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Post by Kenbo on Feb 21, 2015 12:37:40 GMT -5
Lol I remember making those LDD designs for like a lake I think it was Xanthum Lake and I may have made a Doctor's office or something...
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Post by sithkilla on Feb 21, 2015 13:30:46 GMT -5
This sounds like fun and we can totally do this, but I would still also like to get a seperate literate roleplay thing going. With that it's very uncomplicated and you don't need to have levels or anything like that and it's basicly just really fun character development that you can do any time anywhere with anyone or in a group. It's more laid back. Sure, if you still want to organize some literate roleplay thing that's totally fine. This is just another project that could be fun to play. Mkay! ^-^ So was Ambodia another type of Ambush Game then back in the day?
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Post by Pinda on Feb 21, 2015 13:32:23 GMT -5
Sure, if you still want to organize some literate roleplay thing that's totally fine. This is just another project that could be fun to play. Mkay! ^-^ So was Ambodia another type of Ambush Game then back in the day? It was a spin-off to the Ambush Games. It had some elements from the Ambush Games but it was still an unique kind of game.
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Post by sithkilla on Feb 21, 2015 13:34:58 GMT -5
Mkay! ^-^ So was Ambodia another type of Ambush Game then back in the day? It was a spin-off to the Ambush Games. It had some elements from the Ambush Games but it was still an unique kind of game. Gotchaaa. And what was the levels thing about it and how did it come into play with the game in itself and was there a particular long story line or not one in particular?
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Post by Spidyyr on Feb 21, 2015 13:35:22 GMT -5
The following post took up five pages in word... so here's a spoiler tag. It took me longer to post it than expected because I went ofline for a bit. So here are the classes made up for Ambodia 2. These are just my ideas, not necessarily the ones we’ll actually use. Everyone can post ideas on the classes and we’ll just pick the best. There are also a bunch of subclasses. I’d say you can pick one when your character reaches level 15. First I have a few stats each character will have: Health: Once it reaches 0 you die and can't continue your current quest, pretty simple. Physical attack: Determines damage dealt by physical objects. Physical defence: Determines your defence against physical objects and decreases the damage dealt by them. Magical attack: Determines damage dealt by spells and magic. Magical defence: Determines your defence against spells and magic and decrease the damage dealt by them. Energy: All actions cost energy. You'll regenerate some over time but if you have 0 energy during a quest you can't do anything. Attack range: (Short/Medium/Long) This determines from where you can attack enemies. Not sure how and if we'll use this but maybe we could let people pick positions in combat or sometimes enemies attack from a long distance and you have to move to a proper attack distance. There should also be weapons, armour, spells and abilities. Weapons will increase your damage output. Armour will increase your defensive stats. Spells can have all kind of different effects and are usually magical. Abilities are usually the physical versions of spells.Both spells and abilities have energy costs Now, the classes: Warrior Warriors focus on close combat and deal a lot of physical damage. They also have decent physical defence but are weaker to magical attacks. Basic stats: Health: 55 Physical attack: 10 Physical defence: 7 Magical attack: 0 Magical defence: 0 Energy: 100 Attack range: Short Subclasses SoldierA soldier will deal more physical damage but have less physical and magical defence than the knight (other subclass). KnightA knight will have more physical defence and some magical defence. But he’ll deal less damage than the soldier. He will also get a slight health boost. Spy A spy relies mostly on stealth and deception. This makes him suitable for taking enemies by surprise or for slipping pat certain obstacles. He’ll have an interesting basic ability: Stealth: The spy conceals himself in the shadows, becoming invisible to everyone. This can be used in combat and in certain other parts of quests. In combat the spy deals physical damage, but he can only attack when’s really close to his target. Basic stats: Health: 45 Physical attack: 14 Physical defence: 2 Magical attack: 0 Magical defence: 2 Energy: 100 Attack