So I've had this idea for a game in my head for a while and I felt the need to type it out so I decided to put it here. Also I'm aware that this game will probably never get made as I have no skills as a Game programer, artist, composer or writer. The rest of this will be in spoiler tags as I'm expecting this to be a large post.
The basic concept would be a SRPG along the lines of Shining Force or Fire Emblem. It would most likely have a mid-evil fantasy setting. With large scale battles (10 to 20 to a side), and clear unique class roles class roles.
Leveling would only award skill points which would be used to increase stats and skills, with varying costs. For example increasing health 2% would probably cost 1 skill point where as increasing the area of effect of a skill would cost 5. You would probably get 2-3 every level. I'm thinking the max level would be 20. All your characters would gain one level every level completed with the game having 20 levels. In multiplayer both armies would choose a set level and all characters would be that level. Any new recruits would be at the same level as the rest of your team. At level 10 characters could change class in 1 of 2 ways, with large differences between them.
Battles would work on a speed system meaning characters with higher speed could act more often (as opposed to a round system). There would be a fog of war type effect to add to strategy of things like ambushes and pincer attacks (this could be turned off in multiplayer). Certain types of terrain would hinder movement and/or sight.
Leveling would only award skill points which would be used to increase stats and skills, with varying costs. For example increasing health 2% would probably cost 1 skill point where as increasing the area of effect of a skill would cost 5. You would probably get 2-3 every level. I'm thinking the max level would be 20. All your characters would gain one level every level completed with the game having 20 levels. In multiplayer both armies would choose a set level and all characters would be that level. Any new recruits would be at the same level as the rest of your team. At level 10 characters could change class in 1 of 2 ways, with large differences between them.
Battles would work on a speed system meaning characters with higher speed could act more often (as opposed to a round system). There would be a fog of war type effect to add to strategy of things like ambushes and pincer attacks (this could be turned off in multiplayer). Certain types of terrain would hinder movement and/or sight.
Note that all numbers are approximations with no balancing.
Class:Commander
Role
assive area of effect auras. All armies must have one and only one.
Damage Mitigation,
*Front:30%
*Side:20%
*Back:10%
Health:3000
Magic:-
Attack:500
Attack Range:1-3
Speed:40
Movement:4
Sight:6
Class Change 1:All auras get 2 larger
Class Change 2:All auras effects are increased 50%
Skills,
*Attack Aura:Attack increased 10%
*Defense Aura
efense increased 10%
*Speed Aura:Speed increased 10%
Role
Damage Mitigation,
*Front:30%
*Side:20%
*Back:10%
Health:3000
Magic:-
Attack:500
Attack Range:1-3
Speed:40
Movement:4
Sight:6
Class Change 1:All auras get 2 larger
Class Change 2:All auras effects are increased 50%
Skills,
*Attack Aura:Attack increased 10%
*Defense Aura
*Speed Aura:Speed increased 10%
Class:Knight
Role:Front line tank
Damage Mitigation:
*Front:50%
*Side:40%
*Back:30%
Health:5000
Magic:-
Attack:500
Attack Range:1
Speed:30
Movement:3
Sight:3
Class Change 1
assive 10% per turn health regeneration. Skill, self heal, heals 50% maximum health, cost 5 magic. 15 magic.
Class Change 2:attack range +1. Attacks draw enemies one square closer. reflects back 50% of damage received.
Skills,
*A Passive Area of control that enemies could not pass through unless they start there turn in it. Note that they could move into it but not past it. It would start as one square on all side and could be upgraded to 3 squares on the sides. It would still only be one in front and behind.
Role:Front line tank
Damage Mitigation:
*Front:50%
*Side:40%
*Back:30%
Health:5000
Magic:-
Attack:500
Attack Range:1
Speed:30
Movement:3
Sight:3
Class Change 1
Class Change 2:attack range +1. Attacks draw enemies one square closer. reflects back 50% of damage received.
Skills,
*A Passive Area of control that enemies could not pass through unless they start there turn in it. Note that they could move into it but not past it. It would start as one square on all side and could be upgraded to 3 squares on the sides. It would still only be one in front and behind.
