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Tatsumaki Online

1 Overview
2 Combinations
3 Player vs Player
3.1 Punishment
3.2 Karma
4 Damage

Overview

Tatsumaki: Land at War's combat system will be very similar to a Fighter, with four base buttons + movement keys, but with a basic mouse detector; "Combos" will be formed by pressing these buttons in a precise order, in a given amount of time - and will become increasingly complex.
Rather than having certain "combos" do 'number damage' - we will put a force 'number' behind each movement; when an attack hits another player - the force behind the attack will be compared to the other player's armor, certain attributes (Possibly), as well as a few other factors; if the number is higher - the remainder will be considered the damage amount; but rather than lowering the overall health of the other player - it will do a certain amount of damage to whatever area is hit (See below for more information).


Combinations

Combinations, or "combos" - will vary from each combat style to the next, as will the animations used in these; we hope to one day, allow players to create their own "Combos" - thus having the ability to create their own martial art forms / styles and techniques, which will greatly add to the game's community, as we allow players to open their own dojos and schools.


Player vs Player

The majority of Tatsumaki: Land at War's combat, will be centered around Player vs Player combat.

Punishment
In a Player vs Player world, there has to be some sort of punishment system, otherwise the world will become an anarchy society with little to no rule, and a death every day; this is why we have implemented the following forms of punishment:

Karma system: Detailed below, our Karma system will simply be a way for Non-Player Characters to judge a character's overall worth as a human being, as well as become a pre-requisite for certain quests (Such as Missions, or Religious Journeys).
Seen: If you are seen committing a crime, the player or NPC who has seen the crime has a chance of reporting it to the authorities; this person does not always have to report it, but if they do - the penalties can range anywhere from being given a pat on the back (In the case of killing an enemy in war) to having a cash reward be put on your 'head'.
Seen 2: Theres another option for the player who has seen the crime; while it is unofficial, and not recommended - this player can report the crime to their own family, who can take a sort of vigilante action on the murderer.
War Crime: If the murderer is from an opposing faction, then they can be taken in as a prisoner of war and either be held for ransom or executed.
Caught: If you are caught by the authorities, in most cases - you are simply sent to jail.


Karma
Karma, not unlike in real life - Is the measure of a person's worth; the lower your karma is, the less and less likable you are; the higher your karma is, the better off your life will be - while we don't necessarily want to implement a system like this, it is a requirement for Player vs Player worlds - as without a 'Karma System', there would be grand-scale anarchy.
Please note that your character's karma will only lower if you are reported for the crime you have committed.


Damage

Rather than having an overall, unrealistic “Health” meter, bar, or number - Tatsumaki: Land at War will feature a “rag doll”, with multiple areas a player can be damaged at.
If a player is at “full health”, their rag doll will be pure white; but if they hurt their arm or leg, that area on the rag doll will be discolored depending on how bad the wound is; if the wound is simply a scratch, that area will be a very light pink; however - if the wound is very severe, it will be a deep, dark red and will greatly hinder a player’s attributes.

Comments

  • BoozbazBoozbaz Member Posts: 1,918

    This sounds like something I've wanted to play for a long while now. I've even posted something very much like this in my "perfect" or "dream" mmorpg. I'm very glad to see somebody out there is making a game like this.


    What do you think would be the PERFECT game?

    I remember reading on a forum where someone classified the UO players into two catagories: Sheep and Wolves. I guess the name for my perfect game would be "A Wolves Paradise"

    First of all everyone would be FFA pvp. Other players and if not, NPC guards would discourage people from random PKing in certain areas. Freindly fire would always be active. You could attack and kill your freinds. If you were in the middle of a whirlwind attack and your best bud ran up to you, he'd get creamed.

    Have you played Ninja Gaiden for Xbox? If not, you won't understand the biggest thing I want in a game. Ninja Gaiden stands alone for it's combat and there are ->| |<- that many games that compare, IMHO.

    Leveling/Abilities

    I would want the combat system and the leveling system to be much like Ninja Gaiden. In NG there are no levels. Instead there are abilities you learn/find/buy/quest as you play the game. When you get a new ability/combo/weapon, the only way to improve it is for you, the player, to get better at executing that ability in combat. -(this is a game similar to a fps but in third person.)

