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Old Apr 09, 2006, 02:37 AM // 02:37   #21
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Guild Wars: Legends

Theme: Norse

New Profession:

Skald- A medium armored fighter who can assist allies or hinder enemies with chants and poetry. They have assassin/ranger level armor, and ranger level mana. (not including expertise)

Attributes:
Mastered Vocals(primary)- Increases the rang of all chants. At 0 they have the range of your aggro bubble. At 12 they can cover the whole radar.

Battle Shouts- Chants which negatively affect your enemies.

Lore (needs better name)- Chants which benefit allies.

Great Weaponry- Weapon attribute that increases effectiveness with 2-handed swords and axes.

Areas:

Glacier Wastes- A vast sea of ice, with mile-high glaciers and roaring winds. Wolves can be heard in the distance, and ice trolls set up their camps in this unforgiving wasteland. The snow is blinding, and it is not uncommon for someone to get lost. A few Nordic outposts are stationed at the base of the glaciers, but locating them will be a challenge.

The Depths- Somewhere deep within the Nordic lands is a great crater. This crater has seemingly no bottom, but many tell tales of a fierce roar erupting from the depths of the abyss. No one knows what lurks within, for all those who know are dead.

The Living Sea- The Living Sea is an endless ocean of deadly low temperatures and even deadlier inhabitants. Sea Serpents of unimaginable size have brought down even the greatest of ships, and sharks of titanic mass have swallowed whole all those who are unlucky enough to have fallen into the water. But, these are some of the friendlier creatures of this terrifying place. Despite the dangers of these collossal predators, the Norse cross the sea regular to reach Reykjheim.

Reykjheim- The southern island of Reykjheim is a popular trading spot for the norse, due to the immense evergreen forests within. The Norse rely on the forest for all of their lumber, and therefore cross the horrors of the Living Sea. Reykjheim is a dark and sinister place, and many men have lost their minds traveling alone here. This area houses the outpost which contains the Realms of the Gods.

Realms of the Gods:

Muspelheim- Realm of fire. Think of mars when picturing this, only covered in ash-spewing volcanoes, rivers of fire, a red-ashen sky, and huge fire giants walking everywhere. Killing Surtur here drops green armor with a unique model and unique stats. Every person in group is guarenteed one armor, but the battle is extremely difficult.

Niflheim- Realm of ice. A black sky looms over the dry cold desert of frost and death. Rivers of black blood run smoothly through the depressing plane. Ruling over her domain within a black citadel is Hel. She is half woman, half corpse, and killing her drops a green armor with unique model and stats to all who participate in her death. The armor is different from that in Muspelheim.
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Old Apr 09, 2006, 04:48 AM // 04:48   #22
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Make sure you read it all Actionjack, I think you'll like it.

Guild Wars: Caravan

New Lands: Middle Eastern themed. Little bit of Arabic, little bit of slavic as well.

Tanlaha Desert: Outposts are scattered around the outskirts of the Sercian Empire. This area suffers from bandit raids along with drouts extreme heat and sand storms. A long road stretches through this desert, commonly refered to the the Viscata (Good and Evil) due to its nature of providing safe passage from monsters at the price of easily being ambushed by bandits.Traders dare go alone through the Tanlaha Desert with out mercaneries.

Sercian Empire: A thriving trade economy is what fuels this nation of merchants. The Sercian Empire is currently reigned by Prince Kashir who resides in Hanuun Palace which is in Mansayu the capital of the Sercian Empire. For an Empire the Sercian Empire is rather small, but compact; Every inch of its land is covered with buildings. To the west of it lays the ocean which they travel to Cantha and Tyria by to trade.

Zuhalti Lowlands: The largest Oasis in the Tanlaha Desert, the Zuhalti people reside there. Considered primative by the Sercians, they are nomadic and hunt and gather. They have a strong religious bond with the great oasis which provides them with life. They are good hearted though, and in many cases have come to the aid of travelers under attack.

Vansir: At the center is the Bandit Stronghold there lays Sultan Helzar, the King of Bandits. There is no city fouler or ridden with black markets then Vansir. Cut throats and pick pockets wait around every corner. The shanty shacks provide no protection for those who live in them. Vansir used to be prosperous like the Sercian Empire, but they lost their power due to a civil war which ate away at the monarchy leaving the land in chaos and lawlessness.

