Alright so this is just an idea for a game/mod of TF2 any opinions/extra ideas appreciated.
My idea for a game is a massively multiplayer Online game using a steam like server style based on the same style of graphics you would find in valves Team Fortress 2. The game is a magical version of TF2 which does away with the classes and allows you to instead create a mage with nearly total customisation. By this I mean, the weapons you use (Sword, Staff, Dagger, Bow etc) and your armour (cloth, leather, mail, plate mail) each choice with its own benefits. Than the player is allowed to choose 2 - 3 styles of magic including (offensive, defensive, trap, curse, enchantment, healing, buffing, invisibility, counter-spell, summoning, illusion, etc.) within each of these areas there will be the elements (fire, water, air, earth, light, shadow) the spell circle will allow you to string one or two of these elements to create a different effect, such as just fire casts a simple fireball, but fire and air creates a flamethrower effect. The more you use an individual element the higher its level will increase, making it both do more damage and be available more often (lower cool down). Each element will have an individual cool down of approximately 2 seconds to start off with but as its level increases this goes down. Instead of mana, I hope to have a system of magical overcharge, so each different element, depending on its level will push you more towards a magical overcharge. Your magic will cool down and your overcharge will slowly go down, but if your spamming spells and you go over your overcharge, you have a mana discharge and you either die in a massive explosion, hurting everyone around you or you are stunned and a large portion of your health lost. The two teams are Mages of Light and Warlocks of Evil (Black and White). While the Black team has access to special team magic, a powerful Dark offensive magic, the White team as a strong Area of Effect healing magic available to them. All of the classes from TF2 will be in some way accessible ie. Spy would be represented as a mage using leather armour, dagger, invisibility, counter-spell(sap) and disguise magic. It is possible to change what you use and the spell disciples you use easily at the menu but by doing so you lose all of the levels you gained in the elements and weapons of your previous character. You can create 3 different characters which you can switch between if you don't want to lose the levels you have gained.
Magic Styles
Offensive Combine elements to do high amounts of damage
Defensive Create magic force fields, time bubbles and spell absorbing runes
Trap Choose an element and lay a rune on the ground which is set off when the enemy walks over it.
Curse Choose and element and lay curses on your enemies.
Enchantment Enchant your weapon with an element to cause extra damage and hurt your enemy.
Healing Heal your allies single or weak AOE
Buff Enhance yourself and your allies to be stronger on the battlefield
Invisibility Use invisibility to creep behind your enemies lines, movement uses up your charge, can also be used to hide allies as long as they dont more and items/objects.
Counter-spell Dispel enemy spells, traps and summons
Summoning Create two way portals and reusable long range trap runes to defend positions.
Illusion Disguise yourself as the other team or create images of thing that arent really there.
My idea for a game is a massively multiplayer Online game using a steam like server style based on the same style of graphics you would find in valves Team Fortress 2. The game is a magical version of TF2 which does away with the classes and allows you to instead create a mage with nearly total customisation. By this I mean, the weapons you use (Sword, Staff, Dagger, Bow etc) and your armour (cloth, leather, mail, plate mail) each choice with its own benefits. Than the player is allowed to choose 2 - 3 styles of magic including (offensive, defensive, trap, curse, enchantment, healing, buffing, invisibility, counter-spell, summoning, illusion, etc.) within each of these areas there will be the elements (fire, water, air, earth, light, shadow) the spell circle will allow you to string one or two of these elements to create a different effect, such as just fire casts a simple fireball, but fire and air creates a flamethrower effect. The more you use an individual element the higher its level will increase, making it both do more damage and be available more often (lower cool down). Each element will have an individual cool down of approximately 2 seconds to start off with but as its level increases this goes down. Instead of mana, I hope to have a system of magical overcharge, so each different element, depending on its level will push you more towards a magical overcharge. Your magic will cool down and your overcharge will slowly go down, but if your spamming spells and you go over your overcharge, you have a mana discharge and you either die in a massive explosion, hurting everyone around you or you are stunned and a large portion of your health lost. The two teams are Mages of Light and Warlocks of Evil (Black and White). While the Black team has access to special team magic, a powerful Dark offensive magic, the White team as a strong Area of Effect healing magic available to them. All of the classes from TF2 will be in some way accessible ie. Spy would be represented as a mage using leather armour, dagger, invisibility, counter-spell(sap) and disguise magic. It is possible to change what you use and the spell disciples you use easily at the menu but by doing so you lose all of the levels you gained in the elements and weapons of your previous character. You can create 3 different characters which you can switch between if you don't want to lose the levels you have gained.
Magic Styles
Offensive Combine elements to do high amounts of damage
Defensive Create magic force fields, time bubbles and spell absorbing runes
Trap Choose an element and lay a rune on the ground which is set off when the enemy walks over it.
Curse Choose and element and lay curses on your enemies.
Enchantment Enchant your weapon with an element to cause extra damage and hurt your enemy.
Healing Heal your allies single or weak AOE
Buff Enhance yourself and your allies to be stronger on the battlefield
Invisibility Use invisibility to creep behind your enemies lines, movement uses up your charge, can also be used to hide allies as long as they dont more and items/objects.
Counter-spell Dispel enemy spells, traps and summons
Summoning Create two way portals and reusable long range trap runes to defend positions.
Illusion Disguise yourself as the other team or create images of thing that arent really there.