    It wouldn't be a skill game, (unless you mean how skilled you are at counterstrike), it would be an ability game. You would start with well-rounded abilities and then earn more ability slots as you'd progress through the storyline. Obtaining the actual abilities to fill these slots would be handled differently. Some would need to be bought, some quested for, some obtained by looting a certain NCP or creature and so on. After completing the main questline there would be enough other ability slots to be obtained to be able to have a character with ALL of the abilities. The only thing is, obtaining some of these slots would be the toughest challenges in the game. (like Uber Diablo)

    Crafting

    Crafting would be more challenging and complex then most games. It wouldn't be "push the button, in 4 seconds your item will be crafted". No, in my game you'd actually have to do something that requires skill to craft items. If you're skill sucks, then you can only make sucky items. If you're skill is the best, then your items will be the best. If your skill is mediocre, then you'd make crappy quality high-end gear, uber quality begginer-end gear, and mediocre mid-range gear.

    Like smithing for example: heat up a sword to a certain tempature, aim on it with your blacksmith hammer and beat it from tip to base. You'd have a 30 second timer for hammering that sword the best you can before it get's too cold. - that's how people would skill up in smithing for example, not by grinding levels, not by hiring someone to play for them, but by literally improving their manual dexterity/timing/knoweldge etc in something that requires skill.

    As players would literally gain experience from smithing, they'd improve how accurate their metal working was, what order they'd strike these spots in, how many times they strike in that 30 seconds etc...Strike too many times you get a pretty flimsy sword, strike too few and you get a really blunt one. There would be a preditermined "perfect" pattern to craft each item in the game. The game would detect how closely you were to making it perfectly and then scale the quality of your item that way.

    The best crafted items in the games would be about as difficult to make as the final boss on Ninja Gaiden is to defeat on the toughest difficulty. This gives the players who are the best at crafting something to be proud of and a market to serve.


    To scale things so that every crafter has a market they can sell services to, crafting would scale as in in the following example.

    Everyone who takes the ability Craft: Potions can do so, but the materials used in the health potions determines what potion they make, how difficult it is to craft and how valuable it will be. If you boil a water-based health potion (which uses the easiest materials to obtain) the resulting item would depend on how well you performed the crafting process. You could get a Minor, Lesser, Average, Greater or Grand Water-Health-potion. Those who crafted using the cheapest materials would have the easiest time making Grand-quality items. The tougher the materials are to obtain, the tougher it would be to craft a Grand-quality item from them. If you attempted to craft a Dragonblood Health Potion and ended up making a Minor Dragonblood potion, it would still be better then a Grand Water-Based health potion- but the material cost would make it less efficient than sticking with what you're best at crafting with. A crafting system like this could scale things so that the people who are not the best crafters could have something they are good at making while the best crafters can have their own market to cator to as well as all the cheaper ones.

    The same thing would apply to all crafting in the game. There would be two ways of improving your overall craftsmanship
    #1 by getting more abilities available to you, and becoming a jack of all trades.
    #2. By literally improving YOUR skills for each crafting ability.
    An example of a crafting ability would be Craft: Arrow. If you took that ability that would be it. You could then craft any type of Arrow in the game. Then it would just be a matter of getting the materials for the different types of arrows and getting skilled enough so you can do good job of it too.

    Combat Abilities.

    When you start off the game, you'll get the default, well-rounded abilities, (like in ninja gaiden) that allow you enough room for variety of gameplay but still leave a lot of room for more to be added. For example a new ability you get in NG was a whirlwind attack. You'd spin around swinging a heavy weapon(be it a 2H sword, hammer etc) and it would hit enemies all around you within range. But here's the catch. You can max out at let's say 15 spins for an easy example- but you need to time your keybutton presses right. If you can manage to time the key presses right you can maintain the whirlwind attack longer or even up to the max. That's a fine example of what I'm saying would make for balanced pvp. Everyone who gets the whirlwind attack doesn't need to freaking grind/level to make it better, everyone gets the same whirlwind ability as everyone else does, but just how skillful you are with it, really depends on you- the player- to work on.

    There would also be combos. In NG, if you upgraded your weapon, it would not only increase it's damage but unlock new combos for that weapon. I think that would be a very cool thing to allow in this game as well. Also some combos could be found in the game world or learned as you proceeded with the questline. In my perfect game, some of the best combos found in the game would fill an ability slot in order to be used.

    Defense.

