How does this idea sound for a game?

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=HCFS=Discoman

New member
Jan 1, 2010
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alright, I'm working on the design specs for an MMO I want to make.
I want to just get your ideas on the basics of what will be there.
free to play. no forced micro-transactions. sure, the in-game money will also be sold for cash, partly for those who don't want to go kill a bunch of monsters for some gold, and partly to be sold for low enough prices that it will (hopefully) prevent gold farmers, as they can't make a profit on their services.
wings. you get them at level 10, at which point you have finished all the basic parts, the learning, etc, and you move into the true game world.
player group driven story. there will be bases/castles that player groups will get. players in the group will get the same amount of gold for killing monsters, but an additional 50% of gained gold (gold is not set as the game money of choice, it's just simpler) which goes to the group, and allows them to buy npc defenders, walls, buildings, catapults, etc. basically everything they need to attack another castle or defend their own.
basically, player groups will be in constant conflict to try to become the ruling group of the land.
mercenaries. a limit on how many you can hire, and loyalty missions that give achievements and will gain total loyalty of the mercs. hopefully, there will be some really fun ones in the game, although all the cool ideas I found will need to be licensed (shouldn't be a huge issue.)
free to play-server upkeep and power will be (hopefully this can be arranged) by having the game take a percentage of the players' processing power to work through the seti@home and the foding@home databases.
action combat-turn based is okay, but it gets really old really quick, and doesn't always allow dodging. the mercs will have a competent enough AI that they will be a help in battle, and will be smart enough to run away out of a monsters reach when they are very low on health.
diversionary missions: fishing, etc. get a boat, get some friends on the boat, buy harpoons for little fish, or get the other boat, and go harpoon big fish. fishing poles can also be used. gives some xp for each fish caught, gives a fish into inventory. can be eaten. mostly for people to just relax from killing monsters in a party, or attacking a castle, and just fish. other smaller simple ideas like this will be added.
fully customizable character: create your character, and complete character changes, both male and female. want to make a character who seems terminally obese and is only 3'6" tall? go ahead. want to make a 7'8" woman who should have a broken back (hint, hint)? go ahead. make them look like whatever you want.
basic weapons:eek:ne idea is to have the weapons be the same through the game, but have different weapons have different effects. say, a gun may go through a couple enemies, but a sword can attack two enemies next to each other. or one other weapon may have an AoE attack. instead, weapon damage is influenced by level. get to the max level (120) and weapons will do an insane amount of damage, but bosses will still be challenging. lower level? get familiar with the dodge button.

so, how does it sound so far? free to play, NPC to help in battle, might even work on a romance subplot with one of the mercs (regardless of player or merc gender) and allow marriage of the merc. for those who want that. complete open world. go anywhere, do anything.
player group driven story-a lose setting will be created, and the player groups will determine what happens to the country, the people, etc.
plus, a fully changeable character-you could make it look like your dream person, or just like you do.

feedback is appreciated, after all, the idea is to make it as fun for the players as possible.
 

SL33TBL1ND

Elite Member
Nov 9, 2008
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How will you make money? Running an MMO is crazy expensive, and micro-transactions are the only way to do it if you're to make it a free-to-play game. But perhaps more importantly, I can' read 2/3 of this. Grammar and punctuation please.
 

=HCFS=Discoman

New member
Jan 1, 2010
178
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if you read it, you would see that the IDEA is to make money by crunching data from paces, and use the money to run the servers.
most likely, if it could be made as polished as most MMO games are, then the idea would be to sell the game, and pay for servers with the data crunching.
the idea is to avoid micro-transactions (which most people hate) and monthly fees (which some people can't afford.)