Technology VS Magic (Game Idea)

Post » Sat Oct 13, 2012 9:42 pm

Well.. I've been thinking this up for quite awhile now and finally decide to say things about it. The main idea of this game is to show how powerful both sides can be plus have them against each other.. The game will be focus on PvP and PvBots. (The Bots will mostly be random generated NPCs on both sides and will do accordingly what they are)...

Now, as for the game itself. Each side will have their own things that can be used by the player, or just be there for support. However, both sides will NOT go the extreme.. (No nukes... No magical artifacts that can destroy the world etc). In other words, both sides will only use small portable stuff unless otherwise specified. The weapons of both side will have 3 levels and all weapons will start at level 1. They can be upgraded via points, which will be earned by completing quests/missions or winning games against bots/players. There is also a Gold level (For Technology) and Master level (For Magic) which can make that specified weapon/spell much more powerful BUT you can only have one Gold/Master per player via perks. Yes, there will be perks which can be bought with points. The most expensive will be the Gold/Master perk which will allow the player to pick a weapon/spell of their choosing and automaticly turn it into a Gold/Master. This cannot be undone and only done once. Also, the technology side is mainly base on ammo and collecting ammo cannot always be an easy thing. The Magic side is base on Magicka which can regenerate over time.

Now for the sides themselves.. And make suggestions, if you wish!

Note: The Technology isn't base on Earth's current Technology and Magic is base on a few games, like TES.

~Technology~
-Weapons-
Spoiler
--.44 Handgun--
Level 1: Fast reload. Medium Distance. 20 bullets per round and 10 rounds per gun. Cost: FREE!
Level 2: ^ + Long Distance. Faster Shots. Cost: 500 Points.
Level 3: ^ + 30 bullets per round. Chance of shooting thru shields and doing max damage. Cost: 2,000 points.
Gold: ^+ One shot kills when enemy doesn't have a shield up. One bullet ONLY; make it count! (You should know this reference...)

--12G Shotgun--
Level 1: Low Range. Fast reload. 12 shots per round and 5 rounds. Can shoot thru shields. Cost: 1,000
Level 2:^+ Medium Range. Melee damage increase. Cost: 5,000.
Level 3: ^+ Increased blast range. 24 shots per round. Cost: 10,000.
Gold: ^+ Bullets break into smaller bullets upon hitting the target, dealing massive damage to the insides.

--AK47--
Level 1: Machine Speed. Medium range. Slow reload. 50 bullets per round and 10 rounds. Cost: 1,000.
Level 2: ^+ Long range. Medium reload. Cost: 3,000.
Level 3: ^+ Fast reload. Increase melee damage. Increased speed. Can break shields if shooting fast enough. Cost: 10,000.
Gold: ^+ Sniping abilities. Fast reload.

--.50 Cale Sniper Rifle--
Level 1: Sniper Range. Slow Speed. Slow Reload. 4 bullets per round and 10 rounds. Break Shields. Cost: 5,000.
Level 2: ^+ 8 bullets per round. Medium reload. Cost: 5,000.
Level 3: ^+ Fast reload. Quick shot; which is shooting an extra bullet quickly after the first without taking ammo. Medium Speed. Cost: 15,000.
Gold: ^+ Head-seeking bullets.

--The Launcher--
Level 1: Grenade Launcher. Low Range. Low Reload. 1 grenade per round and 10 rounds. Cost: 10,000.
Level 2: ^+ Melee increase. Extra 5 rounds. Cost: 5,000.
Level 3: ^+ Rocket Launcher. Long Range. 2 rockets per round. Cost: 25,000.
Gold:^+ Remote controlled rockets. Explosive increase.

--Flamethrower--
Level 1: Low Range. 1 Gas Tank. No Reload. Fire Damage. Cost: 10,000.
Level 2: ^+ Extra Gas Tank. Increased Fire Abilities. Cost: 20,000.
Level 3: ^+ Increased Fire Abilities. Ability to burn metal. Cost: 25,000.
Gold: ^+ Ability to shoot 'fireballs' which does instant burn-to-death if target isn't in water or shielding correctly.

-Perks-
Spoiler
-Gold Level-
Ability to turn ONE weapon into a gold leveled weapon. Requires that weapon to be at level 3 already. Cost: 1,000,000,000 points.

-Infinity Ammo-
Ability to never run out of ammo but still have to reload. Cost: 1,000,000,000 points.

-Silver Bullets-
Turns all bullets into Silver which does double damage when used against summoned and mythical creatures on the Magic side. Cost: 100,000.

-Discord-
All explosive attacks are more chaotic and some can start a chain reaction. Cost: 250,000.

-Sticky-
Thrown Grenades has a small chance of sticking to wall, or target. Cost: 50,000.

-Leather Armored-
Lightning Protection Increased by 50%. Cost: 100,000.

-Night Eye-
All weapons with a scope will now have Night Eye abilities. Cost: 10,000.

-Just Like Bob!-
Ability to build turrets, ammo dispensers, etc. Cost: 50,000.

-Knifing 'em up-
Ability to carry a knife for quicker, and deadlier, melee attacks if your current weapon doesn't have a spike add-on which increases melee damage. Cost: 5,000.