    Examples of defense abilities: dodges, backflips, rolls, strafes, parry, teleport, etc. Holding a sheild/weapon up defensivly would be the basic one newbs start with. If you wanted to, you could hold your sheild up an entire fight, disabling you from attacking but also blocking most attacks. If you know the strafe ability, you can hold the sheild button, tap left or right direction and strafe away from an attack. If you know the backflip ability you can do the same but in a backwards direction. In ninja gaiden there are ways to break through an opponents defenses. An example of an ability to get past a persons defenses is a heavy attack. A heavy attack has two possible results:

    #1. If you swung with all your force it would take you a moment to get yourself back into position again for another swing thus leaving you prone to attack (like half a second).
    #2. if a heavy blow landed on a target in defence, not only would it temporarily stun the attacker but it will also leave the defender prone to attack for an extended period of time (like just under a second). That way if you were skilled enough and you manage to land a heavy attack on someone holding a sheild up, you could get past their defense. If they, on the other hand moved out of the way of your strong attack withought getting struck, they would have a small window of opportunity to hit you while your prone.

    So far this is how my perfect game would emulate a lot of Ninja Gaiden stuff, time to move on.

    Everyone who rolled a character would get the same language. But you could learn some new languages in the game to spice things up.

    Towns/NPCs.

    There would be default NPC run towns, but players could also create their own buildings and NPCs. Players could burn a NPC/player town to the ground. A group of NPC's/players would probobally kill them on sight after doing that. NPC buildings/characters would rebuild/revive themselves over time, but not the player created buildings/npcs.. If you killed another players quest giver, well that would suck for them. They'd need to either move on with their lives or wait for him to respawn. If you chain kill him, then those who need that npc might want to start getting crafty. They could get freinds to help defend that NPC, hire NPC guards for him, keep an eye out for him and get their business finished before he gets killed again, they could perma kill the guys killing that npc or anything else crafty players can come up with. (I'll talk about perma-killing later on) The trick to my perfect game would be to have as few restrictions as possible while allowing players the means to come up with some incredibly thick plots, rivalries, quests and evil/good deeds to make the game world exciting and facinating. If more of this kind of stuff happened in WoW, I think it would feel much more exciting and dangerous to play.

    In a perfect game there would be ground/flying/swimming mounts&machines and Naval/Mounted/Seige combat in it. There would be giants that could be killed or kited into cities.

    Factions.

    There would be NPC factions but you can create your own clan, guild, faction, empire, country, town- whatever- and go beat the piss out of your enemies, NPC's and players alike. How do you make enemies? Take a wild guess. kill them for no reason, steal from them, talk smack, ninja loot, etc - the possibilities are limitless. If someone pissed you off, your possible reactions will have few limits. You could kill them right where they stand, get your whole clan involved, steal from them, kill their buddies etc. You could even go the other rout: Negotiate, apologize, offer gifts of truce, forgive, make alliances, be a bodyguard, mercenary, assassin, carebear- whatever. It would really be up to the players to decide what their reputations would be like in this game. In this game, reputations would be earned, not farmed

    Full looting of player corpses would be a common thing. Even stealing & theft if you were good at it.

    Repairing Items.

    All your weapons, armor, craft-tools etc would wear and tear. This is where the game takes a Neocron twist: there would be people who can repair your items, but every time it's repaired it's slightly lower in quality then before it was broken. If you repair something enough times it's going to eventually be an unusable peice of crap that you can sell to a newbie. Just how much does the item lose quality when repaired? That depends entirely on the literal skill of the person repairing it and the materials they use to do the repair job. Examples of some seperate repair abilities: repair leather, repair sheilds, repair bows etc. This allows for a much more dynamic economy in my opinion. Do you have the cash to afford services from the top notch Bowyer in town? Or do you need to get a free one from the guy who picked up reparing bows earlier today? Is your freind/clanmate the repairman? Is your enemy? All these things factor into a much more dynamic and BUSY economy. Every time someone gets killed, they'll need new gear. Even those who never die will eventually need new gear. Crafting would actually be an important thing in this game and so would your reputation. ^_-

    Gear Improvement.

    If an item is better then the previous one, it is only so in a small way. Let's say the second best sword in the game does about 17 damage on average. Then the best sword in the game would do 18 damage. While the game would have different levels of gear to upgrade your character with, not everything would revolve around gear.

    Races.

    I would make the game settings very similar as it is in Ninja Gaiden. Everyone would start off as a human. Players could work their way into the feind faction and start looking feindish too. Races wouldn't be a major highlight of my perfect game, similar to EVE.

    Server Transfers.

    Technically it would probobally be hard to make one massive game universe. If it needed to be broken into servers, the servers would be called "worlds" and travelling from one world to another would put your body into a state making it so that another server transfer wouldn't be possible for 30 days.

    Death.

    I'd copy the idea Cybersphere came up with for death. You'd buy something called a "genclone"; a doctor would take a tissue sample and create an exact replica of your body in a jelly tube. When you'd die, your genclone would activate and voila ! you'd shoot out of a tube of jelly completely naked and no gear on. (hopefully with money in the bank) In my ultimate game, it wouldn't be described exactly the same as it is in cybersphere but it would be a similar concept. That means if you didn't have a genclone you could perma die.

