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Idea. 

When I make this, should it be in Pros?
Yes. 29%  29%  [ 4 ]
No. 71%  71%  [ 10 ]
Total votes : 14

Idea. 
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Joined: Mon Aug 11, 2008 8:49 am
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I like the telepathy idea. I'll add it to the draft.

Since it is in the format I'm doing for the jobs, I'll just copypasta your post.
You get credit. I'll name an island after you.

Alright, I'm gonna make a post tonight, probably, with a rough draft of the engine. Look out for it. I seems that Zesper is gonna release a rough plot at the same time. RIGHT?

Dragon fang wrote:
I like the idea, But I don't think it would work out with out a good story.

I trust in Zesper's ability to comply.


Fri Feb 06, 2009 6:39 am
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If we have technology and magic, does that mean some ships can fly? airship ftw.

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Fri Feb 06, 2009 7:22 am
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COFF33_N1NJ4 wrote:
If we have technology and magic, does that mean some ships can fly? airship ftw.

We were thinking about it. I think we're gonna find other means of flight, as that has been done to death.


Fri Feb 06, 2009 7:31 am
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Zesper wrote:
For a while now I have been constructing an RP based on traveling from island to island in a ship, and I just need your input. The adventure is basically split into two parts, Land, and Sea. The Land sections (And where important stuff happens) are focused around small objectives that all lead up to one large overall objective for that island or area, that advances the plot. The sea sections are when the party is traveling in between land sections and allows characters to recuperate, chat, and repair. Once in awhile, the party will be attacked at sea by monsters or even another vessel, resulting in Sea Battles. During Sea Battles, not only can you normally attack, you can also utilize the ship itself in fighting.

I am already halfway through creating the plot and nearly done with the engine.

This is all I wish to show for now unless you have any questions.

I'm great with the premise and the RP looks promising, until you mentioned "engine". This going to be stats-based?

Side note, how many cannons on a ship?

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Fri Feb 06, 2009 12:04 pm
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Rest easy. There are no stats in this RP. The ship will start out with three cannons on either side and a catapault in the front for launching various objects. The ship can be upgraded and expanded if a character has a certain job.

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Fri Feb 06, 2009 4:26 pm
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Yeah, the engine is pretty much just the classes and the jobs, and how they work.

There is a system for the jobs, but it is nowhere near stat-based.


Fri Feb 06, 2009 4:32 pm
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Before I get assaulted with a hail of flaming from everybody else, I just wanted to state that I had a similar idea, but based upon a starship, being more futuristic based. Same concept, really, but being in space would dramatically lower encounters, seeing how expansive space is.

Pertaining to your idea, I don't think a telepath would fit in with this RP. Magic basically covers that, and, doesn't necessarily cause mental deterioration. A telepath is also associated with RPs of a more futuristic spin, so unless you have a good backstory explaining telepaths, and they are significantly different from whatever a magic user can perform, then I believe that telepaths don't fit.

See Si Seee Sea Monsters? Oh, right. Magic theme.

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Sat Feb 07, 2009 1:03 am
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That's... uhh... that's great, Streak. We are pleased that you had similar idea. Here's a cookie for your idea. As for the whole "not fitting" sugestion, you make a valid point. I will consult with Kerim and make a few "modifications".

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Sat Feb 07, 2009 1:28 am
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Does that not be sarcasm?
Anyways, I have like... er... how many cookies?
...
I can send some by mail, If you'd like. Chocolate chip?
How about a trade? Five for whatever you're giving to me.

In the meantime, I'll sit here and watch as your RP works its way in.

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Sat Feb 07, 2009 2:08 am
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Zesper wrote:
Rest easy. There are no stats in this RP. The ship will start out with three cannons on either side and a catapault in the front for launching various objects. The ship can be upgraded and expanded if a character has a certain job.

Just wondering, are there any NPC crew members to help sail, or it's just the Player characters?


For the telepathic part, I just thought of a technological/non-magic using kingdom, and see how to make this stand a chance against magic users.

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Sat Feb 07, 2009 3:26 am
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Magician of Rune wrote:
Just wondering, are there any NPC crew members to help sail, or it's just the Player characters?


At first, It will just be Player Characters on the ship. But as the plot progresses, NPCs will help out too. But they won't be on for the entire story, just for that certain island or objective.