-Extras-
Spoiler
-Vehicles-
People on the Technology can drive any vehicle within the game. However, there will be NO flying vehicle.

-Turrets-
Turrets can be used to guard bases, and such.

-Droids-
Advanced technology made droids possible which can be 'moving turrets'.

~Magic~
-Spells-
Spoiler
--Fireball--
Level 1: Fire Damage. Low Burns. Slow Speed. 10MPs to cast. Cost: FREE!
Level 2: ^+ High Burns. 15MPs to cast. Cost: 500.
Level 3: ^+ Explosive Fire. Burns Longer. 25MPs to cast. Cost: 1,000.
Master: ^+ Slowly burns forever. 100MPs to cast.

--Ice Spike--
Level 1: Frost Damage. Fast Speed. 15MPs to cast. Cost: 500.
Level 2: ^+ Ability to freeze water. 20MPs to cast. Cost: 1,000.
Level 3: ^+ Head-shot ability. 30MPs to cast. Cost: 2,000.
Master: ^+ Chance of freezing the target. 125MPs to cast.

--Lightning Bolt--
Level 1: Lightning Damage. Instant Speed. 25MPs to cast. Cost: 3,000.
Level 2: ^+ Ability to travel thru water and damage all in it. 50MPs to cast. Cost: 5,000.
Level 3: ^+ Chain Lightning Ability. 80MPs to cast. Cost: 10,000.
Master: ^+ Ability to turn any cloud into a storm cloud, by hitting it, which can do massive lightning damage to all below it. 150MPs to cast.

--Shield--
Level 1: Protection against bullets. Lasts 60 seconds. 80MPs to cast. Cost: 1,000.
Level 2: ^+ Protection against Sniper Rounds. 100MPs to cast. Cost: 5,000.
Level 3: ^+ Protection against explosives. 200MPs to cast. Cost: 25,000.
Master: ^+ Ability to reflect all bullets and rockets at a random direction. Cannot reflect Sniper Bullets but is harder to break than other shields. Last 120 seconds. 500MPs to cast.

--Mind Control--
Level 1: Confuse the target for a few seconds. 50MPs to cast. Cost: 5,000.
Level 2: ^+ Confuse all targets around the caster for a few seconds. 100MPs to cast. Cost: 10,000.
Level 3: ^+ Forces enemies to flee away from the caster. 200MPs to cast. Cost: 20,000.
Master: ^+ Forces all nearby enemies to fear the caster at all times and will have a hard time to stare, and shoot, at the caster. 500MPs to cast.

--Summon--
Level 1: Summon low level creatures for 60 seconds. 50MPs to cast. Cost: 1,000.
Level 2: Summon Med level creatures for 60 seconds. 100MPs to cast. Cost: 5,000.
Level 3: Summon High level creatures for 60 seconds. 200MPs to cast. Cost: 15,000.
Master: Summon Legendary Creatures, like Dragons, for 60 seconds. 500MPs to cast.

--Heal--
Level 1: Heal Bullet Wounds. 20MPs to cast. Cost: 1,000.
Level 2: Heal Greater Wounds. 50MPs to cast. Cost: 5,000.
Level 3: ^+ Ability to heal others. 100MPs to cast. Cost: 10,000.
Master: Completely heal the caster and all near. 500MPs to cast.
-Perks-
Spoiler
-Master-
Ability to become a master of ONE SPELL if the spell is already at level 3. Cost: 1,000,000,000.

-Staff-
Ability to carry a staff which can cast the spell charged within it without spending magicka. Note: Can only carry ONE STAFF per game. 1,000 Points per staff.

-Extra MPs 1-
Have 250MPs instead of 100MPs. Cost: 5,000.

-Extra MPs 2-
Have 500MPs instead of 250MPs. Requires perk above. Cost: 25,000.

-Extra MPs 3-
Have 1000MPs instead of 500MPs. Requires perks above. Cost: 150,000.

-Increase MP Regen Rate-
MP regenerates 5 - 10 MPs per second instead of 1 - 3. Cost: 250,000.

-Summer's Heat-
Fire Damage Increase. Cost: 50,000.

-20% Cooler-
Frost Damage Increase. Cost: 50,000.

-By the power of LIGHTNING!-
Lightning Damage Increase. Cost: 50,000.

-Paralyzed!-
Unlocks the paralyze spell which can paralyze the target for 30 seconds and cost 250MPs to cast. Cost: 500,000.

-Elemental Fury-
Unlocks a spell which combines the power of Fire, Frost, and Lightning and creates a small tornado of such elements. The spell requires 1,000MPs to cast. Cost: 1,000,000.


That is all for now.... I'll add more when I have time/more ideas.
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Bonnie Clyde
 
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Post » Sat Oct 13, 2012 3:03 pm

Why do the weapons/spells stop leveling at level 3?
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Stace
 
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Post » Sat Oct 13, 2012 6:32 pm

Everyone is doing this type of thing, i should too
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kelly thomson
 
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Post » Sat Oct 13, 2012 8:11 am

Why do the weapons/spells stop leveling at level 3?

