So I was thinking of creating some kind of apocalyptic ArmorGames RPG, where users are able to fight adbots, the zombies of the RPG world.
Before anybody complains about this being another zombie RPG or whatever, I'd like to point out the current details of this planned RPG.
Setting:
The RPG is set in the city of Armoria, to give you an idea of what it looks like, think of modern day London; with its historical castles from long ago, and modern towers. It will of course look a lot dirtier because its the apocalypse. I mean c'mon, you expect a janitor in the middle of the apocalypse?
The Usage of Post, Quests, and Comments:
The big part of this RPG that'll make it different from most is that I plan on using the player's number of posts, quests, and comments as sort of... tools of aid. Each one has a different function; posts will be used as sort of a trust feature(I'll explain this later), quests will be an added bonus to attacks, and comments... unfortunately I have not yet come up with anything on comments. If someone would like to suggest a function for comments, please leave a post below.
Trust:
In different types of media with zombies; wether it be comics, tv, books, video games, etc. there will always be those survivors that don't trust the main protagonist(s). This is where the trust feature comes in. Trust will help survivors you just met be able to trust you... or not. Think of your post count as a popularity scale, if your posts are below 1,000; survivors won't really trust you and if something bad happens, like a weapon has gone missing, you will be to blame, or if you request being sheltered at their base(or whatever I decide to call it) they will give you the worst sleeping bag or room and be given little food and water, or none at all. If your posts are between 1,000 and 2,500; then that means survivors have heard of your name before, but don't exactly know who you are. If a survivor's weapon is missing you will not be the one to blame, but merely a suspect along with any other survivors. If you request shelter, you will be given a good enough quality sleeping bag or room. You will definitely be given food and water. However, if you are 2,500 or higher; you will be extremely well known. If a survivor's weapon goes missing, you won't be to blame or even a suspect. The survivor will think that you had nothing to do with the weapon. You will also be given the best quality sleeping bag or room, and be given more food and water than most people. Knights, and other staff members who wish to play will automatically get in the '2,500 or higher' club, regardless of their post count.
However, just because a survivor says they trust you... doesn't mean you should trust them... regardless of your post count
Quests
A player's number of quests will be an added bonus damage to attacks. If you have 100 quests, you will be able to get a single extra point of damage; 200 quests, two points of damage; 300 quests, three points; and so on and so forth. Although below 100 quests is of course, no added bonus damage.
While it seems I might have this all planned out, I don't. Not really. I still have lots to think and decide on. Comments, possibly adding game ratings, a battle system(if someone has a suggestion for the battling system, put a description of it along with an example down below), a story(I literally came up with all these ideas today), and some other things I need to decide or not.
However, I'll only start the RPG and planning if I see people are interested. If I don't see any posts of people interested in playing, I won't make the game. There needs to be at least 5 people interested for me to start it.
Depending on how you'd like the characters to interact with each other, the comments could be a factor in how well a character can talk to NPCs, so for example, the more comments, the more dialogue options that player's character gets.
As for quests, not saying it because of my low number of quests, but I think that they need to add more bonus damage. That of course depends on how will a character's damage scale with his/her progression. But generally, making it from 1, to 10 bonus points of damage for instance can help a lot in flexibility, while also allowing users with less than 100 quests deal some bonus damage, even if minimal. After all the enemies and the characters' stats are the most flexible things in an RPG, the game master can change them any time he/she wants...So you could adjust the enemies health and attacks, the characters' damage, everything really any time.
Battling system needs to be simple but interesting...if you are going for a stats RPG, then a turn based battle system with dice rolls for misses (and possibly critical hits) can work nicely...Especially if you add in abilities with effects (but not too complicated effects) to spice things up.
Like every RPG, I expect it will require a lot of scripting beforehand though. Brainstorming it all when the time comes for an update doesn't work and, believe me, I've tried 3 times
Depending on how you'd like the characters to interact with each other, the comments could be a factor in how well a character can talk to NPCs, so for example, the more comments, the more dialogue options that player's character gets.
I should have mentioned one more thing in the OP that I didn't, the RPG would be open world, allowing the player to say and do what they want regarding the laws of physics. While that isn't a bad idea, I don't really want to limit a player's speech.
But generally, making it from 1, to 10 bonus points of damage for instance can help a lot in flexibility, while also allowing users with less than 100 quests deal some bonus damage, even if minimal
Hmm... I really don't want the ones lower than 100 to have 1 bonus of damage... How about .5 of bonus damage?
Especially if you add in abilities with effects (but not too complicated effects) to spice things up.
Effects, eh? Hmmm... I could make that work.
Another thing, just in case more people decide to join up, next week I will be in Florida and not on ArmorGames. I won't be able to be here and read your guys' suggestions and ideas for about 7 days.