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New Classes/Items suggestions

Discussion in 'Suggestions' started by iliekmudkips, Jan 6, 2012.

  1. iliekmudkips

    iliekmudkips Member

    I've been thinking to myself that this game doesnt exactly have a lot of... uniqueness like most other MMO's. Binding of Isaacs 'thing' is that after a few runs you unlock certain things, enemies get a chance to become harder, small floors and general creepiness, etc etc. Dungeons of Dredmor has its humor, its items, and the two most important things: The classes and crafting shops, like the Blood-Mage and Porta-Sill.

    However, I feel its extremely lacking in certain aspects. For example, Vampirism stands out because it pretty much causes you to change how you play, And you cant use any food items and all that jazz to heal up: A major part of the game is changed. I dont feel like enough class's do this, Which is why I am proposing new classes.

    For one, The Dwarf. He's been drunk almost as long as he's been alive, and what with being part of a species that excels in its work with minerals, its only natural he'd be able to make extremely awesome weapons, Right? Nope. Instead, He can meld ores into platforms to cross a gap (be careful not to use a Copper Bridge; it's a one-way trip!) or make a Wall to block off enemies depending on what materials its made with. But with the power of his stubbyMIGHTY DWARFEN SPIRIT, he can push any object he's created a certain amount of times before it breaks, or push an enemy back a few blocks while dealing no damage.
    Oh, And did I mention Booze also gives a temporary buff at the cost of half the normal magic gain? (I've been trying to think of a name for a new crafting item for Dwarfery, but I cant really think of anything. Maybe give him a pickaxe for a starting weapon?)

    The Spaceman, the guy who landed on the moon, and if I do say quite the dashing young fellow. He doesnt exactly understand this whole 'magic' bussiness, instead deciding to use his trusty Laser weaponry at his disposal. Instead of opting to switch out his equipment with items he finds in the dungeon, he scraps them later for parts to upgrade his equipment, which he cannot take off due to reason's he cannot grasp! And with his Mighty Jetpack he can burn any excess items into fuel to quickly hover over a gap.

    Basically a class where he's got one set piece of head armor, neck armor, weapon, etc etc that can't be switched out. Upgradable through perks (His first unlockable perk could give him dual Laser pistols for example), a certain crafting item (dont think he should get his own), and, of course, at an Anvil of Krong, however this wont actually do as much as it would with other weapons, what with his gimmick being he has 0 MP. After all, SCIENCE! is the answer to everything.

    Scythes would be pretty cool, as well as guns. Maybe even make an extremely overpowered Rubber Duck, Because come on, who wouldn't love to beat down Dredmor's ass with a Rubber Duck? Other then that, I've no more ideas. Please tell me what you think: Remember I'm looking for more gamechanging things, like how the Dwarf cant use any sort of crafting items except the Porta-Sill and his own unique item along with being able to interact with the environment more. And that the Spaceman cant use Magic, is stuck with the same set of weapons that improve, and taking half-damage from magic, because you know, Magic is all about believing in it. That or just learning how to mix two things together to make a big explosion.

    Edit: Reading down made me remember the Merchant idea I had, but this pretty much sums it all up (aside from the selling outside of the shop thing.) http://community.gaslampgames.com/threads/merchant-skill-tree.1760/
     
  2. Essence

    Essence Will Mod for Digglebucks

    [completely unrelated rant]
    As much as I am at one with the idea of a class-based RPG system (I've written more than a thousand pages of crap for D&D 3.0), I wish more people (not targeting anyone in particular, I've just seen it a lot on these boards) would realize that not all systems are class-based.

    There are no classes in DoD. DoD is a skill-based system. You cannot add a class to DoD. You can only add skill lines, which can be mixed and matched in any way the player desires. That's not anything like a class. At all.

    That's all. Thank you for indulging me.
    [/rant]

    P.S. Nice screen name. :p
     
  3. iliekmudkips

    iliekmudkips Member

    Yeah, Kinda why I edited my post thinking I could change the title. Too late now though, oh well, I think I still got the point across no matter of how accurate the title is.
     
  4. Kazeto

    Kazeto Member

    Well, there are "classes" there, in fact. It's just that they are unnamed, and each of them is a combination of 7 skill sub-classes (you can make names for them if you like, iliekmudkips).
    And it's fine that way, as players in general prefer to be able to customise everything, so forcing one to create a character with particular skill-set, while interesting for challenges, wouldn't appeal to everyone (I would try playing a fixed skill-tree character if I had the possibility, but whether that challenge would still be fun after a few playthroughs, I can't tell).

    Other than that, I have to admit I always found class system from D&D a bit silly. Not that it was bad, but sometimes you have a character who should not specialise in the way these classes force you to, and you have no way of getting such a character unless you spend quite a bit of time getting into prestige classes and stuff like that.
     
  5. iliekmudkips

    iliekmudkips Member

    Also yeah, in case I didnt clarify by 'classes' I meant 'skills'. It's all tomato tomato to mewaitfuck that doesnt translate into text
     
  6. Kazeto

    Kazeto Member

    I know, my reply wasn't very coherent either, seeing as it could be taken two ways.

    So, to make it simpler (and probably less idiotic), I do agree that it would be fun to get skill trees that change the way everything works, but they would require specific builds most of the time, unless played for challenge. And that, many players might not like from something official (I would, but I like variety).
     
  7. Android089

    Android089 Member

    I do like the idea of a dwarf. They mention them so much in the game, it would be cool to actually see (or play) one.
     
  8. Wi§p

    Wi§p Member

    I agree with you completely, I like the new class suggestions, and I think all.. or at least most of the new skill trees should be a bit more unique; Like how Veganism makes it so that animals are neutral, and like to get in your way alot. I would love to see more unique and weird skills in the game, even more than there are right now.
     
  9. Repulsion

    Repulsion Member

    I garner that you mean you wish there were more skills that change your game-style by removing some abilities and adding others? Good.
    The Dwarf idea sounds like a good one, although I'm personally not sure about the Spaceman one. One should be careful with the restrictions and perks that these game-changing skills add, though. Like Kazeto said, it's not good to make these skills only work with certain other skills or they suck.
     
  10. iliekmudkips

    iliekmudkips Member

    Yeah, I know that some of these skills might not have great synergy with other skills, But that's kinda the point: That these skills are ones that arent really to be used by people who arent prepared for them, like again, the Vampire skill tree completely makes all food useless. I was hoping for something that changes core-gameplay more then anything. I'm not too sure about the Spaceman myself, But I've been thinking over the idea of a skill-tree that cant really equip anything, instead vouching to upgrade over time instead of switching out.
     
  11. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    ...you and me both.