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Urban Warriors - Online Fighting Game
I suppose that this is more of an action game, but since online is one
of the categories I suppose that it'd be more relevant that way.
The basic idea is simple: it is online RPG simplified. >From my experience
with online RPGs, the only thing that's fun up there is to kill monsters
and/or each other, so let's remove the useless stuff like cooking and
fishing skills, earning money, handling a virtual economy, and stuff like
that. It's a pain for developers to manage and players don't really care...
Back to the idea. The setting can be any one of the following: An urban
city infested with crimes and gangs, a fantasy world filled with evil
monsters, or other ideas to your own liking.
Each of the players would personally create and control a single character,
and the process of creation would include choosing a face, clothing, and
most important of all, a combat style/weapon.
A typical player would first arrive at the outer circle/level of the world,
and has to fight his/her way to the top.
Players can engage in the typical chat/emot when they encounter each other,
or they can choose to do one thing... fight each other!
Fighting is resolved as a "fighting game" style combat, that means a typical
3 rounds with a life bar sort of combat. The winner would earn experience
points depending on how he/she performed during combat. These points can
be worked toward learning new moves, extending to a new style/weapon,
or increasing basic attributes (attack, defend, health, etc.). The loser
would also earn a little experience points, but he/she would be restricted
from fighting (rest period) for a certain amount of time.
Each circe/level is held by a human boss player. A player cannot advance
to explore the next level without defeating the boss. If the boss is defeated,
however, the player can choose to advance to the next circle or become
the boss of the circle he/she is in. The boss will be demoted by one level
and is banned from challenging bosses for a set period of time.
The boss has benefits of his own: he has the power to control the bot
(computer "training dummy" players) population in the current level. If
he can keep his place for a certain period of time, he can create his
own special move and teach it/use it on other players. The special move
stays even if the boss loses the title.
The second method to overthrow boss is by a petition, which is more like
a mob fest. A group of players can sign a contract agreement and if every
player show up on time, the boss will be forced to take on the whole mob
with restricted health restoration. Once that the boss is down, the remaining
mobster would have the choice to slip into the next circle or stay and
challenge each other to become the boss. After the bloodfest, the last
man standing would become the new boss. The catch of a mob fest is this:
if ANY of the petitioners decide to back out, the rest of the gang would
be forced to face the boss one by one, where the boss can restore to full
health after dealing with each challenger. And that means LOTS OF DEAD
BODIES on the floor.
I suppose that besides the minimal social life involved, the game should
be concentrated on the combat part, offering player different combat styles,
weapons, even sub-division from each style where they can learn different
special moves and develop their characters to their own liking. The "create
special moves" feature of the boss is especially useful in expanding the
world and creating powerful boss players. For each new level player should
be rewarded with respect and praise from bot characters to make sure that
they feel "it's all worth it".
I think that's all I have in my mind.
Online Fighting Game - Urban Warriors
Jamus
akszeto@jps.net
Brilliant Brilliant Brilliant Brilliant Brilliant
Brilliant Brilliant Brilliant Brilliant Brilliant Brilliant Brilliant
Brilliant Brilliant Brilliant Brilliant Brilliant Brilliant and did we
mention the word brilliant!
Idea Reviewer:
-Vegard Aure-
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