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Staredit Network -> UMS Showcase -> Favourite Rpg Leveling System
Report, edit, etc...Posted by Vindexus on 2004-07-23 at 20:43:23
I've always wanted to make a kickass RPG but I dont' really know which level up system to use, plus I'm lazy. So I was wondering, which ones do you guys like to play, and which ones do you like make (easiest).

Here's a list of the ones I can remember

- Every level you get 1 ore and 1 gas, each is an upgrade for your armor and attack respectively

Evolution Style
- Every level you get a new unit. Like in Uprising RPG

%HP Style
- Every level you get a certain % more hp

Everarcha RPG Style
- You get minerals every level you can use to upgrade anything. You get more minerals per level, and the price attack upgrades goes up whilst armor does not.

Sorcery RPG Style
- Not sure if many of you have played this, but each level you got to choose wether to upgrade your maximum mana, learn a new spell, or upgrade your health by 10%

Now, which system do you guys like best? It could be a mix or variation of those above, or something I've forgotten/never heard of.
Report, edit, etc...Posted by Daigotsu on 2004-07-23 at 20:58:14
The sorcery one looks good. Never tried it before.
Report, edit, etc...Posted by CheeZe on 2004-07-23 at 21:04:34
a combination of Hp% up and new attacks and upgrades should be earned after battles.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-07-23 at 21:16:44
How bout the one in Outpost RPG where every level you get 2 civilians and you get to pick what you wanna do with them...
Report, edit, etc...Posted by Vindexus on 2004-07-23 at 21:22:49
QUOTE(Scorpion @ Jul 23 2004, 08:16 PM)
How bout the one in Outpost RPG where every level you get 2 civilians and you get to pick what you wanna do with them...

I've never played it but I'll give it a whirl. It sounds to me like the Sorcery RPG one, can anyone verify? Otherwise I'd like to know what it is.
Report, edit, etc...Posted by CheeZe on 2004-07-23 at 21:24:48
its' almost the same thing well I would count it as the "sorcery" kind...

attached map
Report, edit, etc...Posted by Neiji on 2004-07-23 at 23:11:24
I like just upgrade. I don't think Uprising used much work with xtra editor...
Report, edit, etc...Posted by Staredit.Net Essence on 2004-07-23 at 23:22:21
Hum... %life, new spells are cool, money too, ....maybe earn some mercenaries like Diablo 2...
Report, edit, etc...Posted by Vindexus on 2004-07-23 at 23:33:04
You don't get mercenaries for leveling Diablo 2, you get them for gold.
I never really liked recruiting in RPGs, like Legends Open RPG. I'd rather just be the hero.
Report, edit, etc...Posted by EzDay281 on 2004-07-23 at 23:48:04
QUOTE(Vindexus @ Jul 23 2004, 08:33 PM)
You don't get mercenaries for leveling Diablo 2, you get them for gold.
I never really liked recruiting in RPGs, like Legends Open RPG. I'd rather just be the hero.

That';s exactly what I keep htinking.(And the Outpost Rpg one is the same as Sorcery)
"Sorcery RPG Style" I've played that before, the map maker showed some nice orignality and thought for the level-up system.
My favorite is one I made-up myself:
By far, it is superior to others in realism, challenge on the part of the human player, thought on the part of the human player, and specialization on the part of the human player.
I won't tell you what it is though, it's mine, MINE, MIIIIIINE!!!!!
But, ya, have it be a mix between Sorcery Rpg and Set Minerals/Gas...
you can choose Mana+, Armor+, Attack+, HP+, or new Spell.
Everytime you get +Armor/Attack, your Mins/Gas are stuck where they are... they never change until you get more uppage...
Report, edit, etc...Posted by Vindexus on 2004-07-24 at 00:04:40
QUOTE(EzDay2 @ Jul 23 2004, 10:48 PM)
QUOTE(Vindexus @ Jul 23 2004, 08:33 PM)
You don't get mercenaries for leveling Diablo 2, you get them for gold.
I never really liked recruiting in RPGs, like Legends Open RPG. I'd rather just be the hero.

That';s exactly what I keep htinking.(And the Outpost Rpg one is the same as Sorcery)
"Sorcery RPG Style" I've played that before, the map maker showed some nice orignality and thought for the level-up system.
My favorite is one I made-up myself:
By far, it is superior to others in realism, challenge on the part of the human player, thought on the part of the human player, and specialization on the part of the human player.
I won't tell you what it is though, it's mine, MINE, MIIIIIINE!!!!!
But, ya, have it be a mix between Sorcery Rpg and Set Minerals/Gas...
you can choose Mana+, Armor+, Attack+, HP+, or new Spell.
Everytime you get +Armor/Attack, your Mins/Gas are stuck where they are... they never change until you get more uppage...

Now that's a system that I like. Consider it stolen. JK. When you level up you have to decide what you need to do for character, like what you want him to be in a couple levels. If you just get 1 ore and 1 gas each level, you don't sit there thinking "What should I put my points into?"

