Re: Citadel Of Corruption (SIGN-UPS)
OK, here's the deal.
I've had an instance of the wandering eyes move in with me for a brief period of time which is causing very little time for me to run this RP. So I've been doing some thinking about this, listening to the concerns regarding the unarmed combat system, and I must agree that the unarmed system is NOT going to work.
Therefore, I am doing two things to fix this.
One: I am combining brains with Archer to have some help with the actual updates and to have another person to run changes by.
Two: I am likely going to initiate a FULL restart of this with some major changes after some time.
I have an idea that combines elements from Guild Wars/Diablo 2 stats/combat system and skills, as well as enemies. I also am considering using some enemies from the Monster Encyclopedia since some of them would fit very well into an rp like this.
The main idea right now (subject to change but not likely to be changed) is that there will be specific character "classes" with preset level 1 stats. Monsters would work the same way and would be based on an I-lvl directly corresponding to the 'area' your in. Boss enemies would be a bit different, though I'm not 100% on how I intend to work that just yet.
The combat system would heavily favor all but removing unarmed combat (there would still be a slight chance you'd have to use unarmed if say your weapons ran out of ammo, and your melee weapon broke, but this should be a VERY low chance of occurring unless you simply don't repair your weapons like some people I've played with in the game do.)
This is the version 2 I had been talking about, but now it may end up turning into more of a New Version 1.0 instead, since this old system has not turned out how I had hoped it would. I must re-iterate, I am NOT utilizing a DnD system, I don't understand it's mechanics enough to even try, let alone be able to update my own rp with.
From the start, players would be able to group up into a party of up to 4. The game would be set to most definitely prevent one particular class from stacking themselves and becoming all powerful, so expect the possibility for some immunities.
I know what your wondering. If they're immune to physical attacks, how do we hurt them? The answer to this is that I plan to create a MAGIC and Elemental Magic system of skills, or mimicry skills such as traps for an Assassin type. As one may expect, this will take some time to do, but I believe I can manage it and keep the balance with things. Of course this also means that you could come across Magic or Elemental Immunes, and there could be double immunes.
IE of Double Immune: Immune to Physical, Immune to Fire.
NEVER would they be immune to All Elements + something else. If they were Elemental Immune, that would be it.
I plan on this to encourage diversity amongst the group and a more balanced attack approach, rather than a single class of 4 trying to carve their way through. While there WILL be skills that allow for this to happen, don't count on them being massively effective and giving a one sided advantage either.
I must say, I have high hopes for the newer system, and I'd like to be able to finish it within the next couple of weeks, but as we all know, things like this take time. That said, here are a few options.
1: Everyone who still is interested could simply wait for this new one to be finished, allowing them to focus on some other things maybe they've been putting off.
2: I can send Archer all the files from this current version while I work on the newer one, and in the interim he could keep this RP running so that you have something to sink your perverted fangs into
3: Something else I haven't thought of that I probably should have but am too wired to actually have thought of. Translation - Ideas anyone?
Thoughts on this? Looking for some input on this here from the players while I start the process of doing this major overhaul.