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Shadowrun MORPG Concept Paper
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I have enjoyed the Shadowrun RPG for years. I have MORPG theories and
gameplay I would like to implement requiring a modern setting but not
limited to a contemporary view of reality. I believe that there are
plenty of ways to create dynamic gameplay with more modern theories
regarding popular aspects of MMORPGs including (but not limited to)
economy, crafting, experience, downtime, drops (loot), PvP, griefing,
communication, archetypes, factions, community. In an attempt to
generate optimal gameplay, I intend to liberally use gameplay concepts
from other games in order to at least DESIGN the best game possible
(within the reach of my limited brainpower and ability to design). I
am 27 years old and a computer programmer. I'm mostly logic and
network and interface and QA, but I'm my own best resource. The idea
started growing about 4 weeks ago. I am gainfully employed and capable
of funding a few hundred dollars a month. This should be enough to
cover beginning development costs for things like programming tools,
graphic artists contracts, and hardware.
Shadowrun MORPG design document will basically follow this brief
outline -
Online
100 users
RPG Facets
Persistent Universe
Graphics
100 x 100 sprite avatars
2D
Single Avatars
Paper Doll
Single Identity
Disguise (see social ladder)
Class/Archetypes
- Mage
- Corporate
- Gang
- Security
- Medical
- Entertainment
Reputation
Factions
Permanent Factions
- Ares
- Lone Star
- Doc Wagon
- Cascade Orc
- Aztlan
Player-formed Factions (Guilds)
Relationship (EQ faction concept)
PvE
Loot
PvP
Crime
Policing
NPC
PC
Warrants
Crime Reporting
Lore (magicosm.net concept)
Purgatory (downtime management)
NPC posession
Security
Medical
Monster
Champions
Uniques
Friend Hirelings
Faction Hirelings
Merchants
NPC death
Crime Reporting
Social Ladder
Communication
Recognization
Friend Bond
Both parties friend each other, then automatically recognize
each other
Friends may possess friends hirelings when in purgatory
Disguise
Remove from all Friends lists
Social "Rank" determined by number of friends
Ability to communicate, limited by social rank
Fame Points
Idols
1 Idol per character
Famous
Infamous
Rocker
AutoPlay
Reduce Griefing
Use NPC pathing to reach far destinations
Reduce Monotony
Engine takes you there, on foot.
Dynamic economy
Subsidized player-service-driven
Advertising
Dynamic structures
Condition
Structure Types
Safe Areas
Club
Social Center
Bank
Auction house
Financial/transaction/contract center
Purchase services here
Market
Merchant Types
Weaponry/Armor (commodity)
Magic Supplies (commodity)
Cyberware (commodity)
Food (commodity)
Garage (repair)
Resource (resource generation)
Residential
Fixed residential housing (UO style, with the idea that all
buildings are dynamically destroyed/created...)
Losing a house
Subsidizing singles for each player
Multiple residences
Headquarters (can be any location)
Resource (raw material generation)
Research Facility (crafting)
(still being revised)
---
The goal of the project is:
A functional MORPG
Implement new MMORPG systems to deal with the common MMORPG problems.
Integrate as many systems as possible.
Respond to community feedback when making design decisions.
Project Home:
As I have no homepage yet, I can understand skepticism. I will set up
a webhost with a series of php webpages and third party forum
software.
Resources and Personnel Available: I have contacted a talented sprite
artist for generating character maps. I am a decent programmer. So
far, so good.
Budget:
200$ a month
See what it buys.
---
Feel free to post questions regarding the mechanics.
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