The Outlands: Mild desert and patchy grass to the north of the Tanlaha desert. The crossing lands into Ashklarus.

Ashklarus: A city of of modest terms, they have avoided being conquered by the Sercians due to their leader. Princess Samira who Prince Kashir has a strong love for. Ashklarus provides the Sercian empire with its much needed protection, the Sercian Empire has grown like a fat cat. Large and wealthy but too big and slow to protect itself. The Ashklarusians are a mercaneric people who use camels and horseback to provide swift aid against bandits and any creature that poses a threat to the Sercian Empire. This area is very woodsy and contains a lot of pine and olk.

The Ruins of Hunzo: An attemped conoly by the Canthians many ages ago, it was brought down by the Bandits of Vansir with out mercy; they have a strong hate against Canthians. Only beasts and monsters live in the crumbled buildings, it is said that a large venemous cobra resides in the deepest layers of the ruins protecting the vast treasures that the Canthians left behind.

Great Ocean: Waters connecting Maurot (The new continent) to the the other continents. Three zones in total, an island bandit fortress.

New Profession:

Corsair: Gunmen who wields muskets and pistols. Also use medevial fashion bombs among other things.

Lancer: A lance user, with spears, javelins, and sycthes. They have AoE damage; in other words they damage everything infront of them.

Story:

When the Empire of Vansir fell, the remaining politicians and civilians who wished to cling to their way of life ventured through the Tanlaha Desert. On that voyage a baby was born, as the years passed the voyagers settled and created a small village. The baby boy grew older and stronger, and his wisdom well passed his age. This boy now a young man grew envious of the age of prosperity in Vansir that he never had the chance to experience. He created a small force of the able men in his village and went out to seek riches. It started small, but grew like fire; A chain reaction. He began conquering village after village all under his law. Soon he had unified much of the West lands and named it the Sercian Empire. This man was Dhul Fiqar great great grandfather of Prince Kashir.

It has been a long time since those many years ago, and the lands have advanced themselves into the present. Bandits hunger for the riches the Sercian Empire holds, the Sercians wish to continue to prosper, and the Ashklians do what ever for whom ever for a price.

Get rich or die trying.

New Stuff:

Jobs: Be a Merchant, Bandit, or Mercanery. Each job has its unique benefits and weaknesses. You may choose your job once you reach level 20. Merchants may hire Mercaneries, and Bandits attack Merchants.

-Merchant: Traders who can buy goods cheaper and sell them for higher by haggling. (PvE only) Haggle is a unique attribute that only Merchants posses. Merchants may only reside in the Sercian Empire. Their duety is to make routine trips to the outposts in the Tanlaha Desert, to the villages of the Zuhalti, to the city of Ashkla, and many other areas. Caravans move 33% slower. During trade "missions" merchants wear uniform armor and wield uniform weaponry, which is much weaker then that of an average player. (How to Haggle) The more business a merchant does with that NPC the higher they may raise the percent with a max of 50% (So selling 50% higher, buying 50% lower) , this may differ depending on items; they might up how much they buy axes for but now how much they buy swords for- its different for every NPC merchant. The more trips you do for a merchant, the more business experience you have with that merchant. Merchants face many problems if venturing in Vansir. A large target to be pick pocketed, and a high chance to be backstabbed by quest giving NPCs.

-Mercanery: Be the protector of the merchant caravans that cross through the Tanlaha desert or over the Great Ocean. (PvE only) Gain an extra 45 ability points. Gain an armor speed and damage bonus while they ride on horseback or camels. Gain gold for each sucessful trip while under the contract of a merchant. They are nuetral in any area. Your reward is determined by the amount of merchants being protected, the amount of bandits defeated, and the amount of monsters defeated.

-Bandit: Leave in raiding parties to attack trade caravans, recieve a universal skill called (PvE Only) sneak. In which you remain invisible as long as you do not move. Gain a 1 point bonus in all their attributes during night time. They also have the ability to pick pocket NPC's for gold or even a chance of items. If defeated during a raid you will wind up in the Sercian Prison, in which you will go through a series of events to escape or pay a fine. If victorious in a raiding party your party evenly distributes loot from the caravan. Bandits have to sneak into the Sercian Empire or the City of Ashklarus, by entering at night when the guards are asleep. Guards will patrol the city though, and if caught the Bandits will go to jail.

