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Idea of Cube/Sauer RPG

by Pxtl on 05/03/2004 18:38, 105 messages, last message: 05/26/2004 12:38, 70265 views, last view: 05/05/2024 19:04

I've read a little of the Sauer RPG concept, and was thinking about Sauer as a simple pseudo-MMO. Nothing fancy, more like a 100 player system.

Here's the principle. First of all, you network several servers together, each of them running one or more maps. You set up one as the "metaserver" that holds all the player attributes/inventory, or store them in a distributed fashion. Travel between worlds is by teleport gate. Connections to servers you have left recently are kept live in a minimal, passive mode, free to be broken by the server or client if it should need the resources, so that you can quickly move between servers if you need to. Possibly, when approaching a gate, the connection could be attempted pre-emptively. One barrier would be that different servers would have different player-limits, so locations of high-importance would have to be stored on more robust connections.

Now, the concept: first of all, this is a PK game. When you join the game, you arrive as a "freeman" - you pick your starting selections (depending on the gamestyle, that might be class, race, stats, whatever - details). You are not affiliated with any faction, simply owning your own. You arrive in one of many Temples, which are the spawn locales - they are the non-combat zones - everyone in there is unarmed and invulnerable. At this point you may try to a) build a team from other people or b) join a larger faction. The system is similar to standard Cube's teamplay, except that a) teams are despotic - their founder is in charge, and b) you may only join a team if invited by a founder or one of his appointed lieutenants. Individual players may enable and disable team-damage at will, and killing the team-leader will let you take his place as the ruler of a team, even if you were not previously a member of said team. Team leaders may kick any member of a team off of a team, and lieutenants may kick off any non-lieutenants. At any time a player may leave his team to found a new one, or join an existing team if invited. Thus, backstabbing is encouraged - you may take control by killing the team leader, or you may quickly form a competing faction to a previous team by forming a new team and inviting some of your cohorts into it. So, treason, etc. is part of the game and designed in.

Now, the objective: the only freely available respawn points are in temples. Temples have many exits, both public and hidden, so that leaving them shouldn't be too much of a spawncamp. Alternately there are castles, which work like nodes from UT2k4 - you take a castle standard and thus your team owns the castle and can then spawn there. Ultimately there is the Palace. The palace contains the throne, which is the ultimate objective of the game - whichever team controls the throne is racking up victory points, which represent how successful your team is. The leader of the royal team is the King, and they are getting double. So, there is incentive for everyone in the game to kill the king, but to balance that he has powers beyond those of normal players.

Victory points could come from other thigns as well, such as killing large monsters or important players, or maybe just getting some points to compensate for being a late joiner. Note that victory points aren't experience points - they determine who's the "winner" - not what goodies and powers you get.

So, we have a free-form Domination structure. Next, we base it in a traditional FPS/RPG setting - the landscape is dotted with monsters, ruins, crap like that to explore, so small teams of adventurers can go freelancing and collect stuff and level up, without having to worry overmuch about running into the higher level players. Equipment is divided into two categories - personal items, such as armour, charms, and small hand weapons, and heavy equipment, such as large weapons, shields, etc. Heavy equipment breaks easily and wears out, so it must take constant attention and it comes and goes quickly. Personal items last long, but tend to be weaker. THe idea is that you lose the heavy equipment when you die, but it comes and goes easily, so its not a big deal. Personal items are much trickier to lose, like skills and levels. Things, or specially powered players, can steal them, but its not easy.

The King gets special abilities to damage players to their more sensitive parts (skills, levels, etc) to discourage dissent. Remember, the King can be dethroned two ways - he can be killed and supplanted by an enemy or teammate, or his team can lose the Throne. Plus, the Royal team has another incentive not to infight to much: while they're bickering, someone could take the Throne.

Finally, the lay of the land is such that the best pickings are around the castles - the Palace has heavy artillery to defend her, but not much opportunity for self-improvement. The temples are based in newbie-land. So teams, (or even individuals) do well to find and take the castles and hold them as a base of operations from which to adventure, and hope that a clever thief doesn't sneak in and take it from them while they're out.

