Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Interesting RPG Idea
Interesting RPG Idea
Aug 11 2009, 3:28 am
By: e(x)iLe  

Aug 11 2009, 3:28 am e(x)iLe Post #1



Setting: desolate, post-apocalypic world
Players: 2 or 4
Storyline/Idea: After widespread use of biological agents, the world as we know it is littered with corpses, broken down cars, destroyed houses, and generally anarachy rules. However, not everyone died. The players enter the story as survivors traveling in a car (Siege Tank - 4 people, Vulture - 2 people). The goal is to reach a "safe zone" before dusk because the chances of surviving beyond dusk are slim to none. These safe zones are places the players may heal, restock on food, ammunition, and fuel. All four of these things are crucial to survival. This is because running out of any of those means the players have to search the nearby towns, often filled with mindless zombies, anarchists, looters, vagabonds, you name it. The players will generally sit inside the tank/vulture, one will drive, the other will be able to shoot using some sort of system that allows them an observer (or something else) to target and then fire. The vehicle will be able to run over small units and kill them, though hitting big units will damage both the unit and the vehicle. As the players struggle to get to the next safe zone, there will be various problems with the vehicle. For example, blowing out a tire, lack of fuel, etc. There will be situations where the players must exit the vehicle, find the supplies and resources necessary to repair the vehicle, and keep moving to the safe zone. Other than the shooting mechanism for the other players as listed before, I think the combat can be real time and so can the health. The damage most units do will be fairly high compared to the players' units - most likely ghosts or marines - and vice versa to give the map difficulty and a feeling that any hit might kill you. Of course, armour upgrades would have to be found somewhere between safe zones. It would be really cool to have armour and weapons as random drops from enemies or just lying somewhere. It'd also be awesome if there was crafting built in. For example, you could find and pick up napalm canisters and some sort of rifle to create a flamethrower. Such crafts would be optional to beating the game, though their increased firepower or armour would help a lot. Also, since there are many ghost heroes in the game, there could be many different types of rifles to create each with their own advantages and drawbacks.

Ultimately, the players want to get to the last safe zone where it is rumoured helicopters pick up survivors for a civilized island. However, there would be side quests. I had a few ideas here too. The group could randomly hear yelling for help and they would have to find the source (if they choose to find it). The result could be something like another addition to the group or perhaps some sort of devious trap set up by bandits - it can vary. I was also thinking about a random ghost that sneaks around and randomly appears and a short "cinematic" plays showing the ghost standing there watching the players as they drive by and then going back to the players. They would then choose whether to follow this mysterious person or keep driving. There would be various results based on these actions as well. The players could also choose to try to discover the source of these biological agents and uncover the mysteries surrounding the reasons for these biological attacks. This objective could be another primary one or it could be regarded as optional - this is the player's decision.

Anyway, that's my idea. I think it could be a pretty cool RPG. I hope I haven't ripped anyone's ideas by posting this because I haven't bothered to actually read through all of them before, but please let me know if I have. I'd like to give credits to Tuxedo-Templar because of his Rush Episode 1 map which inspired the "timed zones."

Thanks for reading. If anyone would like to take up this map, feel free to do so. I have no idea how to make maps, this is just an idea.



None.

Aug 11 2009, 4:55 am The Starport Post #2



I actually have a pretty awesome potential idea for a shooter system for this, but since I'mma greedy basrad I'm going to save it for my map, first. :bleh:
Actually I haven't worked out the kinks so I'm not sure recommending it is wise yet.

Neat concept, nonetheless. Reminds me how badly I need to see that damn Mad Max movie, now. :P



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Aug 11 2009, 6:29 am Pyro682 Post #3



I like the story. It's simple, but has potential.
I really think that "Crafting" idea is a good buster. I have a few test maps, I had an idea a while ago about this, PM me if you want them for some easy trigger guidance and examples.



None.

Aug 11 2009, 8:00 am e(x)iLe Post #4



Quote from name:Tuxedo-Templar
I actually have a pretty awesome potential idea for a shooter system for this, but since I'mma greedy basrad I'm going to save it for my map, first. :bleh:
Actually I haven't worked out the kinks so I'm not sure recommending it is wise yet.

Neat concept, nonetheless. Reminds me how badly I need to see that damn Mad Max movie, now. :P
Make this map! :P

Quote from Pyro682
I like the story. It's simple, but has potential.
I really think that "Crafting" idea is a good buster. I have a few test maps, I had an idea a while ago about this, PM me if you want them for some easy trigger guidance and examples.
Yeah, the story is pretty basic, but I suppose that's mostly because I typed that up in a few minutes - there's plenty of room for a deeper story.

Although I appreciate the offer, I don't really have enough time to get into making maps and figuring out all the little details.


Also, what I forgot to mention is this map would be able to keep the players' attention through more involved gameplay via the shooting from the vehicle and trying to scavenge parts for a better weapon or an upgrade. I think some other RPGs miss on this part, though I think it is an important part, maybe it even had a part in making Spellsword so good (alchemy).



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Aug 11 2009, 8:39 am JaFF Post #5



About shooting from vehicles: you can avoid clumsy observers or any orther air unit which can easily fall behind a fast fulture, disrupt mobile grids and be a pain in th eass to control. Just set up a DDS and use it to simulate the palyer shooting nearby enemies. You can expand the system by throwing in a simple selection system that allows you to choose which direction you want to shoot in (it will then use mobile grids or location grids to pick a random or strongest enemy in that direction).

I had the idea of building items for my the thing map, but threw it out of the window because it did not allow the flexibility I wanted. It was based on two types of resouces: tech and raw materials. Tech = all the pre-built mechanical/electronic gadgets such as weapons, detonators, mini-computers, etc. Raw materials = explosives, fuel, armor plates, metal rods, wires, etc. You would first build a basic item and then, if you wish to, make any derivations from it. For example: It costs 5 tech and 10 raw materials to build a basic bomb that detonates after N seconds. After you have the bomb, you can make all kinds of additions, such as a remote detonator (5 tech), metal rods for shards (5 raw materials or 10 raw amterials, depending on how many shards you want), more explosives, ceramic plates for protection against radiation (radiation can break electric devices), nanotube cloak for invisibility of the bomb, etc...

If you're going to implement DDS, you can use it for many things. One example would be radiation in an area that damages all heroes when they're in that area. The damage can intensify for more radiation-polluted areas.



None.

Aug 11 2009, 5:09 pm Norm Post #6



This could be a cool map, too bad you don't want to make it into one =/



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Aug 11 2009, 6:28 pm poison_us Post #7

Back* from the grave

Call Ahli, he can do all these things and more, and still not have half the triggers some of his maps do :|




Aug 12 2009, 1:31 am e(x)iLe Post #8



Quote from Norm
This could be a cool map, too bad you don't want to make it into one =/

I don't have the resources, time, or the skill to do it. :x



None.

Aug 13 2009, 11:24 pm e(x)iLe Post #9



Sorry for the double post.
I've decided to actually try making this map. Though I'm 100% new to triggers, it seems fairly simple (x happens when y takes place for players z). We'll see if I have enough time to finish this and make it relatively presentable.

Could a moderator move this to map production? Or actually, I'll just make a new thread there. I have to update a bunch of stuff anyway.



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