    Purchasing a genclone would be cheap and easy. Unless it was from an upper-class place or convenient location like in the center of a capital city. You'd want to be carefull about who you'd inform about your clone location (if anyone at all), because if your enemies found out, they could potentially perma-kill you.

    Game Masters.

    This exact opposite of a carebear game would allow for some really good game plots, pvp and politics that are player manifested! Assassinations, puppet leaders, police players, thug players and so on. But the players wouldn't be the only ones doing this. The game masters would be given cool privledges to allow them to make world events. My ultimate game would have game masters who could freely interact with the players and some may be evil while others may be nice. Some may react differently depending on how you talk with them just like real people do. For example, if you tried to pickpocket some guy at a bar, but he was actually a gm who would react ... [insert your reaction here]. One thing that's important to this game is that no matter what a gm did to you, you could always survive if you were good enough. Nobody in the game would have an ability that instantly killed you, but GM's would definitly have more tricks up their sleeves then the average player.

    Playtime VS Skill.

    If combat was like in ninja gaiden you could have a person who had everything in the game get into a fight with another player, who just started. If the lowbie player was much better then the uber-geared player, then he could actually kill him. Even if one hit from his opponent could kill him, if a lowbie were skilled enough, he could kill any character in the game. - The same thing goes with ninja gaiden (but unfortunatly you can't teleport to the last boss in NG)

    Okay maybe you haven't played Ninja Gaiden, so I'll explain something here. I had my ass handed to me many times by the first boss before beating him. When I got to the last boss I killed him. (not saying that everyone did) I had actually gotten BETTER at the game by beating the first level..the second level..etc and by playing the game from beginning to end. It wasn't just the gear/abilities that enabled me to defeat the last boss. My perfect game would be the same. If you were decked out in all the best gear on this fictional game and you had a tough time killing a noob, either you had heavily relied on other people to get all that stuff or that noob had some experience playing such a game before. So with that in mind, the likelihood of a newbie killing a player who earned all of his gear would be slim. On the other hand an expert at the game could roll a new character, walk up and fight a guy who played an uber char he bought on e-bay, and kick his butt.

    Some people may read this and say to themselves "Well in WOW or in Final Fantasy Online or blah blah blah, theoretically a level one could beat an uber geared guy." No. I'm not talking theory. Play NG if you don't understand what kind of combat I'm talking about.

    Resources.

    The game would have resource nodes in the world and whoever controlled them would get the silver, oak, coal etc from that node. People could then use that stuff for their clan to create bulidings and gear, sell it to people, have a tax for those who wish to draw minerals from the node, or lose it entirely to another clan that kicks their butt. After enough usage, a node will get depleted and will need time to replenish.

    PVE Combat.

    The main storyline and quests would be done through PVE combat. The creeps in the game would fight very similar to the ones in ninja gaiden. Beginner zones would be about 1/2 as tough as the ones on NG's first level on the easiest difficulty, while the toughest creatures would be as hard as the last level creeps/bosses in NG on the most extreme difficulty. If there were raid bosses, they would have similar AI, the ability to strike many people at once while, have insane defense and/or an ability to heal themselves. There would be a few NPC's in this game that'd have uncanny dodge/block/counterstrikes abilities, flawlessly timed/numerous array of attacks and different stages so that there's always something in the game that can kick the players ass. ^_-

    Anyways that would make my dream game. Of course insane graphics, huge maps, free to play, downloadable, unhackable, continuous free expansions etc would be part of a dream game but not likely to happen in reality. The biggest and best parts for me would be a combat system similar to Ninja Gaiden, FFA PVP, full looting of player corpses and the crafting system.

    If all that stuff could be combined together I think it could be a really interesting game to play, even for those at the "end game".


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  • BoronBoron Member Posts: 5

    Here's the link

    http://www.landatwar.com/

     

  • BoozbazBoozbaz Member Posts: 1,918

    Hmm I just went downstairs to play some Ninja Gaiden and I thought "If this could be an MMO I'd love it to peices"
    Well sounds like this game the OP is talking about may be the closest thing yet.

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  • Rikimaru_XRikimaru_X Member UncommonPosts: 11,718
    That is on the game list. I knew about that game forever. Did they just start releasing infomation? Last time I checked the site was very dry.

    -In memory of Laura "Taera" Genender. Passed away on Aug/13/08-
    |
    RISING DRAGOON ~AION US ONLINE LEGION for Elyos

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