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Posted: Wed Nov 28, 2007 4:36 pm
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Quote: Organizations are a new small aspect being added to RPS. It’s simple. Each character can join one organization. Once joined that organization may call on the player to do special missions for them. In return the character will get an item and some kind of skill. Most of the skills are going to be ones from normal character creation. Some may be special. You get these skills as if it was simply part of your character. Here is a list of the organizations. Soon their skills and items will be added and characters will be able to interact with and join them. Normal organizations can be visited and joined at any time. Special organizations can only be visited by a member of that organization. You have to get recruited by a special organization. Normal organizations Council: Protection based. Church of the Divine Mother: Healing based. Token Plant: Token based. Lancers: Normal attack based. The Elites: Special damage based. Monsters: Transformation based. Undead: Return based. The Illuminati: Magic based. Special organizations Black Dragon Skill: change pending Item: Sword of Haste Fargoe said that... so that answers alot of questions.
Things that need to be discussed.: Joining a organization. -How is it done? Normal organizations can be visited and joined at any time. Special organizations can only be visited by a member of that organization. You have to get recruited by a special organization -Can you join more than one? Each character can join one organization -Can you unjoin and join another? UNKNOWN -Can you gain ranks or something similar in the Organization, unlocked even more stuff? UNKNOWN
Implementation of Organizations. -Do people have to join one? UNKNOWN -Any benifits for not joining an organization? UNKNOWN -Are there going to be new organizations introduced later? UNKNOWN
Actual in game term bonuses. -Open for any suggestions here. We would have to find a way of making sure that everything is equal. We dont want everyone to join one organization, then theres no point to having the rest of them. As for this, you can see the special organization "Black Dragons" gets a Sword of haste, and an unknown skill. We now know we get an item and skill. The Sword is a 5 equip, but thats for a special organizations. Fargore also mentioned abilities being granted, ones associated in normal character creation. So how many CP equals a 5eq item? Perhaps either 2 or 3?
OK now lets speculate possible combos for the Organizations. Council: Protection based. Perhaps Defender(3cp) and Guard action. A awesome combo for the ultimate defender.
Church of the Divine Mother: Healing based. Healing(3cp) and Heal Spell
Token Plant: Token based. Numerious Tokens, ???
Lancers: Normal attack based. Resistance(attack3), Smash maybe?
The Elites: Special damage based. Resistance (special3), ???
Monsters: Transformation based. ???, Power up
Undead: Return based. AP Pheonix, Potion of endurance x2?
The Illuminati: Magic based. Skilled Caster?, any 2mp spell.
Anyone else got any other ideas?
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Posted: Wed Nov 28, 2007 4:50 pm
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Well, I already know that Fargore wants us only in one organization. He sent me a PM about that he'd allow me to change organizations. Here is his PM:
Fargore Since you did not know what all the organizations where going to be like when the opportunity to join the black dragons was offered to you I would like you to know that when all the stats are released you will be given a onetime chance to change your organizations without having to do anything special.
To join a regular organization (magic, ability, attack, etc) you could just walk to the base or ask to join it. But I know for special organizations, like Black Dragons, you have to be recruited by a recruiter (like I was). I think you should only be able to join one, like the quote above suggests. Also, like the quote above suggestions, to change you should have to do something special. What that special thing to be done would be determined by either the DMs in advance or a head of the organization. (Which brings up another topic. Who should run a organization? A user who joined it first or one picked by the DMs or a NPC? Or should a organization be ran by nobody?)
I think you should be able to gain ranks in the organization and get more respect, but I'm not sure about unlocking stuff. Maybe you could unlock more stuff, or you could just get more pay for a mission that the organization wants to send you on.
People would not have to join one, but there would not be any benifits for not joining. There probably should be new organizations introduced as time goes on, depending on plots of dungeons and how they fit in. Like lets say an organization called "The Light Avengers" was met in a dungeon and was asking you to help them destroy "The Dark Warriors". You could join either of those, if you are recruited. All of the new organizations should only be able to be joined if you're recruited, unless otherwise stated.