Mounting: Ability to ride on horseback or camel, this will compensate for the large instanced enviorments.

Duel party Instances: Based upon level; when Merchant/Mercaneries enter a caravan mission, bandits will be randomly zoned into the same instance as them when they choose to enter a mission while in an outpost or city. Merchants and Mercaneries combined may only be in parties of 8 while bandits can be in parties of 8 as well.

Sailing: Theres an ocean that the Sercians trade across right? And where theres trade theres bandits. There are two ports which the Sercian Empire can reach, Lion's Arch and a port on the shores of Cantha. The Duel party Instance system applies to the ocean as well. There are large boats which merchants may use to travel across the ocean, while Bandits use small attack boats in which they have to get along side- sucessfully rope and climb into a ship.

Day and Night: A 24 hour clock at the bottom right hand of your screen which depicts Morning -> Afternoon -> Night.

Foraging: Be able to cut down trees, mine, among many other things. In the natural enviorments for materials.

New PvP:
Caravan: One team must get from point A to point B, the opposing team must destroy them before they make it.

Personal Note: I noticed a lot of people were unhappy with how you had to either go with Kurzick or Luxon in Factions, so I decided to try and keep the opposition and enforcement of PvP but with more options. I added a third course, got rid of the "racism" as some people call it, and made it enjoyable even if you didn't select a job.

Last edited by Nevin; Apr 09, 2006 at 06:02 PM // 18:02..
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Old Apr 09, 2006, 06:33 AM // 06:33   #23
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^^ Not Bad Nevin... look like someone's been playing Silkroad Online.

I will see if I can write out my GW: Mirrage (a middle-easter, Arabic theme)

possible class will be : Sage and Thief
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Old Apr 09, 2006, 06:40 AM // 06:40   #24
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damn action jack beat me to the Silkroad comment.

trader - thief - protector thing could be ok.

I do like the description of the locations though.
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Old Apr 09, 2006, 08:20 AM // 08:20   #25
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One question to Nevin. For the Job and protecting/trade route type of thing, how would it work? If it is just a mission or two, it is not really much new. It would be nice to have its own type of PvP map, or part of the exploration area. But since GW is instanize and don't support the people spawn in, how would you go about with such a thing?


I like yours too, Glitched. Also see if you can add some new Features in as well.
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Old Apr 09, 2006, 09:28 AM // 09:28   #26
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Guild Wars: Centuries

Best way to describe this quickly would be 'zelda link to the past' applied to guildwars.

In this chapter the world would be Tyria, but a 100 later. There would also be portals scattered around the world so your pve characters can access both realms. You could see how the world has changed but sorta remained the same in other aspects. For example, the desert would still function as a place for ascending, but you start out there so you ascend really quickly.

Basically you'd do a whole lot of missions themed around fighting back the charr in ascalon. The dwarven summit would have started a nation of their own, and are at war with the white mantle over rulership of some uncharted lands.

Obviously the biggest gameplay kick would be doing missions in the past and thus unlocking new events and quests in the future.

The game would end in meeting up with familiar npc's and reaching the hall of heroes in pve. That dwarven dude that goes kamikaze at the fire island chain, Saidra and Evennia, Rurik, maybe even.. Gwen as a monk who has grown up a bit.

The Lich could make a new appearance but shouldn't be the boss at the end. Maybe the Seer would be a nice new enemy. One chapter he's a good guy, and the other he tries to help the stone summit to defeat the white mantle.

About the land itself, Ascalon has gotten new vegetation and ruins of the old human kingdom are covered in vines and guarded by the haunted spirits of humans. These places could also be outposts.

The jungle has become more an old forest like the petrified one in cantha but un-petrified, Kryta is more or less the same but the ascalon outpost is bigger and serves as a major town now. The Luxons and Kurzicks have left. Lions Arch will have been overrun and destroyed by the war between the white mantle and the stone summit and would serve as a nice scenery for a mission.

The desert has some new settlers at the coastal areas and also has some irrigation and would serve as a new pre-searing, but more inland it would still be the same.

Still no mention of Orr in this chapter, because in a later one they should make a chapter devoted to the first guild war, before Orr has sunk into the sea

As for the new gameplay elements, I wouldn't add too many as to not scatter the pvp scene too much, but a 1 vs 1 would be really cool.

