powerstones and empty bottles.
Unknown2010-11-29 20:11:58
What if we combined chess with figurines. A form of battlechess using figurines instead of real people.
Zuhayir2010-11-29 20:17:26
QUOTE (Phred @ Nov 30 2010, 07:11 AM) <{POST_SNAPBACK}>
What if we combined chess with figurines. A form of battlechess using figurines instead of real people.
http://en.wikipedia.org/wiki/Miniature_wargaming
Unknown2010-11-29 20:18:49
Too similar to battlechess, IMO
Unknown2010-11-29 22:00:10
High Magic Arena(HMAS)
This is based on the Sephiot, which is the basis for Highmagick in Lusternia. Basically, an arena is formed that looks like this--it might be similar to the one in Magnagora. Maybe it's a cosmic fulcrux.
Two teams may play. One starts at the highest sphere (Kether), the other at the lowest sphere (Malkuth).
Each sphere has a crystal inside it. To open the corridor to the next spheres, you first need to capture the sphere by channeling willpower into the sphere so it is full. Once the crystal has gathered enough Willpower, the pathways open. You then can have people move to one of the next rooms where they attempt to capture the next sphere. Only one squad can move at a time. The goal is to gradually move towards your opponent and take out the other team and get all spheres captured. It's sort of like a point capture system.
Additionally, the connected spheres may give your team bonuses or special powers based on which spheres are linked, using the mythos which the Sephirot is based upon. Or maybe the environment changes in predictable ways.
This is based on the Sephiot, which is the basis for Highmagick in Lusternia. Basically, an arena is formed that looks like this--it might be similar to the one in Magnagora. Maybe it's a cosmic fulcrux.
Two teams may play. One starts at the highest sphere (Kether), the other at the lowest sphere (Malkuth).
Each sphere has a crystal inside it. To open the corridor to the next spheres, you first need to capture the sphere by channeling willpower into the sphere so it is full. Once the crystal has gathered enough Willpower, the pathways open. You then can have people move to one of the next rooms where they attempt to capture the next sphere. Only one squad can move at a time. The goal is to gradually move towards your opponent and take out the other team and get all spheres captured. It's sort of like a point capture system.
Additionally, the connected spheres may give your team bonuses or special powers based on which spheres are linked, using the mythos which the Sephirot is based upon. Or maybe the environment changes in predictable ways.
Sakr2010-12-09 06:36:30
How about a drinking arena game?
free-for-all/last man standing game:
As time wears on, or as less and less people are within the arena, the more drunk everyone gets.
---
(insert name) lost their alcohol
so and so lost their alcohol. In this world game, you must try to find all the bottles you can. (like hamster hunt) Different bottles give different effects, so you can drink a few to help you with your quest. The effects vary between moving in the opposite direction (go north, instead move south), drink the pink bottles and get hallucinations, another bottle gives astral insanity, another one allows you to stare at people and make them go insane for a short time, and general mayhem ensues.
free-for-all/last man standing game:
As time wears on, or as less and less people are within the arena, the more drunk everyone gets.
---
(insert name) lost their alcohol
so and so lost their alcohol. In this world game, you must try to find all the bottles you can. (like hamster hunt) Different bottles give different effects, so you can drink a few to help you with your quest. The effects vary between moving in the opposite direction (go north, instead move south), drink the pink bottles and get hallucinations, another bottle gives astral insanity, another one allows you to stare at people and make them go insane for a short time, and general mayhem ensues.
Unknown2010-12-09 19:49:10
Envoy arena!
- Envoys can switch guilds races freely, be omnitrans, and test things!
- Everything character-wise resets upon leaving
- Perhaps allow envoy guests too.
Group versus Group (4v4) (Come up with a better name, please!)
- Object is to kill other group's head npc, something that shouldn't be a supermod, but fairly tanky. Alternatively, you can wipe the enemy team multiple times (more on this later).
- Head npc is located in a base defended by other NPCs.
- There's a flag stand in the middle. If the team can hold the flag stand for 1 minute, they get a +5% boost to h/m/e. Holding the flag also resets the resurrect skill.
- Players respawn every two minutes, on a world timer, with full defenses. However, each player has an additional resurrect skill that can be used only once unless it's reset by flag stand.
Flag mechanics:
- The flag spawns in a random room in your base. Bases need to be a fairly large with lots of npcs and routes to take to the Head for this to work.
- To capture the flag, you must stand in the same room as flagstand for 5 seconds.
- You can't do offensive actions without dropping the flag. Holding the flag needs to give a personal gravity.
- Opponents can pick up a dropped flag and send it back to the base. It should spawn in the same room as before if this happens.
- Flag stand and adjacent rooms can't be melded!
Other mechanics:
- Every time a player dies, they take a -10% penalty to h/m/e.
