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Staredit Network -> Ideas -> RPG Level up system you Prefer
Report, edit, etc...Posted by Coop on 2004-12-11 at 17:33:57
Which do you like best?

Unit Upgrades - Players recieve minerals throughout the game that are used to upgrade there unit via forge, engi. bay, and evo. chamber. They stay the same unit throughout the game. (Legacy of Haen used this)

Unit Changing - The players change units each Level up (ie. your a zergling and you change to a hydralisk). There are no unit upgrades. (Winterglades RPG used this)

Health Increase and Upgrades - Units start at a low percentage of health and as they level up they recieve a little more health. They can upgrade there unit via forge, engi. bay, and evo. chamber. (Page RPG used this)

The outcome of this poll might help me decide how I'm going to do my next RPG.
Thanks for voting.
Report, edit, etc...Posted by EzDay281 on 2004-12-11 at 18:33:50
I can't really decide what this would go under, but I like the one I thought of a long time ago.

You have 'Exp Bars' for Speed, Damage, ARmor, Stamina, Health, Magic Power, MAna Regen Rate, Max Mana(+ whatever maker of map feels like, or minus a few of course wink.gif ).

Every time the thing that applies to them occurs - constantly during battle, attacking, defending/getting attacked, using high-stamina attacks, getting attacked, using magic, regenerating magic, reaching near max/no magic, respectively - they gian exp in that area, and when they reach a certain amount, they level up... but only the aspect that reached max, meaning that someone who defends a lot and hardly attacks/magics will have high def, and you get the picture now.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-12-11 at 18:34:22
Um duh? The third system is the first system only BETTER.. so you really only have two choices here, Upgrades or Unit Changes. Unit changes was invented by Satan in an attempt to please mentally censored.gif tarded people. Unit changing SUCKS censored.gif .

Upgrades and Health changes basically, but there are so many more choices than the ones you listed. Plus there's the question of Shared vs. Individual exp. Then you have to know whether you want the player to upgrade special abilities, learn new spells, upgrade/change units at the same time..
Report, edit, etc...Posted by Coop on 2004-12-11 at 19:33:25
QUOTE
The third system is the first system only BETTER.. so you really only have two choices here, Upgrades or Unit Changes.


I don't really like them together..
1.) I think it's stupid if you change units into different races because then you have to upgrade for that race.. Say you start off with a marine and you upgrade him a couple then into a ghost or whatever.. then your final evolution is a ultralisk.. It kinda sucks knowing that you wasted all those upgrades when you could just upgraded your final evolution. Well thats what i think atleast.. You could argue that, well you need the upgrades and yeah thats okay, but alot of RPG's i played you DIDN'T need the upgrades.
2.) It can take some of the style out of the game. Games like Legacy of Haen wouldn't be good for unit changed.. and games like Winterglades wouldn't be good for unit upgrades.

There are many exceptions, but i generally don't like them together.

ADDITION: EzDay2 - Thats just how they level. Do they change units or upgrade there unit? Or gain more health?
Report, edit, etc...Posted by Lisk on 2004-12-12 at 13:03:04
upgrades+other

but its a SYSTEM T_T! its just a way how a 1lvl is different from 2lvl

and there also could be more than just the image of the units + its visable upgrades
there could be complicated char stats
Report, edit, etc...Posted by Coop on 2004-12-12 at 17:13:07
Yeah lisk, there are others. I only listed the most commonly used. Thats why i added an "Other" option. More votes needed!
Report, edit, etc...Posted by FaZ- on 2004-12-14 at 22:52:48
I said health/unit ups, but immediately after voting thought of another system. Somewhat similar to a madness (i know funny isnt it?) map i played, each upgrade you receive a point to put into something of your choice. You can make a golem (an ally in an RPG), learn a spell (higher level = better spells to pick from), gain some unit upgrades, upgrade your unit type that spawned (was same upgrade type throughout evolution.), or you could use the point to gain 5% more life. It is for said reasons the best madness I've ever played, and honestly one of the only ones. Its attached below, but keep in mind it is still only a beta version (most likely a finished beta, if you get me), and their are a couple of glitches.

EDIT: added the upload. =รพ
EDIT: no idea why there are 2, and i can't delete the bottom one. equally puzzling is why they are different sizes....just download the larger one. (55.56k)
Report, edit, etc...Posted by EzDay281 on 2004-12-21 at 01:22:04
Bleh, bumpyrific, but oh well.

Oh, hey, Rpg Stats Madness, that's my favorite. It's beta? Never knew that... Though, you could say that's the same system as in... erm... Sorcerer Rpg or whatsit?

"ADDITION: EzDay2 - Thats just how they level. Do they change units or upgrade there unit? Or gain more health?"