range: Short Subclasses AssassinThe assassin specializes in taking out single targets. He can use stealth to get close to them and then he backstab them. The assassin gains bonus physical damage and a more powerful stealth ability in combat situations. He also gets the ability backstab: This ability can only be used after stealth and deals 2 times the assassin’s physical damage. ThiefThe thief is an interesting subclass that doesn’t really focus on fighting during combat but on weakening the enemy. The thief has an unique ability called disarm: This ability gives the thief a chance to take an item from his opponent. This could be his weapon, his armour or his equipment. This will make it easier for your allies to take out the enemy. The thief can also steal items during your quest. This makes him useful during non-combat parts of a quest as well. Wizard Wizards use spells to defeat their enemies. Their most important stat is magical damage. Wizards can unlock or buy new spells that they can use during quests and combat. Because of this every wizard has unique powers. Basic stats: Health: 50 Physical attack: 0 Physical defence: 0 Magical attack: 10 Magical defence: 5 Energy: 100 Attack range: Short/Medium Starting spell Weak blast: Deals the wizards magical damage. Subclasses SorcererThe sorcerer gains a lot of magical damage and some magic defence. He can also cast spells at a long distance. He also obtains the curse spell: Deals 10 magical damage each round for three rounds of combat. NecromancerThe necromancer doesn’t rely on his own power as much as the sorcerer. Instead he has the ability to temporarily revive the dead and make them fight for him in combat. He can do this with the reawaken spell: Revives a dead opponent or ally during 3 quest obstacles. The revived creature will have 25% of his normal stats and will count as an entity separate from the necromancer, so both the necromancer and his creatures can attack at the same time. Both subclasses can become more powerful by unlocking more spells. Ranger Rangers are powerful long-distance fighters that deal a significant amount of physical damage. They have a good protection against magical damage but are quite weak against physical damage. Basic stats: Health: 45 Physical attack: 8 Physical defence: 0 Magical attack: 0 Magical defence: 8 Energy: 100 Attack range: Medium/Long Subclasses HunterThe hunter has more magical defence and can also attack from short distances. He also has a special ability tame: This ability will give the hunter a chance to tame an animal during a quest. The animal will then work and fight for the hunter until it is killed. The animal will have 20% of his normal stats. The chances of successfully taming an animal are based on the animals remaining energy, physical defence and health. There is no limit to how long the animal will stay with the hunter, it could even stay with him after the quest. But if it dies it cannot be revived. Tamed animals can be sold and trained. ArcherThe archer deals much more physical damage than the hunter. The archer also has a special ability called snipe: Snipe gains one charge for each attack the archer skips. Once snipe is used it consumes all charges and deals damage for basic physical damage x amount of charges x 1,2 Guardian The guardian is a supportive class. They can do some damage on their own but their primary purpose is to help their allies. The guardian starts with more health and magical and physical defence. But with only a little bit of damage. The guardian starts with an ability called protect: This ability allows you to take all damage that will be dealt to an ally during the next round of combat. Basic stats: Health: 60 Physical attack: 5 Physical defence: 10 Magical attack: 5 Magical defence: 10 Energy: 100 Attack distance: Depends on weapon Subclasses HealerThe healer focuses on healing allies. Their spells and magical attack and defence will determine how much they can heal. The healer starts with the minor heal ability: The healer restores health (Magical attack + 10% of target’s health) to a target. CommanderThe commander leads and inspires allies, granting them certain boosts in combat and during quests. The commander is not very dependent on his stats, unlike most other classes. But he is very dependent on his abilities, spells and energy. So he gets a boost to his energy and obtains two starting abilities: Minor offensive inspiration: The commander inspires other allies to deal 10% more damage during the next round of combat. Minor protection: The commander protects his allies by increasing their defensive stats by 10% during the next turn. I think they sound pretty good.