Because of the game's focus on defense, hiring and controlling monsters/guards would be a good feature.

And of course, just for the epic-dragonslaying - all the castles/palaces start out guarded by somewhat powerful creatures, so players have to clear them out before claiming them.

Just reset the game once a week, or even every few hours to keep it fresh.

If your wondering where I got the idea for such a mean, backstabbing game, play Munchkin - its a card-game RPG about levelling up and backstabbing your teammates. Also has good balance ideas - the most powerful players are obviously so, and are winning, so losers tend to gang up against them. Also, the weakest players automatically get everyone else's discards. Just food for thought.

This was just a twisted idea I put together from the stuff that players have mentioned about Cube and Sauer.

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#86: Re: Hmmph...

by jcdpc on 05/14/2004 01:05, refers to #85

ACK! guns with magic is even worse.
oh wait. I read it again. Yeah. I have a huge list of spells i used in my crappy RPG, Maybe some of those. Speed-changing spells (slow, haste) might be a little tricky because they would have to change only monster and not player speeds.

The sword and gun isn't really a rule of thumb it's more like a rule of index finger. You ever play Daikatana? That has to be one of the worst games I ever played. http://search.ebay.com/Flame-Proof-Suits_All-Categories_W0QQsofocusZbsQQsbrftogZ1QQhtZ1QQfromZR10
(I might need one of these)

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#87: ..

by e:n:i:g:m:a on 05/14/2004 02:48

I've never played daikatana...

What I was thing was...

Have you ever played PSO? For spells in that game, you can bind up to six of them to three different action keys, three are then used by pressing that key, and the other three are used by a handy "shift" feature. The other spells are accessable through an all-purpose menu. The menu is accessed by pressing a key, and then you can cycle through three views: Items, Weapons and Armor, and Spells.

What might be good to do for both playbalancing and strategy, is have a system set up like that. Then have it so that you can only equip one weapon at a time, and up to four spells.

Then you could bind your six action buttons to whatever you want (attack, alt attack, spells, items, chat, etc.)

(why might you need one of those?)

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#88: Re: ..

by jcdpc on 05/14/2004 03:47, refers to #87

just in case i get flamed because someones favorite game is Daikatana.

Anyway, I think a system like that is bad because it forces items into categorys. a knife could be used as a weapon, or it could be used to gut a fish. Hell, a fish could be used as a weapon (so you beat the carp out out of them just for the halibut). Stupid puns aside, Many RPGs prevent the player from doing creative things (like using a fish instead of the typical longsword) The fish illustration is kinda ridiculus, but the player should be able to pick up whatevers available and use it. In real life, fighting is based on resourcefullness- who can grab the best weapon the fastest. How come this isn't present in most games? well if you set up an attribute system you could just add a weapon attributes (damage,speed,etc...) to every item.

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#89: ..

by e:n:i:g:m:a on 05/14/2004 04:17

Well you could have an open-ended item structure, where any item can be used for anything, but is best used for one specific thing... eg: fish is food, but you can slap someone up with it...

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#90: ..

by staffy02 on 05/14/2004 08:42

a game that is set in the future on a alien planet with plasma rifles and such but is also an rpg and has non-linear gameplay hasn't been done before.

just another random thought.

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#91: Re: ..

by Thalion on 05/15/2004 05:11, refers to #90

With an exception of "alien planet", what you described is Fallout 1/2, aka The Best CRPG Ever Made =)

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#92: Re: ..

by jcdpc on 05/15/2004 05:38, refers to #91

Fallout was a lot of fun, but i thought BG2 was better. There are a lot of places RPGS havent gone (or haven't been often). Alien planets, the wild west, mayan or egyptian ranforest/ruins (well i think one of the Zork games happens in a rainforest, but that doesnt really count), norse myth, japanese myth (a ninja or samurai rpg would be awesome), realistic european myth (ever played Darklands? It was based on historal myth, crappy game, interesting concept). Most RPGs are either fantasy medevil europe (with tolkien mythology) or futuristic scifi (ex. System Shock and Dues Ex)

Some places (artic, deserts) have been visited often, but have never really been the main setting. could a townless RPG where you wander around in the wilderness and maybe find other lost people and pages of a journal or something (to move the story along) work? a survival RPG?