Why not?
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Kayleigh Mcneil
 
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Post » Sat Oct 13, 2012 5:15 pm

Why not?

This sounds like a MMORPG (you said the game is focused on PvP) so why would you want a level 3 weapon if you're level 20 or something? If you expand the level cap of spells/weapons, damage will be distributed widely within them, not just Level 1- 50 dmg, Level 2- 100 dmg, Level 3- 150 dmg or whatever.
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Emily Martell
 
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Post » Sat Oct 13, 2012 9:32 am

This sounds like a MMORPG (you said the game is focused on PvP) so why would you want a level 3 weapon if you're level 20 or something? If you expand the level cap of spells/weapons, damage will be distributed widely within them, not just Level 1- 50 dmg, Level 2- 100 dmg, Level 3- 150 dmg or whatever.

*Facehoof*

This isn't one of those games... This isn't even an RPG...It is one of those games where there are normally two teams fighting one another and the object is to defeat the enemy. You do NOT level up no matter what, you will always have the same health and defense unless otherwise specified (Like if you get a perk or what-not). Your weapons/spells are on a 'level' system because the idea is that you start off with one weapon and eventually buy more and upgrade them... AND you start off knowing one spell but eventually you master it and learn others. This game is more like TF2, tbh. This is, no where, near RPG.. Specially MMORPG. I did say you can have bots in it to replace empty spots so if you play alone, you will only have bots.
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Bethany Short
 
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Post » Sat Oct 13, 2012 10:01 am

Doesn't seem balanced at all. As weapon levels rise, they get more rounds to fire and no drawbacks. As magic levels rise, the spells cost considerably more to cast. If mana regeneration is too low (like without regen perk), once skills are at high level the magic team is going to cast a couple spells then cower helplessly while the technology team fires rounds like they're a dime a dozen. If mana regeneration is too high (like with the regen perk), mana is effectively unlimited and the mages can just spam shields and heals to wear down the finite rounds of the other team.

If you're going to have two teams with entirely different mechanics, balance is inevitably going to be an issue. Why not open both classes to both teams, so they fight together? It would make for much more varied tactics.
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Jessica White
 
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Post » Sat Oct 13, 2012 10:08 pm

Doesn't seem balanced at all. As weapon levels rise, they get more rounds to fire and no drawbacks. As magic levels rise, the spells cost considerably more to cast. If mana regeneration is too low (like without regen perk), once skills are at high level the magic team is going to cast a couple spells then cower helplessly while the technology team fires rounds like they're a dime a dozen. If mana regeneration is too high (like with the regen perk), mana is effectively unlimited and the mages can just spam shields and heals to wear down the finite rounds of the other team.

If you're going to have two teams with entirely different mechanics, balance is inevitably going to be an issue. Why not open both classes to both teams, so they fight together? It would make for much more varied tactics.

Trust me, Balance is quite hard... I also forgot to mention that the Mages can still use the lower level'd spells instead of just the highest only because of the Magicka issue. Also, getting the points to upgrade wont be easy.. The most amount of points you can make from one battle, and if you win, is 1,000 and one battle can be anywhere from 20 - 60 minutes... So it would take awhile to unlock all the good stuff for sure. Also, the Technology side is forced to use their best weapons cause who wants to constantly degrade and upgrade weapons?

I thought about that but the main idea is to have both sides fight each other... But to mix it up a little could be an option.

~Edit~

If you want, make suggestions.. Like I said, balance is quite hard since either side can easily overpower the other.
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Max Van Morrison
 
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Post » Sat Oct 13, 2012 10:05 am

maybe I got this all wrong, but I'm imagining this as TF2 with blu team using Magic :P

perhaps to balance extras for magic they could access to some mythological creature that can be ridden.

balancing is definitely an issue, I think mind-control won't be doable. unless cast on a bot, it's going to be very frustrating for a tech. player to be constantly spammed with a mind-control spell and lose his ability to play because of it. I'd say on that one, either replace that with paralyze, or have mind-control be a perk that can only be used sparingly
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anna ley
 
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Post » Sat Oct 13, 2012 11:55 pm

maybe I got this all wrong, but I'm imagining this as TF2 with blu team using Magic :tongue:

perhaps to balance extras for magic they could access to some mythological creature that can be ridden.

balancing is definitely an issue, I think mind-control won't be doable. unless cast on a bot, it's going to be very frustrating for a tech. player to be constantly spammed with a mind-control spell and lose his ability to play because of it. I'd say on that one, either replace that with paralyze, or have mind-control be a perk that can only be used sparingly

Mind Control's level 3 and Master will only work on other bots. Level 1 and 2 will work on other players cause it is really just a small 'stun' that barely lasts a few seconds...

I already have plans of giving Horses, dragons, etc to the Magic side for ridables.. I also have ideas of what the summons are since the Magic side also has all the Fantasy creatures.. Would be very interesting..

Oh. I just got an idea for the magic side.. Since they have fantasy, they can also have Vampires.. Maybe a Vampiric perk which will allow the player use absorb health magic but also take damage when in the sunlight?

Oh and you pretty much got it correct, almost.
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priscillaaa
 
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