Title: We were Wrong.
Opening video: a quick ensamble of scientific advances. Think big bang theory tv show. then:
"But wait. We were wrong"
"We started in Library of Alexandria knowing truth."
"some of humanities bad actors had things to gain, and conspricies to hide truth for personal gain to set in motion" (que war scenes)
"They did this so well, they almost got away with it"
"then our allies, our descendants of a relative independant spacetime landscape came to our rescue" (que portals opening and shadows stepping from the light)
"they know where our path is headed. Be it doom or loss of gloom. (flash images of zombies@ doom, utopia vision at "loss of gloom" that fades)
"they told us the truth. We've been psionic all along. That many religions were methods of making us docile and controllable. Where nature appreciates us as the individual force"
"They showed us the leaders had been leading us astray on purpose. That the truest power we could seek was through individuality of self, united with the whole..."
"they had ancient documents as proof" (display images of voynich manuscript"
"They unlocked the aether in our minds" (show psionic wall and downfall of governments)
"we didn't win. our allies were too late, the great burn was upon us, as our enemies once leaders escaped using technology"
"then the first of the dead awoke. ships present had to gather who they could and flee. They would never know or see their truest home again."
"The burn activated the karmaic death system. All evils conscious beings lost thier, inner self. They began to wipe consciousness of the face of the world."
"the ships cannot return. we must make our way to the place our enemies used to leave. That is just the start of this second war."
The game centers around karma.
karma gains= killing zombies, helping when asked (quest tiers, including instant item if possessed quest), instances, dungeons
Karma losses= killing living, theft, skipping instant quests when quanity is half stack or more.
instance= "real game world" exploration. (away from main base)
dungeon= "magically summoned special zone through portals"
The gifts brought by "allies" includes bioengineering to release the karma magic system. It uses mirrors. it uses classes, powers, and professions.
it includes a point system.
class=1 per class, max 4 points
profession=0.5 per main profession. max 2 points
The point system allows for distribution of experience.
classes stack on top of each other. they unlock with level progression.
first: unlock level 0, requires: mirror
second: unlock level 5, requires: first class level 5
thrid: unlock level 10, requires first and second class level 5
forth: unlock level 20, requires first second and third level 5
professions split into sub and dom categories.
sub:0.25 per sub profession
main:0.5 per main profession, includes cost of any included sub professions.
sub= disenchanting, woodcutting, mining(smelting), mining(refining), weaving, foraging, trapping, hunting, cooking, first aid, survival
main= enchanting, carpentry, blacksmithing, jewelcrafting, tailoring, alchemy, leatherworking
Cooking, first aid, and survival are included with first class.
the map is explored in sections. you find and rescue help, and bring them back.
base mode is city builder or first person (selectable)
adventuring is always 1st person or isometric above view. depending on coder's choice.
you have to build a convoy to escape, with as many people as possible. the longer you wait, the more aggressive zombies get.
the class system should be much like many rpg's, but made older in combat style. limit magic to non semi and non automatic gunpowder based weapons. or use a firerate system of adding magic damage.
weapons should stack. axe+axe=2(axe) for points where points set damage scale with weapon.
this allows separation to use variety for missions, where prioritizing around a weapon will make it powerful, but rarer to find upgrades for.
when using mirrors (including via menu in the world) you can "tie" powers from classes together. (auto-cast wizard's nova on swordsmans parry) this always ties one to be set off by the other. (autocast wizard's nova on assassin's smoke bomb)
karma includes allowing the purchase, design, and construction of gear via selling experience. (high, high cost on items, grind mode)
Karma is spent how the player chooses.
powers are completely different. they are time cooldown before re-use. infinite in strength.
Longevity: character does not age
world portal: offers a secure home for the player through portal
random dungeon portal: powered version of dungeon summoning, normaly belongs to a class, does stack when put on random and having both (great gear)
vamprism: drink blood to replinish health/magic
Lycanism: transform no matter your class (man, wolf-man, dog)
Witch: natural magic pool regenerative boost
out of combat rapid healing: no need to heal after battle (can kick on after not getting hit for x seconds while in combat)
8 hours ago
8 hours ago
because to expand a universe, it requires energy to seek comfort within itself, creating new mass.