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Post by Pinda on Feb 21, 2015 13:40:36 GMT -5
The following post took up five pages in word... so here's a spoiler tag. It took me longer to post it than expected because I went ofline for a bit. So here are the classes made up for Ambodia 2. These are just my ideas, not necessarily the ones we’ll actually use. Everyone can post ideas on the classes and we’ll just pick the best. There are also a bunch of subclasses. I’d say you can pick one when your character reaches level 15. First I have a few stats each character will have: Health: Once it reaches 0 you die and can't continue your current quest, pretty simple. Physical attack: Determines damage dealt by physical objects. Physical defence: Determines your defence against physical objects and decreases the damage dealt by them. Magical attack: Determines damage dealt by spells and magic. Magical defence: Determines your defence against spells and magic and decrease the damage dealt by them. Energy: All actions cost energy. You'll regenerate some over time but if you have 0 energy during a quest you can't do anything. Attack range: (Short/Medium/Long) This determines from where you can attack enemies. Not sure how and if we'll use this but maybe we could let people pick positions in combat or sometimes enemies attack from a long distance and you have to move to a proper attack distance. There should also be weapons, armour, spells and abilities. Weapons will increase your damage output. Armour will increase your defensive stats. Spells can have all kind of different effects and are usually magical. Abilities are usually the physical versions of spells.Both spells and abilities have energy costs Now, the classes: Warrior Warriors focus on close combat and deal a lot of physical damage. They also have decent physical defence but are weaker to magical attacks. Basic stats: Health: 55 Physical attack: 10 Physical defence: 7 Magical attack: 0 Magical defence: 0 Energy: 100 Attack range: Short Subclasses SoldierA soldier will deal more physical damage but have less physical and magical defence than the knight (other subclass). KnightA knight will have more physical defence and some magical defence. But he’ll deal less damage than the soldier. He will also get a slight health boost. Spy A spy relies mostly on stealth and deception. This makes him suitable for taking enemies by surprise or for slipping pat certain obstacles. He’ll have an interesting basic ability: Stealth: The spy conceals himself in the shadows, becoming invisible to everyone. This can be used in combat and in certain other parts of quests. In combat the spy deals physical damage, but he can only attack when’s really close to his target. Basic stats: Health: 45 Physical attack: 14 Physical defence: 2 Magical attack: 0 Magical defence: 2 Energy: 100 Attack range: Short Subclasses AssassinThe assassin specializes in taking out single targets. He can use stealth to get close to them and then he backstab them. The assassin gains bonus physical damage and a more powerful stealth ability in combat situations. He also gets the ability backstab: This ability can only be used after stealth and deals 2 times the assassin’s physical damage. ThiefThe thief is an interesting subclass that doesn’t really focus on fighting during combat but on weakening the enemy. The thief has an unique ability called disarm: This ability gives the thief a chance to take an item from his opponent. This could be his weapon, his armour or his equipment. This will make it easier for your allies to take out the enemy. The thief can also steal items during your quest. This makes him useful during non-combat parts of a quest as well. Wizard Wizards use spells to defeat their enemies. Their most important stat is magical damage. Wizards can unlock or buy new spells that they can use during quests and combat. Because of this every wizard has unique powers. Basic stats: Health: 50 Physical attack: 0 Physical defence: 0 Magical attack: 10 Magical defence: 5 Energy: 100 Attack range: Short/Medium Starting spell Weak blast: Deals the wizards magical damage. Subclasses SorcererThe sorcerer gains a lot of magical damage and some magic defence. He can also cast spells at a long distance. He also obtains the curse spell: Deals 10 magical damage each round for three rounds of combat. NecromancerThe necromancer doesn’t rely on his own power as much as the sorcerer. Instead he has the ability to temporarily revive the dead and make them fight for him in combat. He can do this with the reawaken spell: Revives a dead opponent or ally during 3 quest obstacles. The revived creature will have 25% of his normal stats and will count as an entity separate from the necromancer, so both the necromancer and his creatures can attack at the same time. Both subclasses can become more powerful by unlocking more spells. Ranger Rangers are powerful long-distance fighters that deal a significant amount of physical damage. They have a good protection against magical damage but are quite weak against physical damage. Basic stats: Health: 45 Physical attack: 8 Physical defence: 0 Magical attack: 0 Magical defence: 8 Energy: 100 Attack range: Medium/Long Subclasses HunterThe hunter has more magical defence and can also attack from short distances. He also has a special ability tame: This ability will give the hunter a chance to tame an animal during a quest. The animal will then work and fight for the hunter until it is killed. The animal will have 20% of his normal stats. The chances of successfully taming an animal are based on the animals remaining energy, physical defence and health. There is no limit to how long the animal will stay with the hunter, it could even stay with him after the quest. But if it dies it cannot be revived. Tamed animals can be sold and trained. ArcherThe archer deals much more physical damage than the hunter. The archer also has a special ability called snipe: Snipe gains one charge for each attack the archer skips. Once snipe is used it consumes all charges and deals damage for basic physical damage x amount of charges x 1,2 Guardian The guardian is a supportive class. They can do some damage on their own but their primary purpose is to help their allies. The guardian starts with more health and magical and physical defence. But with only a little bit of damage. The guardian starts with an ability called protect: This ability allows you to take all damage that will be dealt to an ally during the next round of combat. Basic stats: Health: 60 Physical attack: 5 Physical defence: 10 Magical attack: 5 Magical defence: 10 Energy: 100 Attack distance: Depends on weapon Subclasses HealerThe healer focuses on healing allies. Their spells and magical attack and defence will determine how much they can heal. The healer starts with the minor heal ability: The healer restores health (Magical attack + 10% of target’s health) to a target. CommanderThe commander leads and inspires allies, granting them certain boosts in combat and during quests. The commander is not very dependent on his stats, unlike most other classes. But he is very dependent on his abilities, spells and energy. So he gets a boost to his energy and obtains two starting abilities: Minor offensive inspiration: The commander inspires other allies to deal 10% more damage during the next round of combat. Minor protection: The commander protects his allies by increasing their defensive stats by 10% during the next turn. I think they sound pretty good. Okay I'm working on a rulebook now. And I'm wondering if anyone is interested in becoming a gameleader. The task of a gameleader is basically to organize the game and make sure everything is fair (like hosts making reward overpowered items from their quests). Gameleader can still play though. I'd obviously like to be a gameleader, but we're going to need more people. So who's interested in becoming a gameleader?