- If an enemy is killed, all team members the room get a +2% h/m/e.
- Penalty caps at -50%.
- Boost caps at +10%.
- A player at -50% h/m/e will not resurrect at 2-minute marks.
- If all enemies are dead with -50% h/m/e, team wins.
- Head NPC should have an extremely high amount of health at the start. Uncrittable too. It should take approximately four minutes of all four players attacking the Head to kill it at the start of the match.
- At the end of the game, it should take approximately 30 seconds for 1 to 2 people to kill the Head.
- As game progresses, Head's health lowers.
- Head NPC needs to have health regen too.
Win conditions:
- Killing enemy Head
- Dealing the most damage to Head at the end of the game
- All enemies dead with -50% h/m/e.
- Envoys can switch guilds races freely, be omnitrans, and test things!
- Everything character-wise resets upon leaving
- Perhaps allow envoy guests too.
Group versus Group (4v4) (Come up with a better name, please!)
- Object is to kill other group's head npc, something that shouldn't be a supermod, but fairly tanky. Alternatively, you can wipe the enemy team multiple times (more on this later).
- Head npc is located in a base defended by other NPCs.
- There's a flag stand in the middle. If the team can hold the flag stand for 1 minute, they get a +5% boost to h/m/e. Holding the flag also resets the resurrect skill.
- Players respawn every two minutes, on a world timer, with full defenses. However, each player has an additional resurrect skill that can be used only once unless it's reset by flag stand.
QUOTE
Resurrection Chant
- Timed ressurection at 4 seconds
- Interrupt-able by web or prone
- Costs 2 power
- Can only be successfully used once, as in, you can't use it again if you successfully resurrect someone.
- Resets with a flag boost
- Requires same room or adjacent. Can't be performed through walls. Requires same elevation.
- Timed ressurection at 4 seconds
- Interrupt-able by web or prone
- Costs 2 power
- Can only be successfully used once, as in, you can't use it again if you successfully resurrect someone.
- Resets with a flag boost
- Requires same room or adjacent. Can't be performed through walls. Requires same elevation.
Flag mechanics:
- The flag spawns in a random room in your base. Bases need to be a fairly large with lots of npcs and routes to take to the Head for this to work.
- To capture the flag, you must stand in the same room as flagstand for 5 seconds.
- You can't do offensive actions without dropping the flag. Holding the flag needs to give a personal gravity.
- Opponents can pick up a dropped flag and send it back to the base. It should spawn in the same room as before if this happens.
- Flag stand and adjacent rooms can't be melded!
Other mechanics:
- Every time a player dies, they take a -10% penalty to h/m/e.
- If an enemy is killed, all team members the room get a +2% h/m/e.
- Penalty caps at -50%.
- Boost caps at +10%.
- A player at -50% h/m/e will not resurrect at 2-minute marks.
- If all enemies are dead with -50% h/m/e, team wins.
- Head NPC should have an extremely high amount of health at the start. Uncrittable too. It should take approximately four minutes of all four players attacking the Head to kill it at the start of the match.
- At the end of the game, it should take approximately 30 seconds for 1 to 2 people to kill the Head.
- As game progresses, Head's health lowers.
- Head NPC needs to have health regen too.
Win conditions:
- Killing enemy Head
- Dealing the most damage to Head at the end of the game
- All enemies dead with -50% h/m/e.
Ixion2010-12-09 22:24:16
Figurine FFAs/Wargames
Tredian2010-12-10 11:44:02
Hrm..maybe something like a raid/defense wargames..
(not sure if this was mentioned in the previous posts, but this would/might be fun!)
**Mechanics:
There are two teams (each team may or may not have equal number of members)
Each team has a number of denizens to protect (the denizens' might may be based
on the might of the players/number of players participating. They should be somehow
tanky and a bit scary, so that their attacks would amplify well with defenders in the
room. There could be three denizens to protect per team, or the number of denizens
may also be based on the number of participans).
When a player dies in the game, he/she will resurrect in their base after a few seconds (10s?)
with full defs.
Killing a denizen gains a good amount of points for the team.
Killing a member of another team may also give points, but maybe significantly lesser
since there might be participants who are really squishy and might be bullied by the
other team.
The winning team is the one with the most points.
*Losing or winning in this game won't let you lose any defenses afterwards.. pleeeeaase?
Other ideas:
Spars for:
2v1
2v2
- The former for the ones who want more challenge.
**Make losing in all arena events not cost defenses? pleeaase? If that couldn't be, then at
least for slippers and freezetag?
(not sure if this was mentioned in the previous posts, but this would/might be fun!)
**Mechanics:
There are two teams (each team may or may not have equal number of members)
Each team has a number of denizens to protect (the denizens' might may be based
on the might of the players/number of players participating. They should be somehow
tanky and a bit scary, so that their attacks would amplify well with defenders in the
room. There could be three denizens to protect per team, or the number of denizens
may also be based on the number of participans).