Are you planning on making an RPG with that system?
Report, edit, etc...Posted by Nozomu on 2004-07-24 at 00:11:07
I've always liked just regular weapon and armor level-up systems. They just seem simple and uncomplicated.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-07-24 at 00:11:37
Fro diablo 2 blushing.gif Sorry i am tired...

You can put a stamina with the vespene or Some mana(example) then use the mineral as upgrades (you can choose 2attack 0 def ...0attack 2def)

Or Which Char have is own kind of "special ability" Ex: Sorc have Mana, Warrior Have Stamina... huh.gif Sorc have spells, warrior have Mineral to upgrade... You can do anything you mind let you think about!
Report, edit, etc...Posted by mobomojo on 2004-07-24 at 00:24:24
i like the simple one; every 'level up', which probably occurs every so exp, youre given a set amount, like 3 mins, and with that money, you can choose to upgrade weap or armor, or save it up and get an upgrade for your unit (ie range for rine)
Report, edit, etc...Posted by DT_Battlekruser on 2004-07-24 at 01:11:39
I think you should use something (not %hp or level up, anything else would work) and have them find weapons and armor which allow them to upgrade. I was making an RPG that way, but it wasn't too good and I stopped.
Report, edit, etc...Posted by Mp)3 on 2004-07-24 at 01:57:09
Wow...I just joined SE.net 2 minutes ago and I'm famous for Everarcha. Yahoo! Well...I'll be making Avarian Chronicles soon. That's a turn based system. Although...1 - 1 and 1 - 2 were more just like...killing...so it wasn't exactly a system. I will release a demo of the Avarian Chronicles Battle System soon. It's a mix of Turn-base, F&D, and "Everarcha" style.
Report, edit, etc...Posted by DT_Battlekruser on 2004-07-24 at 14:45:07
And what might everacha style be???
Report, edit, etc...Posted by Revelade on 2004-07-24 at 15:13:18
If you are real good maybe you can try my system for a whirl... Mog gave me ideas like a burrowed unit under your hero that actually took the damage so I formulated and came out with this... With levels you get upgrades to attack, armor, and more spells...

EDIT: Ezday helped too (he made us pie biggrin.gif)
Report, edit, etc...Posted by Moogle on 2004-07-24 at 15:28:41
Well i like:
- Hp % Up per level
- Get ore for weapons (no armor)
- Get extra gas per lvl up (for spells)
- Get new Skills/Spells at some lvl ups
Report, edit, etc...Posted by Neiji on 2004-07-24 at 16:05:33
I just like strategy, like the Everarcha number 2
Report, edit, etc...Posted by EzDay281 on 2004-07-24 at 16:06:43
QUOTE(Revelade @ Jul 24 2004, 12:13 PM)
If you are real good maybe you can try my system for a whirl... Mog gave me ideas like a burrowed unit under your hero that actually took the damage so I formulated and came out with this... With levels you get upgrades to attack, armor, and more spells...

You forgot to say that I helped with the idea sad.gif

Who cares about simple setups?
Msot of the work is on the part of the map-maker, and since he's apparently willing to have a more-complex-but-better Levelsystem, we should encourage him!
I mean, I simply loved Sorcery Rpg LevelUp system. It ownzored everything else I saw, until Outpost Rpg.
Report, edit, etc...Posted by Pinecone on 2004-07-25 at 07:32:28
Leveling should be based on your actions, not a choice. lf you use a spell more often then another, then that spell will grow, if you attack normally, your attack damage will grow. lf your average, you should know death counters are perfect for this system.
Report, edit, etc...Posted by EzDay281 on 2004-07-25 at 07:35:20
Damn you PineCone, that's the idea I'm using.
The more you do a prticular something, the more exp you get for it, and evenetualy level up that particular stat.
Not really very speical, but I haven't seen anyone actualy DO that so far...
Report, edit, etc...Posted by Staredit.Net Essence on 2004-07-25 at 10:50:44
i would use the War3 system. after certain amount of kills you get more hp, attack damage, mana etc... dont know how it would exactly work in SC though. the mana is a tough one other triggers are not that difficult to create.
Report, edit, etc...Posted by Revelade on 2004-07-25 at 14:43:42
QUOTE(Pinecone @ Jul 25 2004, 06:32 AM)
Leveling should be based on your actions, not a choice. lf you use a spell more often then another, then that spell will grow, if you attack normally, your attack damage will grow. lf your average, you should know death counters are perfect for this system.

There is a critical problem with this idea. If the player decides to use one spell throughout the entire game and at a certain point this spell becomes ineffective, he's basically screwed. He can't use his other abilities because they are so weak and the spell he mastered is useless. If it is a good RPG, the creator will make all the spells have a weakness, not just one UBAR spell.

War3's system in the other hand, allows and forces the player to switch to another spell/ability, and the good part is that the player doesn't max just one spell RIGHT away, he has to invest in one more spell/ability. This way if one spell becomes ineffective, the other spell may be of some use. It also helps that it makes the game less repetitive.
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