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Post by Spidyyr on Feb 21, 2015 13:40:59 GMT -5
It was a spin-off to the Ambush Games. It had some elements from the Ambush Games but it was still an unique kind of game. Gotchaaa. And what was the levels thing about it and how did it come into play with the game in itself and was there a particular long story line or not one in particular? It was like all played in an interconnected world with different kingdoms. So if like some big event happened it may or may not affect other quests.
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Post by Spidyyr on Feb 21, 2015 13:41:26 GMT -5
I think they sound pretty good. Okay I'm working on a rulebook now. And I'm wondering if anyone is interested in becoming a gameleader. The task of a gameleader is basically to organize the game and make sure everything is fair (like hosts making reward overpowered items from their quests). Gameleader can still play though. I'd obviously like to be a gameleader, but we're going to need more people. So who's interested in becoming a gameleader? Sure, I will.
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Post by Pinda on Feb 21, 2015 13:42:57 GMT -5
It was a spin-off to the Ambush Games. It had some elements from the Ambush Games but it was still an unique kind of game. Gotchaaa. And what was the levels thing about it and how did it come into play with the game in itself and was there a particular long story line or not one in particular? All will be explained. I'm currently writing a rulebook. It will basically be one huge never-ending game set in the same location with the same lore, but hosts can create their own quests with their own storylines in this Ambodia universe.
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Post by Pinda on Feb 21, 2015 13:45:18 GMT -5
Okay I'm working on a rulebook now. And I'm wondering if anyone is interested in becoming a gameleader. The task of a gameleader is basically to organize the game and make sure everything is fair (like hosts making reward overpowered items from their quests). Gameleader can still play though. I'd obviously like to be a gameleader, but we're going to need more people. So who's interested in becoming a gameleader? Sure, I will. Okay. We could use some more gameleaders... but I'd say we don't need more than 4 at the moment.
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Post by sithkilla on Feb 21, 2015 13:50:43 GMT -5
Gotchaaa. And what was the levels thing about it and how did it come into play with the game in itself and was there a particular long story line or not one in particular? It was like all played in an interconnected world with different kingdoms. So if like some big event happened it may or may not affect other quests. So almost like that giant psychotic kinda inside joke thing where everyone was part of some sort of made up empire or faction or goverment? Sold. I'm in the bounty hunters assossiation whatever it is.
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Post by Pinda on Feb 21, 2015 13:51:51 GMT -5
It was like all played in an interconnected world with different kingdoms. So if like some big event happened it may or may not affect other quests. So almost like that giant psychotic kinda inside joke thing where everyone was part of some sort of made up empire or faction or goverment? Sold. I'm in the bounty hunters assossiation whatever it is. Nationstates... I can't believe it has been over a year since that happened
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Post by sithkilla on Feb 21, 2015 13:52:18 GMT -5
I think they sound pretty good. Okay I'm working on a rulebook now. And I'm wondering if anyone is interested in becoming a gameleader. The task of a gameleader is basically to organize the game and make sure everything is fair (like hosts making reward overpowered items from their quests). Gameleader can still play though. I'd obviously like to be a gameleader, but we're going to need more people. So who's interested in becoming a gameleader? *raises hand* Meeee. I want to lead the bounty hunting mercenary side of it.