New professions would be a martial artist using fist and kick mastery, maybe something else like concentration to enhance attacks, and would generally look like monks but less refined and more wild like rangers.

Another one I would like to see is a contractor, who's skills are about signing deals with gods and spirits to grant him or the party some advantage but for a price. Very long casting skills that also have a long recharge (or even death after casting for the strongest contracts) but grant a global advantage to the team such as morale boosts or speed or armor boosts. The trick is, that only one of a certain contract may exist at any time, so if the other team uses a contractor too, and uses the same contract, the older one may or may not become void. This depends on their attribute points in an otherwise useless attribute line, which is 'signing'. This attribute line is only available to contractors, and it's somewhat of a gamble to use it. The more points you have in signing, the less powerfull the contracts become, and they get a penalty regardless of your contract attribute points. But the lower your signing is, the less chance you have of keeping a contract to your side. They would look like 16th century scientists, with togas and funny hats, and might also look a little older than the other characters.
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Old Apr 09, 2006, 02:10 PM // 14:10   #27
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ahm, only one thing..

NO GUNS >.<

i think a good way to keep folks happy would be to do 2 seperate add-ons.
one that roleplay style (with crafting stuff, fishing, decorating your hall, buying non AC clothes that are just gender restricted ect and all the rest of the RPG stuff we pve folks want)
and a PvP style Combat add on that is more stuff for pvp folks.

if you hate one or the other, just buy only the one you want....
but to get the best outa BOTH, you need both realy (yeah, well they want to sel us both, right lol)

so PvP only folks could benefit from crafted items, be they wepons (take your fave wep type, mods and get it made in your fave skin...*certain special items skins not included* and have the ultimate wepon in looks and use, at least for YOU)
however, to get these items, they need to get a PvE peeps to make it for them.

crafting n fishing would alow for the lessening of overfarming, since a lot of peeps that like farming areas are the same type of peeps that like crafintg ect.

it would also lesen the 'im poor, i cant make ends meet unless i farm/run/scam folks' ect argument, since you coud technically craft to make cash...
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Old Apr 09, 2006, 05:58 PM // 17:58   #28
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Quote:
Originally Posted by actionjack
One question to Nevin. For the Job and protecting/trade route type of thing, how would it work? If it is just a mission or two, it is not really much new. It would be nice to have its own type of PvP map, or part of the exploration area. But since GW is instanize and don't support the people spawn in, how would you go about with such a thing?


I like yours too, Glitched. Also see if you can add some new Features in as well.
The idea would be. The Merchant/Mercanery group and Bandit group would be in the same outpost or city. If the Merchant is under contract from a merchant NPC (A.K.A Quest) they have the option to click Engage Caravan (A.K.A Enter Mission). A bandit group can Enage Raiding Party (A.K.A. Enter Mission) When every they want, once two parties are paired up they leave outpost. Thus the Merchants in the party will be transformed into a Caravan that slowly trudges across the road. Mercaneries ride on their own horses and patrol the area to make sure its safe. Meanwhile the bandits will spawn in a random location in the same instance (2-12 depending on the zone) So basically its PvP within PvE. There are no penalties for failing to protect, complete trade, or raid a caravan.

Also yes, I did play Silk Road for a few days. But never fully experienced it- ANyways the way I see it; Is my version has more different then the same.

If GW did have larger server capacities. I'd like there to be "trade" zones. In which players can leave and enter in any number of party. Merchant/Mercaneries vs Bandits basically.

Last edited by Nevin; Apr 09, 2006 at 06:04 PM // 18:04..
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Old Apr 09, 2006, 07:20 PM // 19:20   #29
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I don't have an expansion idea per se, but I would like it to have enough PC slots so you can have one of every class.
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Old Apr 10, 2006, 05:08 PM // 17:08   #30
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Darn it Nevin... since you already written the such nice Arabic one, with all those big and pretty words, it is making me hard to pen my own... grrr

oh well, maybe I will go for GW: Dungeon first.... but cann't think of what would be a good new classs....
Warlock and ???

Any ideas?
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Old Apr 10, 2006, 06:35 PM // 18:35   #31
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GW: Savannah

African themed

Lots of open flat space. A savannah environment would cover most of the area, with some desert and tropical areas and small lakes.

