About us...

IdealistDevelopers is a blog by two people who've come to notice that lucid daydreams of our own perfect games will probably always be more entertaining than any game existant, but we'd like to bridge the gap by putting some theory down into practice, worded out here in this blog.

Monday, April 1, 2013

13 Mechanics.

In trying to come up with various ways to define and differentiate classes, it's become clearer and clearer that whatever I do is going to be dependent more than anything else on the universal combat system (including the parts always there, but perhaps not available to every class).  Traditional 'abilities' with set cooldowns, damage, types, conditions, etc, and their composition within a class's rotations can certainly help to create a unique feel to a class, but on the whole the points that differentiate the class are based on more general limitations than the individual abilities themselves.  These limitations are all essentially branches from simple derivations of the combat system at large, and the more branches that system supports the more ways there are to differentiate classes and aesthetically and mechanically fulfill the roles expected of them.

I've made 13 example mechanics to try to show the extent of what can be done with advancements to the combat system at large, rather than worrying about individual traditional 'abilities'.  I'll be using some example spells.  Given my choices it might be obvious which MMO I've been thinking about lately...

**Examples and explanations coming later in edit.  I just wanted to make sure 13 really was enough to do virtually anything.**

(I) A. Timing dynamics

(II) a. Range systems

(III) B. Ability mixing
Additional control mechanisms needed--cast on button-release instead of button-press

(IV) b. Unique procedurals
Additional control mechanisms needed: none (may change order and timing, but no extra buttons needed)

(V) C. Non-unit-possessed systems

(VI) c. Systems targetable

(VII) D. Missile systems use interceptable non-unit system lines that hold simultaneous equations.

(VIII) d. Missile systems interceptable, deflectable, shearable

(IX) E. Reactive queuing

(X) e. "Stancing" for Intent / Shaping spell effect by overarching purpose modifiers

(XI) ee. Purpose-granting and non-purposed-lending.

(XII) [(4)b and (10)e together] General stancing / Fields

(XIII) "Store" queuing.  Eventive-function effect transfer, post- and simultaneous-.

(x) Total customizability of action-setting

(y) Calculation directions can be held by an action or its effect.  All values (be them quantifiable, normally non-quantifiable, percentile, derivative, flat, positive, or negative) can be equated to each other by some rate through these directions.

(yy) Certain actions that do not directly carry directions may still take different places in the order of operations based on aspect, stance, or other passive modifiers.