Class:Spearman
Role:Mid-range combatant
Damage Mitigation:
*Front:30%
*Side:20%
*Back:10%
Health:3000
Magic:-
Attack:400
Attack Range:1-2
Speed:40
Movement:4
Sight:4
Class Change 1:+1 to attack range
Class Change 2:25% increased damage, 10% increased damage mitigation.
Skills:-
Role:Mid-range combatant
Damage Mitigation:
*Front:30%
*Side:20%
*Back:10%
Health:3000
Magic:-
Attack:400
Attack Range:1-2
Speed:40
Movement:4
Sight:4
Class Change 1:+1 to attack range
Class Change 2:25% increased damage, 10% increased damage mitigation.
Skills:-
Class:Calvary
Role:Movement speed (to get around front lines and such)
Damage Mitigation:
*Front:30%
*Side:20%
*Back:10%
Health:3000
Magic:-
Attack:500
Attack Range:1
Speed:40
Movement:6
Sight:5
Class Change 1:Increase movement by 2
Class Change 2
amage up 20%, damage mitigation up 10%
Skills:-
Role:Movement speed (to get around front lines and such)
Damage Mitigation:
*Front:30%
*Side:20%
*Back:10%
Health:3000
Magic:-
Attack:500
Attack Range:1
Speed:40
Movement:6
Sight:5
Class Change 1:Increase movement by 2
Class Change 2
Skills:-
Class:Footman
Role:Stength in numbers. You get 5 for every slot in your army you put them in.
Damage Mitigation:
*Front:15%
*Side:5%
*Back:-
Health:1500
Magic:-
Attack:200
Attack Range:1
Speed:40
Movement:4
Sight:3
Class Change 1
amage mitigation goes up 5%, Shiled wall becomes +10%
Class Change 2
amage up 50%, Combined attack becomes +50%
Skills,
*Shield wall:For each footman in a line Damage mitigation goes up 5%
*Combined attack:For each footman surrounding an enemy damage goes up 25%
Role:Stength in numbers. You get 5 for every slot in your army you put them in.
Damage Mitigation:
*Front:15%
*Side:5%
*Back:-
Health:1500
Magic:-
Attack:200
Attack Range:1
Speed:40
Movement:4
Sight:3
Class Change 1
Class Change 2
Skills,
*Shield wall:For each footman in a line Damage mitigation goes up 5%
*Combined attack:For each footman surrounding an enemy damage goes up 25%
Class:Archer
Role:Long range damage
Damage Mitigation:
*Front:15%
*Side:5%
*Back:-
Health:2000
Magic:-
Attack:600
Attack Range:2-5
Speed:40
Movement:4
Sight:6
Class Change 1:Attack range increased by 2
Class Change 2:Attack damage increased 50%
Skills:-
Role:Long range damage
Damage Mitigation:
*Front:15%
*Side:5%
*Back:-
Health:2000
Magic:-
Attack:600
Attack Range:2-5
Speed:40
Movement:4
Sight:6
Class Change 1:Attack range increased by 2
Class Change 2:Attack damage increased 50%
Skills:-
Class:Scout
Role: High sight and back stab ability
Damage Mitigation:
Front:15%
Side:5%
Back:-
Health:2000
Magic:-
Attack:700
Attack range:1
Speed:50
Movement:5
Sight:8
Class Change1:Increase sight by 2
Class change 2: Increase damage by 50%, double back stab damage
Skills,
*Back Stab:attacks done to side of enemy do 50% more damage, 100% more from behind.
*Flare: Creates a size 3 area that remains visible for 2 turns. Includes sight blocking terrain.
Role: High sight and back stab ability
Damage Mitigation:
Front:15%
Side:5%
Back:-
Health:2000
Magic:-
Attack:700
Attack range:1
Speed:50
Movement:5
Sight:8
Class Change1:Increase sight by 2
Class change 2: Increase damage by 50%, double back stab damage
Skills,
*Back Stab:attacks done to side of enemy do 50% more damage, 100% more from behind.
*Flare: Creates a size 3 area that remains visible for 2 turns. Includes sight blocking terrain.