For the bonuses and benifits of joining an organization, here are some of my ideas:
Magic organization: Either +1 MP per turn or +1 to magic stat Action Organization: +1 AP each turn Healing Organization: +1 regen Attack Organization: +1 to attack Defense Organization: +1 to defense ETC.
Also, each organization could sell an item that would help a person get better in that specific thing. Examples:
Magic Organization: Sells items and other stuff to boost magic or boost MP gotten per turn, etc Action Organization: Sells items and other stuff to boost an action's damage or raise AP gotten per turn, etc. Healing Organization: Selling healing items and other stuff for you or for healing your party, etc. Attack Organization: Sells items and other stuff to boost attack, etc. Defense Organization: Sells items and other stuff to boost defense, etc. ETC.
A reason that nobody could join two organizations is because some might not like one. Like, for example, the Healing Organization might not like the Magic Organization because of the high damage the Black Wizards can cause. But this reason is only if we're planning to maybe make wars between the organizations, which is another topic by itself.
Also, with the implementation of organizations, we should probably make a new subforum which has a thread for the members of each organization to talk to eachother or for other organization members to send messages to another organization.
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Posted: Wed Nov 28, 2007 5:25 pm
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Posted: Wed Nov 28, 2007 6:44 pm
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Posted: Wed Nov 28, 2007 7:13 pm
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Ok the organizations current stats are almost ready to be posted, I think, but to answer a few questions. This is all what is currently being done, it is all dependent on what the DM’s and players come up with after discussing it.
You can only be part of one organization at a time.
You do have to do special things (case by case DM decision) to leave an organization. It will pretty much just be enough to make you have to really thing about it before you leave your current one.
The organization bonuses will all be unique for the organization. So the only way of getting it will be by joining that particular organization. Balance will be looked at carefully and some will cost CP to balance them out (this helps with the true point that Kowsauni just made). But you can still only buy the ability if you are in that organization. Whether you can keep it if you leave will have to be decided.
The organizations will introduce items but it will be through a special means. Characters will be able to create their own items if they are in an organization. What kind of items they can create will be based on what one they are part of. I will provide the current list.
Council, Make: defense items
Church of the Divine Mother, Make: potions
Token Plant, Make: tokens
Lancers, Make: offensive items
The Elites, Make: actions
Monsters, Make: pets
Undead, Make: charge items
The Illuminati, Make: spells
Black Dragon, Make: ability items
All this is still subject to change.
The way you make items (currently) You will need: A recipe (you describe to a DM what it is you want to make and they give you the recipe) items (ones that already exist in the game) Time (we're taking real life time here)
So well say ‘I want to make an E4 “Defender Sword’ attack + 2 defense +2” DM says the recipe is: 1 short sword, 1 shield, 2 Elixir of Action and x days.
And you make the “Defender Sword”
Now the organizations will be ran by NPS but what we are thinking about now is letting characters create their own sects within an organization. An example would be Gerbo’s The Order of Magic Preservation. Instead of that being made a new magic based organizations when we already have one it can become a sect of the Illuminate. So anyone who joins the Illuminate threw The Order of Magic Preservation would have a special organization title something like: Illuminate (The Order of Magic Preservation). The only special effect of being in a sect will be the camaraderie from being in it with other people, no special effects or abilities as of yet, but it will be a possibility for the future. To have a sect you have to have 4 active members in your sect total at all times (so 3 plus you).
I will now take questions and comments and probably answer them day after tomorrow.
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Posted: Wed Nov 28, 2007 7:55 pm
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Posted: Thu Nov 29, 2007 12:35 am
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Posted: Thu Nov 29, 2007 8:58 am
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Posted: Thu Nov 29, 2007 1:00 pm
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Posted: Thu Nov 29, 2007 6:31 pm
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Posted: Thu Nov 29, 2007 6:34 pm
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Posted: Thu Nov 29, 2007 6:41 pm
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Posted: Mon Dec 03, 2007 6:40 pm
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Posted: Mon Dec 03, 2007 6:52 pm
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