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#93: Re: ..

by Thalion on 05/15/2004 10:51, refers to #92

A survival RPG? Just imagined that =)

Journal:

"Day 1: God knows where I am. Only have a rusty spear, and no food at all. Tried hunting today, ended up coming near lion's lair. Not good. Had to run through half the forest."

"Day 2: Still no food. One more day like that, I won't be able to hunt anything. I think I've seen some mushrooms around - maybe try eating these?"

"Day 3: Ain't feeling good. These mushrooms were just too tasty - probably poisonous. Can hardly move."

"Day 4: I'm still alive? Strange."

RIP. Game over =)

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#94: survival RPG

by shahar2k on 05/15/2004 11:33

there are actually several survival RPGs out there.. think of "ultima underworld" as one, even "system shock" is technically a survival game...

another is a cool free one called Notrium -
http://www.monkkonen.net/notrium.php

although I guess it's not much of an RPG but it can be finished in about 2 hours and everyone should try it (brilliant game)

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#95: Re: survival RPG

by jcdpc on 05/15/2004 13:50, refers to #94

Ultima Underworld has towns though. I'm thinking of an RPG where you dont really run into people. Maybe a few people lost like you, who join your party. The journal i was thinking of would go something like this:

You wake up in the middle of a jungle- how did you get here? how will make it out? as you stumble to your feet a strangley famillar looking page floats gently out of your pack. You read it:

Day 100- We went into the jungle today. We will find those bastards. Commander says we have to spilt up. Today, Jerry looked at me kinda strangly, like he wanted to kill me. Anyway, tonights dinner was great. And those mushrooms Kyle made for me were excellent.
______________________________
You wander throught the jungle picking up more journal pages that you belong to the French Foregin Legion and that your division was sent to track down some bad Indians who burned down a base ("those bastards") .
That Jerry poisined you and left you for dead in the jungle, and that Kyle was your best friend who betrayed you by giving you jerry's poisin.

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#96: ..

by shahar2k on 05/17/2004 13:34

Actually that would be a damn cool idea, could make it like that movie with tom hanks stranded on the island, actually I think it would be even better if you had people with you, like a small party but nothing else on the island, so that you could explore interpersonal interation with people who are basically stuck together

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#97: Re: ..

by jcdpc. on 05/17/2004 21:19, refers to #96

are you refering to Castaway? that was a pretty good movie... I dont know about having a small party though... maybe some people from your foregin frenchy thing could be scattered about the jungle as well, and you find them gradually, but i dont like have the party being formed all at once. Games based on movies typically suck, too, so lets not make it too much like Castaway.

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#98: Do something that uses the engine

by rtf on 05/25/2004 20:00

I\\\\\\\'m reading all this talk about them, but I don\\\\\\\'t think a survival game or a slower-paced RPG would work well with Sauer. One of Sauer\\\\\\\'s advantages is that it\\\\\\\'s fast and highly dynamic. Another is that it will, potentially, be easily scriptable and modifiable. (At the least, it will be easy to make levels for)

What we should consider here, is what sort of a game can make use of *both* of those things? If we push too hard for any one genre we lose out by diminishing the flexibility of the base Sauer game. A flexible game will form a much broader community and result, in the long run, in satisfying more of us than a very genre-specific one would.

I\\\\\\\'m leaning towards an FPS-adventure-RPG blend myself. If you haven\\\\\\\'t played Strife or Hexen(1, not 2) you should look at both of them. They touch on this use of a dynamic, scriptable world, but are ultimately limited by their Doom-era engines.

Another game to look at is Crossfire, which is sort of a combination of Gauntlet with MUDs, having a top-down view combined with a massive, modular world with adventures loosely linked to each other through buildings and a world map.