Profession: Spearman

Primary attribute would be Penetration. It would work similar to warrior strength but would give much more armor penetration. Skills would be centered around giving extra armor penetration and additional damage to weapons with piercing damage.

This class would have similar armor to ranger.
Spear might have slow attack rate but high spike damage

Next profession: Savage priest

Focused on healing and life stealing.

Primary attribute: Life reaping. Whenever a creature in the area dies you gain health.

Thought about having it with high health (Warrior level or higher) but low armor (50 AL maybe)

Dont have time for any more details

Last edited by Kool Pajamas; Apr 10, 2006 at 06:45 PM // 18:45..
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Old Apr 11, 2006, 09:50 AM // 09:50   #32
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Maybe a south american culture themed chapter could work. Incas, mayans, etc. It's mostly overlooked in games in general, and it could be fun. Possible professions could be maybe cult fighters with spears and crazy animal inspired outfits, who can get enchanted by animal spirits to gain certain advantages or disadvantages, or Tempest Sages who can summon different kinds of weather phenomenon.
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Old Apr 12, 2006, 06:01 AM // 06:01   #33
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Im still hung up on GW: Prophesies. So my idea is an extention of that.

GW: New Genesis


Story:

Tyria - Eighteen years after Prophesy

Ascalon has been rebuilt and is now part of Kryta which now has a new King and Queen.
The Lions Arc is now the nations Capital and the cities of Ascalon are watched over by the Kings appointed Lords.
The White Mantle is completely disbanded and their name is said in shame.
The Charr had been hunted into near extinction and the last of them then hid away. They have been rebuilding and are now fighting for land against the dwarves and are beginning to increase in their ferocity against them.
The people of Cantha have called a truce and many have migrated to Tyria due to the destruction of there land in their bloody feud against each other. Those that have not migrated to Tyria have travel to another land.
The Kurzicks take refuge in the Maguuma Jungles where they fell freer to practice their particular ritualistic life style.
The Luxors create a large population in a number of towns built in and around Lions Arc.
The undead is still a problem in Tyria and they are growing in numbers.

The King commissions the High Guilds, the chosen and ascended heroes of Tyria, to push them back and to investigate their source and also to investigate the mystery of the Mursaat to destroy the superstition and fear the people have developed about them.
The story will unfold the secrets of the Mursaat, the origins of the wisdom of Glint and a glimpse of the future resurrection of the renewed and glorious land of Orr. …. and the location of Gwen.

New Stuff:

Boss Fights:

In these areas the number enemies are reduced to as many as 24 to as few as eight. The catch is these enemies have new AI and are smart, fast, have a number of ways to survive and they work as a group to kill others and protect their interest. They also usually have a few tricks up their sleeves with NPC skills and/or environmental traps. These groups have at least one boss but many groups consist of more and each one has his/her own unique set of tricks. The areas the fights take place in are surprisingly large and the bosses have much personality. You wont forget a Boss Fight.

Schools:
In these places you learn the lore of your profession and skills. Here you can enroll in a school to do assignments like: challenge henchmen in duals that require the use of a specific skill or set of skills, create builds for you and henchmen to accomplish a task, or do Historical Missions with other players. Eventually you will graduate with a title to complement your primary profession. That title can increase with winning tournament matches or end game Boss Fights. (Almost like rank except you earn a title for a primary profession and not your whole account) NPCs will recognize your title and trust you with new quest (which are usually completed by helping other students/players with Historical Missions from your old school or other schools)

Historical Missions:
Some of these can be done at Schools, some can be accessed by kneeling at statues and some missions are Boss Fights. They take you to a moment in GW history to flesh out the lore.

Scrimmage:
Every town or outpost has a PvP area. The winner of the day is the group with the most consecutive wins in one run from the previous day. The winner gets trophies from that outpost and their guilds flags are waved in those towns. With enough trophies you can, one by one, change your GvG NPCs to look like something else from a wide selection of possibilities.

New GvG:
http://www.guildwarsguru.com/forum/s...d.php?t=112895
(Long post I made up a while back that reformats the GvG scene)

---------------------------------

As you can see I didn’t come up with new areas, but it would be something like a renewed larger map of Tyria that’s nearly completely open, in a new season.
I might come back to this to add new professions, maybe a new race or two, but it took me a while just to come up with this.

