UT3 Invasion RPG Ideas

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DW_WailofSuicide
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Joined: Wed Dec 28, 2005 12:00 am

Preface: This isn't a "changes to RPG Invasion" proposal. This post is a WIP re-imagining of RPG Invasion for a speculative UT3 Invasion RPG project.

Character Attributes

Basic character attributes are simplified from 2k4 for purposes of creating a more RPG-like environment. The basic character attributes are:

Level/Experience - Tiered system for differentiating persistent players from non-persistent players. Grants "Attribute Points" which can be assigned in the below attributes.

Strength - Grants additional damage with all weapons
Dexterity - Grants faster firing rate with all weapons
Constitution - Grants additional Health
Willpower - Grants additional "Willpower" (used to control special skills)
Skills - *This is a meta-attribute encompassing the set of all skills. Skills are individually chosen, but may have prerequisites of Strength/Dexterity/Constitution/Willpower that need to be fulfilled before "Attribute Points" can be allocated to them.

Additionally, for each character, there are several secondary attributes that may be determined by Skills, Inventory, or other game effects. These are:

Armor Value - Grants a certain amount of basic reduction of incoming damage
Explosives Resistance - Specialized resistance to Explosives damage effects*
Ballistics Resistance - Specialized resistance to Ballistics damage effects*
Energy Resistance - Specialized resistance to Energy damage effects*
Agility - Controls ground speed, air control, and weapon switch times
Encumbrance - Controls the amount of ammunition or other items you may hold at one time

*See below: Weapon Damage Types

Notes:
The outline given above is intended to describe a UT3 RPG Invasion system which is designed to function within a level range 1-X, where X is the maximum level value. Persistent play over a period of several months should result in characters attaining level X.

This outline does not present the concept of "class" as an innate character attribute. "Attribute Points" that may be allocated by a character are defined as X*Y, where X is the maximum level value and Y is the attribute points earned per level. Character differentiation is achieved via limitations on total attribute points earned, prerequisites, and player choice. Total attribute points should only encompass a fraction of the cost of all available abilities, allowing characters to dynamically build sets of abilities to suit play preferences.

[Player Re-Specing - Costs, Conditions, Limitations]


Weapon Damage Types are divided up into three categories:

Explosives (Spider Mines, Rockets, Flak2, Ripper2, Avril, Grenades, Redeemer)
Ballistics (Enforcer, Minigun, Flak1, Ripper1, Sniper)
Energy (Shock, Link, Bio, Ion Painter)

Like characters Monsters may have a specialized resistance or weakness to one or more of these weapon types. Resistances would be designated by skin coloration (ala 2k4RPGI Metal* creatures which reflect Shock beams) or overlays which display when taking damage.
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