Ideally, the Sauer world, if based on the designs of these games, would be a sort of buffet of possible adventures. One player could go hacking and slashing away in a dungeon, while another might enter a futuristic world and shoot it out with laser cannons. Scripting and story would be left up to mapmakers, but a common standard of gameplay would be used for anything \\\\\\\"official,\\\\\\\" so that players and abilities could stay compatible between maps and the experience wouldn\\\\\\\'t vary too wildly. This is almost an extension of what we see in Cube 1, where the maps are only loosely related to one another if at all. They wouldn\\\\\\\'t necessarily be massive adventures, but if produced in great quantity(which is what probably will happen) this wouldn\\\\\\\'t be much of an issue.

Multiplayer could go really wild and include a whole bunch of kinds of games - with a scripting engine it would become really easy to create various forms of co-op, CTF, etc. Again though, the base install would have to set some standard.

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#99: ..

by rtf on 05/25/2004 20:01

Hmm don't know how all those \\\\s got in there >.>

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#100: Re: Do something that uses the engine

by dcp on 05/25/2004 20:29, refers to #98

i played through hexen 1 about 7-8 times... it's still my favourite fps with 'rpg-light' flavour of the early days...

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#101: Re: ..

by e:n:i:g:m:a on 05/25/2004 20:51, refers to #99

You probably had to retype your e-mail address or username a couple of times or hit refresh or something a couple of times b4 you posted, didn't you?

Ummm, I'd actually like a fps-rpg game rather than a sword based, tbs game like final fantasy...

Perhaps something loosly mission based, but have other things you can do too (like in GTA maybe?)

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#102: Re: ..

by e:n:i:g:m:a on 05/25/2004 20:52, refers to #101

>Perhaps something loosly mission based

What I mean is you go find people or whatever to talk to, and they provide you with missions etc... sorta a freeform fprpg (first person role playing game)

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#103: rpg..

by Aardappel on 05/25/2004 21:22

when I am talking about an RPG, I mean a modern, first person rpg along the lines of morrowind/gothic. And yes, fighting can be more FPS like, within boundaries.

I never really liked hexen. It didn't have enough RPG to make you interested in that part, but it was also too much to slow you down in your FPS action. Worst of both worlds, in a sense.

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#104: Re: rpg..

by rtf on 05/26/2004 03:23, refers to #103

Hexen was skimpy on deep RPG yes. Strife was a lot better, I think. It actually had people to talk to, a plot etc. Stuff like if you caused trouble in town the guards would come out and zap you. And it was actually slimmer on stats IIRC - the improvement came mostly by advancing plot or finding secret containing guns or money, though you could buy improvements here and there. It really worked, though, because it didn't make you use swords and spells(weapons that are rarely fun). The play was still fast like a good FPS game but it had all the fun bits that you get with good world interaction. Underdogs has it:
http://www.the-underdogs.org/game.php?id=1075

Also interesting in the category of "Doom-engine RPGs" was Amulets & Armor, practically unknown game because it came out in the wrong era, and a stupid title but still kind of fun. It was too cumbersome though, you had a player class with stats and skills and equipment and potions and scrolls dropped from every single monster and to make $ you had to click on the bodies and lug their stuff around until you decided to go home. Very close to what you might get with a Morrowind-type approach. Also on Underdogs...
http://www.the-underdogs.org/game.php?id=3021

I think there are a lot of good elements we could pull from all of these titles, to make a satisying RPG/FPS. It would be best, in any case, to avoid a "massive world" if it's just going to be useless space with no play value. Ignoring the technical issues that including it would cause, nobody really wants to make filler terrain that only lost and confused people will see.

Oh. If I ever get a bit pushy that's just cause I'm excited about an idea. I really like game designs and I'd like to make a career out of them if I can(still in college atm). So sometimes I get lost in design-land and have to be pulled out, hehe ^.^

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#105: RPG

by jcdpc. on 05/26/2004 12:38

maybe sauer could just be an RPG engine and everyone could create there own little RPG with it and there would be no plot to link the different RPGS. An idea for weapons- have Sauer handle mapmodels the same way cube does except allow for different hudguns as well. have the first 3 weapon slots be swords of varying length and the second 3 to be guns (or bows/magic) or something like that.

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