...
*sigh*
Let me clarify something, and rephrase.
An upgrade system, for Turn Based Rpg's, in which everything you do during battle gains you Exp in a particular area.
For example, if you use "Attack" command, you gain "Attack" Experience.
Once you reach 100(or w/e) "Attack Exp", you gain minerals to upgrade attacks.
You constantly gain "Mana regeneration" Exp. When you reach 100 "Mana regeneration" Exp, you regenerate mana faster.
Whenever you cast a spell, you gain "Mana MAximum" and "Mana Damage" Experience, and when you reach 100 ofthem, you get upgrades for your magic abilities, and you get more mana maximum.
So, you CAN increase health, you CAN upgrade, you CAN change unit, you get experience for doing whatever you do most in battle instead of just becoming stronger in every way every so often, you CAN gain spell upgrades, you CAN gain better spell units, you CAN gain extra mana, you CAN gain faster mana, you CAN gain cheaper spells, you CAN gain more attack time, you CAN gain a faster time bar, and so on, and so on, etc etc.
Whatever the map creator feels like adding.
Report, edit, etc...Posted by Coop on 2004-12-21 at 15:29:14
I'm making a map that combines all of this to. You recieve points to put in what you want. Vitality, strength, magic, and dexterity, sounds like Diablo 1 huh? Well it is..each one will do certain things to you ie. vitality will increase life.. etc.
Report, edit, etc...Posted by skillledghost on 2004-12-22 at 12:04:29
I would go with first system. Because changing units is bad if you spend say 1000 on ups the 1st level and than chang to a different race than you have to spend so much more ex to git back what you lost.Unless the units had same ups thought out the game like ling 1st then ultrilsk 2nd both have ground attack and armor.
Report, edit, etc...Posted by Adam on 2004-12-23 at 02:36:13
I actually like the unit changes although like mentioned before(many many times) i h8 SO MUCH ranting.gif when u change races so for unit changes keep the upgrading all the same i.e ling 2 ultralisk or rine to ghost or f bat or if u do want them to change races give them alot of money or something oh that evolution , changing races. but ya try to keep the upgrading path the same with all unit changed. but ya . also i like having that stat system when you gain enough exp (gas, points, minirals w/e) you get a probe at top of may or w.e u make it and u can bring it to stuff like vitality magic dex stuff like that well ya this is getting way way way to long so umm well ya!
Report, edit, etc...Posted by Coop on 2004-12-27 at 19:02:51
Looks like most people like the health increase and upgrade system..Although i didn't vote for it, I change my mind and like that best too.
Report, edit, etc...Posted by kao on 2004-12-27 at 21:03:46
An easy way to have units change when they level is: Have a pre-determined number of levels (and therefore you know the number of minerals/whatever they recieve to upgrade)- you give them the SAME number (total) when the evolve/change into the new unit/race. They would use those for upgrading, therefore, not losing anything. Seems like some common sense...

Oh, and how would this 'Dungeon Siege' Style of leveling in an area work? I don't see how it would work in SC unless you commanded multiple units.
Report, edit, etc...Posted by Snake)Ling on 2004-12-30 at 14:28:25
Easy. You can train say, 'defence' (armor) and 'attack' (weapons) via upgrade facilities and 'health' via sending a civ to a beacon which raises the hp of your hero unit.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-30 at 23:58:03
Unit Changing i really like.
Mostly i like Unit Changing like FF tactics games where you choose a guy and then you upgrade and you choose a new unit which gives you a better unit

sortof like this
Drone=Zergling or Hydra
Zergling=Firebat or zealot
Hydra=Marine or Dragoon

And so On....
Report, edit, etc...Posted by Tdnfthe1 on 2005-01-04 at 17:36:35
QUOTE(Coop @ Dec 11 2004, 04:33 PM)
Which do you like best?

Unit Upgrades - Players recieve minerals throughout the game that are used to upgrade there unit via forge, engi. bay, and evo. chamber.  They stay the same unit throughout the game.  (Legacy of Haen used this)

Unit Changing - The players change units each Level up (ie. your a zergling and you change to a hydralisk).  There are no unit upgrades.  (Winterglades RPG used this)

Health Increase and Upgrades - Units start at a low percentage of health and as they level up they recieve a little more health.  They can upgrade there unit via forge, engi. bay, and evo. chamber. (Page RPG used this)

The outcome of this poll might help me decide how I'm going to do my next RPG.
Thanks for voting.
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I'm using Hp Increase and Upgrade By an Exp Level system. I've also used Shared Exp and Bonus Party System. The Bonus Party exp system is for collective Exp through the Whole Group, and It Will Allow Bonus Exp Upgrades Which is Always cool. I think you should try this system, however i did vote for Hp Increase and Upgrades biggrin.gif
Report, edit, etc...Posted by Thermo on 2005-01-12 at 18:45:07
Straying from the usual exp systems and what not is always welcome, in fact might be better depending on what type of rpg your making. At one time i was making a pvp rpg where i had balanced units out accordingly and i didn't want players to upgrade and mess up this balance so instead i made "level ups" give players skill points they could spends to make their skills be more useful, but not more damaging, but it is all up to what type of rpg your making.
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