Last edited by Goonter; Apr 12, 2006 at 06:04 AM // 06:04..
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Old Apr 12, 2006, 06:16 AM // 06:16   #34
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Very nice Goonter... the new features are great!
(but I am not sure about the time difference...)


I better put some brief notes of what I had in mind.. before all the good themes are taken...

GW: Dungeon: Underworld and deep city, lots Dungeon style PvP and PvPvE, darkness visual effect (need light source to see)

GW: Mirage: Arbaic Theme, city of magic and portal, differt portal to differnt realm, monster arena.

GW: Island : island hopping... discovery of new land, more Myan and north amercian theme, ship battles... pirates?

GW: Conquer: Roman style theme, battle as a legionary, large Arena combat

GW: Underword: A whole story about how you are dead, travel the underword, return to living as spirit... etc
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Old Apr 13, 2006, 02:10 AM // 02:10   #35
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Im not sure what time differences you are refering too. Is it the eighteen years later or the Historical Missions?

Ill go over from my head how both would work.

In the Genesis campaign you ... time travel. Sort of like moving from pre searing to searing.
The thing is, I see no real contenuity in the story. It has it, but there is no way a player will ever experance it with town hoping, mission skipping, etc. Whats more important as far as I can tell is that as you progress through the game youll likely go through one event that will lead to the next event in sequentual order for the sake of unvieling the story. And then you can go back and do whatever as if nothing ever happen. Thats how it already happens to this new campign would continue that tradition.

The Historical Missions is even easier. You go to a professor or book or scripture or something and "backflash" as a no name helper and observer of those events.


I ... hope that clears some of what I was thinking up.

The GW: Underworld seems very interesting.
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Old Apr 13, 2006, 02:23 AM // 02:23   #36
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Quote:
Sage: One with deep study of the world and dimensions. They are able to control the stars, turn back the time it self, and open gates to unknown.
A heavy nuker, as well as supportive teleportation, hexing/boosting, and bonding skills.
Dont, PLEASE, dont bring time into this game itd be so messed up...

OK i like some of the ideas, some of them no, i dont have time to read thru everyone u posted (lol like 5 or so) but i like the ideas on areas (not so much as prof, but it doesnt seem lik eim getting anywhere with mine either )
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Old Apr 13, 2006, 02:33 AM // 02:33   #37
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Quote:
Originally Posted by Trylo
Dont, PLEASE, dont bring time into this game itd be so messed up...

OK i like some of the ideas, some of them no, i dont have time to read thru everyone u posted (lol like 5 or so) but i like the ideas on areas (not so much as prof, but it doesnt seem lik eim getting anywhere with mine either )
He ment time by probably casting time, recharge time of skills. Basically Migraine all over the place I'm guessing.
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Old Apr 13, 2006, 03:20 AM // 03:20   #38
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Quote:
Originally Posted by Nevin
He ment time by probably casting time, recharge time of skills. Basically Migraine all over the place I'm guessing.
Sad to say, but chronomancer, and its line of time related magic, have been done by few before (Even I took it from somewhere)

But it would be a good line of buffer/dop support skills, as it would be related to much thing with durations and time....such as condition and hex and enchantment duration, casting time, recharging time, etc (make it longer, make it shorter) Also if possible, might have some skills that would revert your stat back to 5 second ago and such.... Will have to give it more thought when get to it...
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Old Apr 13, 2006, 06:20 AM // 06:20   #39
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Guild Wars: Distant Lands

Story

Chapter Q takes place in Oros, a continent on the other side of the world from Tyria. The style draws from renaissance, as this continent is just a few decades or centuries ahead of Tyria in advancement.

The Emperor is dying, and there is no heir. With only weeks until the twenty-year old lord perishes, the members of the royal family are plotting their moves, gathering resources, the focus of which are the guilds that now approach Oros from within the kingdom to lands as far as Tyria and Cantha.

The Distant Lands expansion makes use of GW's whole-world instancing technology to let players alter things in the broadest way. Players may ally with any of the twelve members of the royal family, or take one of three additional paths. On the micro level, missions are altered based on the allies of it's party members. On the macro level, the continent of Oros is shaped from week to week as the actions of the majority of players decide the ongoing story. Every three months, the story is reset.

