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Mod idea from a newb. Is this possible?

Started by Revenant, May 23, 2007, 09:35:42 AM

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Revenant

I dont have much experience playing mods, aside from FFX.  Would this concept be very difficult to create as a mod?  Or possible at all?

You start the game as one character, and it's a rumble room war.  You have to beat a certain foe to advance to the next round.  After a few rounds, you unlock a new character.   (You get a choice to unlock either a pre-determined hero or a villain)  After unlocking a new character you can choose to play as any unlocked character in your ranks.  The more you play as a certain character, the more experienced that character becomes... but the rest of the team does not gain XP unless they are brought into battles.

If you go into the rumble room as a hero, you fight villains, and vice versa.

There is a certain pecking order... you fight weaker opponents first, on to the most powerful.  And something special happens when you defeat that last boss.  Maybe at the end, you get a team of four randomly-assigned characters to fight a major battle?  That way you have the incentive to power-up all your characters in case you get stuck with a shoddy group.

If anyone has played Marvel: Nemesis, that's similar to the concept I want to make. 

Previsionary

it sounds fairly doable, newb :P, but im not sure about a rumble room mod. Maybe as a full on mod. Only problem might be the distribution of xp since I believe "BENCHED" characters still get xp...but ive never fully figured out the xp system for ffvttr. :S Also, can you explain the "unlocking" of characters? Do you mean like "buying" them using prestige points?

Revenant

Well, at first I wanted to avoid using prestige points. But you bring up another interesting idea.  I remember from FF1, where you would have to protect civilians and buildings from destruction.  Maybe there could be a prestige system for buying new characters, and if any civvies or buildings are killed in a fight, you lose prestige points. 

So if you play the mod as a hero, you also have to be a protector.  But if you play as a villain, you should try to destroy buildings AND heroes to advance faster. 

Lunarman

well, you already lose a few presitge points for buildings and civs being hurt. That amount could just be kicked up some.
About gaining it when playing as a villain.... that I can't say if it would be possible.

Previsionary

Lunar's probably right about gaining prestige for damaging buildings since it's kinda hard-coded and set in the editor; but I'm fairly positive that you could easily define a function to give villains (within a specific list) prestige points for their misdeeds. It's just one of those things that you need to experiment with just because all controllable characters are counted as heroes.

Revenant

Hmm.. interesting

Is there a way to create specific prestige awards for certain characters?  That way you could make a large enough award for 'villains' who destroy buildings and civvies, to offset the built-in penalty?

Revenant

Duh.. you already answered my questioN!  :wacko:

Volsung

That can be difficult to deal with xp on DC characters.
The range of power level is so vast.A green arrow trained to his climax will never match Amazo characteristics.

Maybe we should focus on the Prestige pool.
On each mission, the character pool could be empty and the player 'd have to buy/assign characters for the mission (like Jon'Jonzz could do by monitoring missions in the watchtower).
By saving prestige for the current mission, the player is certain to be able to buy high prestige character for a future mission.

Mission wouldn't be centered on brute force and beating up only. (Batman could defuse bombs, Green Lantern could be quite efficient in protecting some important civilian by granting them an active defense using his ring.What about stealth/infiltration mission with Deadman possessing thugs?

Previsionary

*gasp*

Is this for a timmverse mod, you sneaky devils? I dropped a hint early on in one of your threads that I was gaining interest in doing it...but considering my time schedule now...yeah. Anyway, the way i deal with characters in mods is I build them as best I can to a specific level and modify them to fit within a certain situation/mission/mod (in general)...but you're right...it's hard to make superman (and his offsprings/spinoffs/clones) not overly useful (instead of uber) in missions compared to his usual teammates. However, I think I pulled it off well (with superboy/wondergirl) in my crisis mod...but that's just my thoughts.

Revenant

Haha well I wasn't going to talk characters, but since you brought it up..  :D

I thought about starting with the low-powered, street level characters first, like Batman, Green Arrow, Black Canary vs. Poison Ivy, Deadshot, gangs of thugs etc.  Moving on to cosmic-powered threats later

I like your specific missions idea though!  Who needs a big plot, mini-episodes are really cool!  And easier to make with EZScript, I imagine

Volsung

QuoteThat looks pretty sweet, Revenant. Now...imagine all this work in a custom JLU mod...*disappears quickly*
Prev that was your hint?  :lol:
Since we talked about a mod in the skin thread you should have waved^^

Yup EZScript got quite amazing results in the last FFX

Green Hornet

 :rickbm This sounds like a very interesting mod.  If it was like Dial H for Hero and the Heros were random.  It would be interesting playing with an unfamilar charater. What a surprise at each level.  :xancool