Although we have not officially decided yet as to what game we're doing, I want to flesh out the steampunk RPG game a bit... If you posted an idea and want to flesh it out more also, then by all means make a thread. I created the Game Design board so that having lots of threads isn't a big deal.
If you have a better idea for any of these things, or just don't like a concept, lemme know, this is thread is for open discussion on the steampunk RPG game.
This is a slow work in progress, I keep editing it with new and interested ideas.
Settings
So, basically due to the generic steampunk reasoning, there is a giant self aware robot that is creating other robots to destroy mankind. Think 9, for those of you who saw that movie. You're a human and a soldier in a war against robots. All the enemies are partially or entirely robotic and function in a hive-mind.
Steampunk can be really gay and a lot of people who like it are really gay. But when it comes down to it, we're all a bit obsessed with steampunk. Because of this, and the fact that we're competent and not a bunch of faggots, with a few exceptions (*cough* FuLLBLeeD *cough*), we can pull it off...
Classes
Mother Fucking Engineer!
In just about every single game ever that has an Engineer or a Necromancer, they fucking suck. They're the worst class in the game and have a skill ceiling so low you can barely stand up. I want a GOOD engineer class. He'll have a mixture of stationary and mobile things he can build with much of his power coming from the items he has equipped augmenting his creations. The minions shouldn't be completely self sufficient, and should require lots of attention and micromanaging to make them good. This will be a thinking man's class, depending a lot on placing the right things at the right time and keeping track of all of your creations very well. He'll have mechanics for healing existing creations to keep them alive... I will be paying a lot of attention to this class, and I will definitely main this class. I don't want him to be OP -- every engy player out there likes having their class hard to play -- but I want him to be viable.
Engineer Pros: With a small army to fight for you it's easy to stand back and never take a hit. So long as you keep your shit running, you really have nothing to worry about.
Engineer Cons: Playing this class will require a large amount of attention and micromanaging to make sure the battle stays in your favor and make sure your numbers stay up high. Not paying attention for even a moment could easily cost you the battle.
Tank
He needs a new name.
Tank is a clinically insane blood thirsty brute. His primary functions revolve around attracting everyone around him to himself and then, in a raging fit, pummeling everyone around him until there's nothing left to pummel. The more interest he has the stronger he becomes, being fueled by the battle. He has abilities that raise his interest to insane levels, making everything go all out on him. While his gameplay is dangerous, so is he. While inventors are standing back with their fancy-shmancy gadgets, the tank is dead center beating everything with his chainsword. Some of his combat skills include sudden bursts of adrenalin giving him temporary super human strength and speed, or unleashing an AoE blast to get the countless robots up off your grills.
Tank Pros: He can take a beating, and does so volentarily. This makes him extremely useful in team situations where those other pussies don't want to get hit as much, a Tank/Inventor combo can be very deadly.
Tank Cons: With all that armor on him and all that adrenalin pumping through his veins, using puny guns is almost entirely out of the question, as is moving quickly. Also, his all-in fighting style can easily put him in a situation where he's bighting off more than he can chew, especially as his interest level goes up and up. It'll be very important to pick your fights and watch both your health and interest levels to make sure you keep in control of the battle. A cocky tank is swarmed and overpowered easily.
Inventor
Basic elemental character. He invents devices to wear onto the field. While his damage is huge do to his insane gadgets, he's still just a scientist and therefore is basically made of tissue paper. His primary weaponry consists of 3 elements: Fire, electricity, and steam. Fire is extremely high damage, electricity has disabling effects, and steam does AoE damage.
Inventor Pros: With his crazy inventions at his disposal, he can deal out more damage per second than any other class in the game. His stuns are effective, his AoE is great crowd control, and his nukes are devastating.
Inventor Cons: He's not a soldier. He's made of tissue paper, as opposed to the thick skinned brutes you see fighting along side him. Because of this looking at him wrong basically kills him. If you loose control of the battle and don't have a meat shield or a quick way out, you're dead faster than you can blink.
Assassin
He needs a new name and a description
Assassin Pros: None.
Assassin Cons: He doesn't exist yet.
Classlessness
That's a lot of "ss"...
A given character is not locked into a class, nor does he select a class at any point. You buy into a class using generic experience points, and as you play as that class you gain experience points for that class's skill tree. Your current class is dictated by the equipment you're currently wearing, so if you have the Inventor's fire hose equipped then you are at least part Inventor. "Generic" experience points are spent on personal stats and advancements of class proficiency, but not on actual class skills. The class specific skill trees will be similar to normal skill trees while also requiring higher and higher class proficiency as you go down, as opposed to high levels.
Because your equipment dictates what class you are and what skills you can use, this disables you from making a "perfect" character... A perfect tank will be wearing 100% tank specific equipment, while a perfect engy will be wearing all engy stuff. A mix of the two would cripple both, but allow you access to at least parts of both trees. This limitation applies to passive skills too.
The amount of experience required to up a given skill point, both on the general tree and class specific, is based on the following three variables: Skill level, it takes more points to put fire blast from level 14 to 15 than it does 1 to 2... Depth in the skill tree, the end game abilities will obviously cost more than the abilities available to you at level 1... Current player level, if a level 80 Inventor starts specking tank, he's going to be getting a lot more experience than a level 1 tank, and therefore his skills should cost accordingly more. Those three variables will need a great deal of gameplay testing to get balanced right...
Interest
The enemy is a massive farm of AI robots, and is therefor hive-minded. If you're player sparks their interest, they're going to go more out of their way to kill you. This can be a fun challenge for higher level players, attempting to survive wave after wave of increasingly difficult opponents. This will often be a high level group activity, because if you can survive the crazily difficult waves the drops will be well worth it, killing a wave of enemies stronger than most bosses. Think WoW raid but it comes to you instead.
Some characters can use interest to their advantage or disadvantage, such as the assassin class can get bonuses the lower the interest they have on them, while the tank class might be fueled by battle and become stronger and stronger as his interest level grows. Some items will have interest multipliers, insanely awesome high tech items will catch the eye of the hive mind making it hard to fight in one place for too long if you're using it.
This is a concept originally thought up as a method of enforcing anti-exploitative rules. The conversation that led to it was on PvP, which we concluded that the PvP method we like best is that one party challenges, the other party must accept, and you can configure your character to auto-accept if you want. PvP will give good experience which is why people will want to do it, other than sport. Then the issue of PvP farming came up, what if I let you're level 1 character kill me level 150 over and over to farm experience? Interest. So, we can attempt to track exploitative things such as PvP farming and then send swarms of monsters after them to stop them.
Suggestions please!
Also, if any of you art peeps think it's good idea, how about some concept art?