Class:Healer
Role:Healing
Damage Mitigation:
*Front:-
*Side:-
*Back:-
Health:1500
Magic:200
Attack:-
Attack Range:-
Speed:30
Movement:3
Sight:3
Class Change 1:Increase magic by 50%
Class Change 2:Increase speed to 50
Skills:
*Light heal:Heals 30% of targets max life. Range 3, Cost 5 magic
*Heal:Heals 60% of targets max life. Range 3,Cost 15 magic
*Full heal:Heals 100% of targets max life. Range 3, Cost 50 magic
*Heal area:Heals 30% of targets max life in a size 2 area. Range 4, Cost 30 magic
*Cure: Removes negative status effects. Range 3, Cost 15 magic
*Revive: Returns a dead character to the battlefield. Range 1, Cost 50 magic.
Role:Healing
Damage Mitigation:
*Front:-
*Side:-
*Back:-
Health:1500
Magic:200
Attack:-
Attack Range:-
Speed:30
Movement:3
Sight:3
Class Change 1:Increase magic by 50%
Class Change 2:Increase speed to 50
Skills:
*Light heal:Heals 30% of targets max life. Range 3, Cost 5 magic
*Heal:Heals 60% of targets max life. Range 3,Cost 15 magic
*Full heal:Heals 100% of targets max life. Range 3, Cost 50 magic
*Heal area:Heals 30% of targets max life in a size 2 area. Range 4, Cost 30 magic
*Cure: Removes negative status effects. Range 3, Cost 15 magic
*Revive: Returns a dead character to the battlefield. Range 1, Cost 50 magic.
Class:Arcanist
Role:Status effects and crowd control.
Damage Mitigation:
*Front:-
*Side:-
*Back:-
Health:1500
Magic:200
Attack:-
Attack Range:-
Speed:30
Movement:3
Sight:3
Class Change 1
oubles the effectiveness of crowd control skills
Class Change 2
oubles the effectiveness of status effects
Skills,
*Slow area:Creates an area of difficult terrain size 3. Does not effect friendly units. Range 6, Cost 20 magic
*Push
ushes back an enemy up to 3 squares. Range 5, Cost 15 magic
*Stun: Makes an enemy skip it's next turn. Range Cost 15 magic
*Poison
eals 10% of an enemies max life every turn. Effective 10 turns. Cost 15 magic
*Blind:Gives the enemy a 50% chance to miss. Effective 10 turns. Cost 15 magic
*Slow:Lowers the enemys speed by 30%. Effective 10 turns. Cost 20 magic
*Siphon Magic: Drains 20 magic from an enemy. Range 5, Cost 0
Role:Status effects and crowd control.
Damage Mitigation:
*Front:-
*Side:-
*Back:-
Health:1500
Magic:200
Attack:-
Attack Range:-
Speed:30
Movement:3
Sight:3
Class Change 1
Class Change 2
Skills,
*Slow area:Creates an area of difficult terrain size 3. Does not effect friendly units. Range 6, Cost 20 magic
*Push
*Stun: Makes an enemy skip it's next turn. Range Cost 15 magic
*Poison
*Blind:Gives the enemy a 50% chance to miss. Effective 10 turns. Cost 15 magic
*Slow:Lowers the enemys speed by 30%. Effective 10 turns. Cost 20 magic
*Siphon Magic: Drains 20 magic from an enemy. Range 5, Cost 0
Class:Sorcerer
Role:Long range area of effect damage
Damage Mitigation:
*Front:-
*Side:-
*Back:-
Health:1500
Magic:200
Attack:-
Attack Range:-
Speed:30
Movement:3
Sight:3
Class Change 1:Skill area of effect increased by 1
Class Change 2:Skill range increase by 2
Skills,
*Lightning bolt: 500 damage to target. Range 4, Area 1, Cost 5
*Boulder: 500 damage to targets. Range 4, Area 2, Cost 15
*Explosion: 500 damage to targets. Range 4, Area 3, cost 50
Role:Long range area of effect damage
Damage Mitigation:
*Front:-
*Side:-
*Back:-
Health:1500
Magic:200
Attack:-
Attack Range:-
Speed:30
Movement:3
Sight:3
Class Change 1:Skill area of effect increased by 1
Class Change 2:Skill range increase by 2
Skills,
*Lightning bolt: 500 damage to target. Range 4, Area 1, Cost 5
*Boulder: 500 damage to targets. Range 4, Area 2, Cost 15
*Explosion: 500 damage to targets. Range 4, Area 3, cost 50