For instance: The Crew arrives at a kingdom where a menacing king rules. The party needs to find a certain skilled carpenter that can fix the broken rudder on the ship, but it won't be that easy. The king had him thrown into a high security prison under the suspicion that he has been aiding pirates in fixing their ships. While asking around, they meet the carpenter's sister, a demolition expert who agrees to help the party break her sibling out. The prison itself is on a small island, and is impossible to break into from the outside from all the guards, so they must free him from the inside. The crew must now try to find a way to get arrested and sent to the same jail as the carpenter. From there, the demolition expert will need help in fetching items around the prison so that they can make a bomb to destroy the prison walls. Once out, the carpenter will gladly agree to fixing the rudder, and the demolition expert will also upgrade the ship's firepower out of gratitude.

Note: That was just a scenario I came up with off the top of my head and will most likely not be in the RP.

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Sat Feb 07, 2009 5:32 pm
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What about several different ships? Or would all players be on the same ship all the time.
Also, would a storm or some other calamity force the sailors to get on a jolly/row boat and abandon ship? Could and event like that be backed by your engine?

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Sat Feb 07, 2009 5:45 pm
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ConquestStreak wrote:
What about several different ships? Or would all players be on the same ship all the time.
Also, would a storm or some other calamity force the sailors to get on a jolly/row boat and abandon ship? Could and event like that be backed by your engine?


The party will use one ship throughout the RP, but it doesn't necessarily have to be the same ship. If something were to happen to one ship, they could hijack another, but all upgrades from the last one would be lost. There will also be one small rowboat stowed inside the ship used for various purposes, but I don't know if a storm would cause them to abandon ship. And the engine is very flexible.

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Sat Feb 07, 2009 6:25 pm
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Heh, I got jobs and classes pretty much done.
I have yet to write the interesting part though.
I have all day.


Sun Feb 08, 2009 8:34 am
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Navigation
________________________________________________________
When you depart on a sea trip, a charter will be posted, detailing the destination and the time it will take. You can be attacked, and can work on items in the ship. Time will be decided by length and by the DMs. You can speed up the trip by building a second sail, or a similar way to make the ship run faster.


Job Classes
________________________________________________________
Pick one profession. These are your jobs, and you will create things for the ship and for others depending on what you choose. Please, we don't need 50 blacksmiths. Try to balance it out. You will be PMed the list of things you need, and the items that you can make. Try to make things that will be beneficial for everyone.

Captain- The leader of the ship, there can only be one of these at a time. Controls navigation for the ship and crew.

Doctor: A expert medic in terms of knowledge in medicine and ailments. A Doctor are able sew up major wounds, disinfect cuts, etc. A doctor is also very knowledgeable on illnesses and diseases. There can only be one in a crew.

Blacksmith- Creates metal objects, such as special upgrades for the ship and weapons such as swords and shields.

Carpenter- Creates clubs, and can repair the ship. Can also remodel and add parts to the ship.

Cook- Makes food, and can create poison tips for any weapon, which are very effective on humans and creatures alike.

Tailor- Can repair and make sails, and can create and sow cloth clothing.

Demolition Expert- Can create, upgrade, and repair cannons for the ship, and can create bombs and other heavy weaponry.

Gunsmith- Can create guns and make special bullets. Can also perform maintenance for guns.


Musician:
Talented in the musical arts, Musicians can create beautiful music. Either talented with an instrument, or with their voice, they can hold a note. Though they are really of no importance on the field of battle, Musicians can become useful in certain situations...

Medic: This job allows the character to be able to treat minor wounds, infections, burns, and ailments. Unlike the Holy Magi, they are not devoted to healing, and can not enhance abilities.

Gathering Items
________________________________________________________
When you reach land, there will be a bulletin detailing what items are found, and where they are. You may barter for them in shops, or go fetch them from caves and other places, but this may lead your character into peril.


Combat Classes
________________________________________________________
You pick one class, that will be the defining combat style and weapon type of the character that you create for this RP.

Freelancer- Fair with any weapon, the most balanced class. No special talents or abilities.

Pirate- Superior aim with cannons, and can capture ships. Wields a six-shot pistol.

Warrior- Swordsman, stronger than fencer. Uses 2-handed weapons and tends to clobber the enemy with force. Fairly slow, it is occasionally hard for a warrior to get a hit in.