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Post by sithkilla on Feb 21, 2015 13:52:40 GMT -5
So almost like that giant psychotic kinda inside joke thing where everyone was part of some sort of made up empire or faction or goverment? Sold. I'm in the bounty hunters assossiation whatever it is. Nationstates... I can't believe it has been over a year since that happened Holy crap its been a year!?!? God I have been gone a long time... XD
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Post by sithkilla on Feb 21, 2015 13:53:37 GMT -5
Gotchaaa. And what was the levels thing about it and how did it come into play with the game in itself and was there a particular long story line or not one in particular? All will be explained. I'm currently writing a rulebook. It will basically be one huge never-ending game set in the same location with the same lore, but hosts can create their own quests with their own storylines in this Ambodia universe. Sounds fabulous! I got a bunch of Ambodia pages pulled up on my phone (am currently typing on my laptop) and will read em all when I got the chance.
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Post by Newan on Feb 21, 2015 14:14:13 GMT -5
Class: Assassin Weapons: One shot hidden blade Special Ability: Assasinate - leaps from cover and kills someone
Works 100% of the time on Templars Kenobi
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Post by Pinda on Feb 21, 2015 14:14:52 GMT -5
Class: Assassin Weapons: One shot hidden blade Special Ability: Assasinate - leaps from cover and kills someone Works 100% of the time on Templars Kenobi
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Post by Newan on Feb 21, 2015 14:16:53 GMT -5
Class: Assassin Weapons: One shot hidden blade Special Ability: Assasinate - leaps from cover and kills someone Works 100% of the time on Templars Kenobi
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Post by Spidyyr on Feb 21, 2015 14:19:34 GMT -5
But when exactly would we have to kill eachother in Ambodia?
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Post by Pinda on Feb 21, 2015 14:21:07 GMT -5
But when exactly would we have to kill eachother in Ambodia? Well, I was thinking that maybe eventually we could come up with a dueling system... but right now let's just focus on setting up the game. We could always add stuff like that later when the game is already running.
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Post by Newan on Feb 21, 2015 14:22:30 GMT -5
So the old game was just more advanced RP pretty much? And there's a lot more character depth like Ivar had his own book.
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Post by Kenbo on Feb 21, 2015 14:26:53 GMT -5
But when exactly would we have to kill eachother in Ambodia? Yeah I guess dueling system... Idea... If this is set in like fantasy place you could do like a tournament...
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Post by Pinda on Feb 21, 2015 14:28:40 GMT -5
But when exactly would we have to kill eachother in Ambodia? Yeah I guess dueling system... Idea... If this is set in like fantasy place you could do like a tournament... Yeah that seems like a good idea... a medieval-like tournament. But still, dueling is not a priority now. First we have to get to the point where we can start the first quest.
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Post by Spidyyr on Feb 21, 2015 14:31:46 GMT -5
Yeah I guess dueling system... Idea... If this is set in like fantasy place you could do like a tournament... Yeah that seems like a good idea... a medieval-like tournament. But still, dueling is not a priority now. First we have to get to the point where we can start the first quest. Like maybe there could be a tournament for some valuable item. Man I really hope this all works.
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Post by Pinda on Feb 21, 2015 15:02:28 GMT -5
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Post by Ivar-Jedi on Feb 21, 2015 16:01:43 GMT -5
I actually asked Potato a long time ago if i could have Ambodia and its lore for a game me and my friends are working on and he agreed But that's completely different then this ofcourse. I'm always in for some epic fantasy role-play. Well, you really put a lot of time into it on the wiki. But I think we should start with a new story. One that could have lots of things from the original Ambodia but I think we should change stuff like the names of places... Fine by me I want to start over with my character anyway. And yeah i already have altered most of the names after Potato gave it to me (not the Wiki though, i left that unaltered)
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Post by Ivar-Jedi on Feb 21, 2015 16:03:44 GMT -5
So the old game was just more advanced RP pretty much? And there's a lot more character depth like Ivar had his own book. Wich i'm still using as source for my character I'm going to change his tho.
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Post by Kenbo on Feb 21, 2015 16:06:52 GMT -5
On the rules say the name can't have numbers... But if we do a sci-fi thing what if your character is a droid lol..
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Post by Pinda on Feb 21, 2015 16:08:58 GMT -5
On the rules say the name can't have numbers... But if we do a sci-fi thing what if your character is a droid lol.. Well, I guess that's an exception. But if we are going to stick with the existing Ambodia theme numbers would seem pretty stupid.
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Post by Ivar-Jedi on Feb 21, 2015 16:10:07 GMT -5
I already think i'm going to restart with my original Ambodia character but rename him to Durran Firewing. On the Wiki there is a half-written book about this character (under my own name) But ever after Ambodia wasn't played anymore i still kept writing his books. I'm on Book 6 now.
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