When a player dies in the game, he/she will resurrect in their base after a few seconds (10s?)
with full defs.
Killing a denizen gains a good amount of points for the team.
Killing a member of another team may also give points, but maybe significantly lesser
since there might be participants who are really squishy and might be bullied by the
other team.
The winning team is the one with the most points.
*Losing or winning in this game won't let you lose any defenses afterwards.. pleeeeaase?
Other ideas:
Spars for:
2v1
2v2
- The former for the ones who want more challenge.
**Make losing in all arena events not cost defenses? pleeaase? If that couldn't be, then at
least for slippers and freezetag?
Shamarah2010-12-10 18:18:13
QUOTE (Sahmiam Mes'ard @ Dec 9 2010, 02:49 PM) <{POST_SNAPBACK}>
Group versus Group (4v4) (Come up with a better name, please!)
- Object is to kill other group's head npc, something that shouldn't be a supermod, but fairly tanky. Alternatively, you can wipe the enemy team multiple times (more on this later).
- Head npc is located in a base defended by other NPCs.
- There's a flag stand in the middle. If the team can hold the flag stand for 1 minute, they get a +5% boost to h/m/e. Holding the flag also resets the resurrect skill.
- Players respawn every two minutes, on a world timer, with full defenses. However, each player has an additional resurrect skill that can be used only once unless it's reset by flag stand.
- Object is to kill other group's head npc, something that shouldn't be a supermod, but fairly tanky. Alternatively, you can wipe the enemy team multiple times (more on this later).
- Head npc is located in a base defended by other NPCs.
- There's a flag stand in the middle. If the team can hold the flag stand for 1 minute, they get a +5% boost to h/m/e. Holding the flag also resets the resurrect skill.
- Players respawn every two minutes, on a world timer, with full defenses. However, each player has an additional resurrect skill that can be used only once unless it's reset by flag stand.
I see someone's been playing Guild Wars
Unknown2010-12-10 18:59:41
QUOTE (Shamarah @ Dec 10 2010, 01:18 PM) <{POST_SNAPBACK}>
I see someone's been playing Guild Wars
I haven't played in years, but there are some changes from GW gvg. I do miss it though. Dom mes ftw!
Jules2010-12-10 20:47:18
Taken from Call of Duty, a game called "Sticks and Stones".
People run around the arena and throw spears at each other. Every time you stick a person (has a natural chance to miss, say 50% of the time), you gain a point. You have unlimited spears with which you can throw at people and earn points. Everyone also has a rock in hand. If you throw the rock and hit someone, you steal half of that person's total points, and that person gets "bankrupt", where they lose ALL of their points and have to get them back. There isn't any killing, per say, just throwing stuff at each other. At the end of the match (which lasts, say, 5-10 minutes) the person with the most points wins! I can see this being played in any arena, and also be pretty easy to code.
Commands:
When you enter the arena, you're given a "magical spear" which, when thrown, magically reappears back into your inventory. You WIELD SPEAR to wield it, THROW SPEAR AT , where you throw the spear at the person, and you can chuck the spear at them up to two rooms away (miss chance increases with distance). When you throw the spear, whether you hit or not, it magically comes back into your inventory, and you must WIELD it again.
Alternatively, you have a "magical rock" in your inventory, which you can WIELD ROCK and THROW ROCK AT , same as with the spear. However, it doesn't come back to your inventory, so you must go to the room where you threw the rock and pick it up again. Once thrown, you cannot use the magical rock for, say, 30 seconds, to prevent people from constantly stealing each other's points.
Ideas?
People run around the arena and throw spears at each other. Every time you stick a person (has a natural chance to miss, say 50% of the time), you gain a point. You have unlimited spears with which you can throw at people and earn points. Everyone also has a rock in hand. If you throw the rock and hit someone, you steal half of that person's total points, and that person gets "bankrupt", where they lose ALL of their points and have to get them back. There isn't any killing, per say, just throwing stuff at each other. At the end of the match (which lasts, say, 5-10 minutes) the person with the most points wins! I can see this being played in any arena, and also be pretty easy to code.
Commands:
When you enter the arena, you're given a "magical spear" which, when thrown, magically reappears back into your inventory. You WIELD SPEAR to wield it, THROW SPEAR AT
Alternatively, you have a "magical rock" in your inventory, which you can WIELD ROCK and THROW ROCK AT
Ideas?
Unknown2010-12-10 21:33:14
If we're taking games from other sources, perhaps FAT PRINCESS. Featuring Queen Maeve. Up to 6 community teams. Each team goes to either their archway (elemental plane, or the two commune archways). You have to carry maeve to your archway to absorb power. You can feed Maeve honeycakes to make her harder to move.