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- Nov 22, 2014
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I'm working on a sci-fi action RPG set in the future. I've thought about removing levels entirely because when guns are thrown into the mix a number of stats become nearly pointless (Strength, Defense). In order to balance this I created an armor type called "Barrier". Every character carries a unit that supplies a barrier around them, protecting them from projectiles. My project still has a melee element but only for sneak attacks. In a realistic environment stabbing someone in the back typically has one conclusion...
Barrier also counts as HP so instead of creating a Medic class I opted to make an Engineer class that does the same job. They repair Barriers as opposed to healing bullet wounds. I've created a Hacker class that can manipulate environments to a small extent and I'm working out how I'm going to keep that from becoming ridiculous. I'm trying to figure out what to do with my Sentinel class (tank) because Barriers are reliant on gear and not character level. I'm looking for a stealth script to give the Scout class an advantage.
Money is accessed from a bank card which means that enemies do not drop money and you won't find any laying around. Instead, enemies drop loot items that can be sold to a shop for Credits (CR).
What are some realistic ideas that you feel would benefit an RPG while holding onto the fun factor?
Barrier also counts as HP so instead of creating a Medic class I opted to make an Engineer class that does the same job. They repair Barriers as opposed to healing bullet wounds. I've created a Hacker class that can manipulate environments to a small extent and I'm working out how I'm going to keep that from becoming ridiculous. I'm trying to figure out what to do with my Sentinel class (tank) because Barriers are reliant on gear and not character level. I'm looking for a stealth script to give the Scout class an advantage.
Money is accessed from a bank card which means that enemies do not drop money and you won't find any laying around. Instead, enemies drop loot items that can be sold to a shop for Credits (CR).
What are some realistic ideas that you feel would benefit an RPG while holding onto the fun factor?
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