Fencer
- Swordsman, swifter than warrior. Glides swift and smoothly, taking advantage of weak points and unblocked torsos. Fast, but is unable to overpower the enemy.

Thief- Swift knife wielder, can prance about the field of battle, stabbing and jabbing. Gets weary fast, but can get more items on treks and quests.

Berserker Incredibly powerful fighter, uses axes, but often loses control in battle, resulting in deaths of team mates and oneself, in a worst case scenario.

Musketeer- Carries a muzzle loading musket, a very powerful weapon that takes a while to load, leaving them open to early attacks, and creates dire consequences should the musketeer miss his shot.

Telepath: A person with psychic abilities, usually a kind of clairvoyance, telekinesis, creating a mind shield or even pyrokinesis. However, these abilities do have a price by giving the user headaches with prolong use, mental deterioration, or even death.

Magician- Not a true mage, uses tricks and illusions rather than actual magic to achieve goals and defeat enemies.

Assassin: A job that allows the user to be avid in terms of tracking, stalking, and interrogation. Because of their tendency to strike when least expected, assassins are not very useful in a straight on fight.

Champ: A fighter that relies on their body itself as a weapon, rather then a sword. Champs fight using punches and kicks to inflict damage, and are fast and acrobatic. They can not wear heavy armor, and can not wield a weapon.

Archer: Users of the bow and arrow, the archer is great at long range combat. Though not as powerful as the musketeer, Archers are much faster and have shorter delays. Arrows can be lit on fire or equipped with explosives (through the help of others). Remember, just because I don't keep track of how many arrows you have, doesn't mean you have unlimited.

Magi- Staff wielders, specialize in elements. Choose one.

    Ice
    Summons humidity in the air and bodies of water to fuel ice based attacks, and can use their abilities to benefit themselves and the crew while on the sea, such as freezing a path through the water

    Thunder
    Although more powerful in storms, Thunder Magi can unleash powerful electrical attacks to stun and injure foes. Very effective at collecting fish for crew cooks.

    Fire
    Fire magi are very useful, for they can unleash their magic anywhere with oxygen and something to fuel the fire. Can singe and destroy buildings and enemies. Must be careful, for burning the ship can result in disaster for the crew.

    Holy
    Holy magi are useful for the entire crew, as they can heal and enhance the abilities of any member. The strength and healing abilities of this class depend on the staves and knowledge that they have obtained.

    Shadow
    The most destructive and easily corruptible class, Shadow magi can send things into nothing and destroy entire villages at a time. Their attacks are slow but powerful, and are a good member of any team so long as they are kept in check.

    Wind
    Manipulates wind currents to obey the user's commands.
    Wind can be used in wide number of ways such as for blowing things away, redirecting the direction of the wind, etc. If trained enough, could create small tornadoes or whirlwinds to cause physical harm.

    Earth: Allows the caster to manipulate the very soil around them (About a 10ft radius) to rise, fall, soften, harden, break open, and move to other commands. Be careful where you use it, or you might do more harm than good.


Rider- Rides a mount and uses a weapon of your choice. Is subject to any weaknesses that his beast may have. Not ideal in fighting without a companion.

Mounts_____________________________________________

Hydra-
    Multiheaded amphibious creature, sporting poisonous breath and the ability to cross short spans of water without a ship.

Horse-
    Incredible speed on land, easing combat. Also makes land travel swifter, taking less time to travel to locations on the same island.

Ternbite-
    An armor plated lizard, fairly slow, but has a powerful bite and can fire spouts of flames out of its mouth. Can swim in shallow water.

Griffin-
    A guardian of the divine, the griffin is a lion, flying upon eagle's wings. Can fly over spans of land and sea, and swiftly approach enemies. Tires faster than a horse.

Manticore-
    A creature with the tail of a scorpion and the body of a lioness. Its head is that of a human's, but is often hooded to avoid people gawking at it. Can sting with its tail and fire poison spines.

Cocatrice-
    A large bird, resembling a rooster with a lizard like tail. When ridden on, they can glide for short distances. In legends, it's gaze is said to be lethal, but in reality, it only causes minor headaches.



Map
________________________________________________________
Map of the current area. We are on Dasmal.
http://tinypic.com/view.php?pic=123y437&s=5


Last edited by Kerim on Wed Feb 18, 2009 9:21 pm, edited 9 times in total.



Sun Feb 08, 2009 12:47 pm
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