Features
  • Oros features a continent with a renaissance style world. New towns, new explorable areas and new mission types.
  • New Mission Type: Morphing Missions.
    Depending on the choices already made by players joining this type of PvE mission, the story, options and rewards vary. Do you have six allies of Dame Alexandra, putting you at odds with Prince Mikhail? Or are your party members all allies of different groups, with the mission splitting the party into two rival groups halfway through the mission?
  • Micro World Control: In addition to Morphing Missions, your choices impact your interaction with NPCs, exploration, available henchmen and even terrain.
  • Macro World Control: Every week, the story progresses based on the actions taken by the majority of those in Guild Wars. Player Majority decides who takes the throne, and what happens afterwards! Every three months, the story starts anew. Previous Macro choices are locked, giving others a fair chance.
  • Custom AI allies: Train henchmen from 1st level to 20th, choosing their uniform, skills and even personality.
  • Two new professions: The Surveyor and the Chronomancer. Detailed below.
  • 6 new armor types for new professions & old. New weapons and items. I'll make an addendum to add these later.
New Professions
Quote:
Surveyor
(Alternate name: Scout)

The Surveyor's talents lie in his skill in observation and his trusty firearm. One part dashing rogue, another part explorer, he uses style, talent and strategy to gain the upper hand.

AL: 70.
Energy: 35.

Armor:
  • Scout's Gear: 70 AL, +5% to movement speed.
  • Explorer's Gear: 70 AL, reduces duration of crippled on you.
  • Tactician's Gear: 65 AL, +energy.
Attributes:
  • Technique: Primary attribute. Points in technique increase the reach of your spellcasting, archery and guns by a small amount, and increase the range of your area-of-effect abilities and rituals. Technique skills are entirely support-driven, serving only to aid other skills.
  • Firearm: This enables the Surveyor to use ranged weapons.
  • Deft: These skills focus on movement, counterattacks and such.
  • Strategy: These skills make good use of the battlefield, offering Shouts and Formations.
A note on Firearms: While their firing rate is lower than bows, Guns miss less.
  • Pistols are one handed, with a standard range.
  • Rifles are two handed, with longer range and higher damage. Rifles are poor for kiting, as it takes time to aim them after each movement.
  • Bucklers are off-hand items intended for Surveyors, offering a small chance to dodge. Bucklers use the Deft Attribute.
  • Powderboxes are off-hand items intended for Surveyors, reducing reload time by 10%, or offering a chance to reduce it by more. They draw from the Firearm attribute.
Skill Examples:
  • Readiness: Technique. Your next skill recharges twice as fast. (20 energy, 0 cast, 0 recharge).
  • Recklessness: Technique. The next skill or attack that you use that targets a single foe hits adjacent foes and adjacent allies for half damage. (10 energy, 0 cast, 0 recharge).
  • Flare: Attack skill. (Firearm). Your next shot deals X fire damage and blinds target foe and adjacent foes for 5 seconds. (10 energy, 3 cast, 15 recharge)
  • Puncturing Shot: Attack skill. (Firearm). This attack hits every foe between you and the target. (5 energy, 1 cast, 8 recharge)
  • Retaliatory Stance: Stance (Deft). For X seconds, each time you are attacked, you attack that foe. Your skills are locked for X seconds, and you may not attack normally while in this stance. (10 energy, 0 cast, 30 recharge)
  • Overtake: Stance (Deft). For 60 seconds, you get a 5...9% boost to movement speed. (5 energy, 0 cast, 120 second recharge)
  • Refuge: Strategy skill (Strategy). For X seconds, all nearby foes have a X% chance to evade attacks while next to a wall or object that could provide cover. (15, 0, 20)
  • Phalanx: Formation. For X seconds, while unmoving and with two allies nearby, party members gain +30 armor. (5 energy, 3 sec cast, 20 sec recharge)
Quote:
Chronomancer

The Chronomancer draws from modern science, timekeeping and astrology to work wide-acting magics. Unlike traditional spellcasters, Chronomancers rarely target a friend or foe, instead wielding effects that target all foes in range, and creating 'zones'.

AL: 60 (average)
EL: 40 energy, 4 pips of regen.

Armor:
  • Arbiter's Robes: 60 AL, -10 AL while moving. +1 energy regen if 3 or more pieces worn.
  • Robes of Time: 60 AL. +20% maximum energy if 3 or more pieces worn.
  • Robe of Worlds: 60 AL. +20% maximum health if 3 or more pieces worn.

Attributes:
  • Focus: Primary Attribute. By prolonging cast time, you increase the attribute level of spells you cast. This is done by holding down the mouse button or key. Points in Focus facilitate the process. Focus skills are all elite, further enabling the enhancement of spells cast.
  • Zone Magics: Zone magic creates areas not unlike nature rituals or wards. Zones distort reality in their area in many different ways.
  • Time Magics: Time magic is intended to enchant and hex. Time magic operates on all friends or all foes within your spellcasting radius.
  • Planetary Magics: Planetary magics are a mix of damage dealing and healing powers. Planetary Magics operate on all friends or all foes within your spellcasting radius.
  • Star Magics: Star magics are more unusual magics having to do with more unusual traits, including energy and movement. Star magics operate on all friends and all foes within your spellcasting radius.
Staff/wand options as usual.

Skill Examples:
  • Chaos Spell: The next spell you focus cast is cast at -5...-2 attribute levels, but targets 1-3 foes in your spellcasting radius. This may not strike any foe more than once. This is an elite skill. (15-2-60, Focus)
  • Eternal Spell: The next spell you focus cast costs 300...150% more, but lasts 300% longer. This is an elite skill. (15-2-60, Focus)
  • Zone of Connection: This lasts 60 seconds and is X yards in size. So long as a part of this zone falls within a spellcaster's spell range, it is considered part of that spellcaster's casting range for all Time, Planetary and Star magic effects. (10-4-20, Zone)
  • Zone of Guardians: This lasts 60 seconds and is X yards in size. Those within the Zone of Guardians get +20 armor. (10-2-20, Zone)
  • Haste: Allies in range get +10% to movement speed, attack speed and 10% evade chance for X seconds. (15-3-10, Time)
  • Age: Foes within range are hexed with Age for X seconds, and get -2 degeneration. Foes that are hexed with Age and have less than 5 energy get an additional -1 degeneration. (20-3-30, Time)
  • Malus' Flame: All foes take X damage per second that they remain within spellcasting range. (15-3-10, Planetary)
  • Mare's Constellation: Interrupt everyone within your spellcasting range. (25-3-5, Star)
The Storylines
Players are given the option of pursuing one of the fifteen storylines. This influences the outcome of the story for both the individual and GW as a whole.
  • Lord Mikhail is custodian of Jeremiah, who is, by definition, the next ruler in line for the throne. However, Jeremiah is only one year old. By law, Mikhail should rule until Jeremiah is old enough to take over. The citizenry is wary, however, as Mikhail, cousin of the Emperor, has previously assumed control of the kingdom in the Emperor's absence, and was authoritiarian.
  • The Church of the Five worships the five gods. (Lyssa, Melandru, Balthazar, Dwayna & Grenth) They are certainly powerful enough to rule, but one must wonder what changes it would inflict on the nation.
  • Dame Alexandra is fourteen, the current emperor's illegitimate offspring who gained her title by making her father's carnal deeds known. To save face, she was given a place in the royal family. Shrewd and wise despite her youth, Alexandra is a celebrity of sorts among the people.
  • Darius is the emperor's advisor, well schooled in the elemental arts and chronomancy. Though older than the ailing emperor, Darius is making himself well known with his ideas for drastic reform. As his close allies soon discover, though, Darius may be the one who is responsible for the king's illness.
  • Marissa of the Thorn rules the far west of the continent. Ruthless and cold, she uses the threat of an overwhelming undead army to bully her way into power.
  • Black Thoman is an assassin serving a dark master. Players who ally with Thoman seek to put Thoman's master on the throne by ruining the plans of each other contender to the throne, backstabbing other players and assassinating lords.
  • The Bloodskeins are a tribe of uncouth foreigners from the wintery east, seeking to create chaos and havoc, putting their barbarian king onto the throne when all others are at odds.
  • General Marsius is the kingdom's current general. While currently occupied keeping Marissa's undead at bay, Marisus commands the respect of the kingdom's military, as well as the dirt poor.
  • etc... etc... I've made this far too long already. Insert a few options for the pacifists and nonparticipants, etc.
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