The Scape Expansion Pack!
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The Scape Expansion Pack!
Okay, let's put a list together of all the content we want to shove into the game (excluding quests, for now).
Graphical
Graphical
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- • Guilds would undergo a who reality check. All skills, preferably, would receive a guild. But, rather than a hobbyist club, a guild will actually train and better you at the respective skill. All guilds would require level 60 to access the majority of it's complex, but you can apply for apprenticeship at level 40. Apprenticeship would vary between skills, but it would be similar to Slaying; being assigned to complete tasks, etc.
• As well as a reality check, if not obvious from the above post, all guilds would be majorly revamped. The mining guild, for example, expanding into multiple chambers. Only apprencitces would be imposed on the Iron/Coal/Mithril chamber, experienced miners could progress into the additional chambers where the contents may be more suiting to their needs.
• The existing Magic skill would be divided into two skills, Wizardry and Sorcery. Wizardry is a non-combat skill meaning it will not affect the combat level, whilst Sorcery would. Wizardry contains all but the battle spells: alchemy, enchantment, telekinetics, curses and binds; Sorcery containing, obviously, the battle spells. Whilst you may disagree with curses and binds being in a non-combat skill, they are no more combat-related than the many potions that increases stats in Herblore. The only exception would be the Ancient Curses as they inflict damage (Miasmic, Illusory, Facade and Occlusive). Another pro to curses and binds being in a non-combat skill as they are not only available to Magicians, which might increase their usage.
• Necromancy, a new skill that allows players to raise the dead. All available creatures that a player can raise come in both skeletal and zombie forms, but this is entirely random. Necromancy is performed through rituals, rather than spells or pouches.
• Demonology, a new skill that allows players to call forth demons from their realm. This process, too, requires a ritual, however, this ritual requires placing a specific object within a chalk symbol and using word-magic to force the demon to materialise within the object. It is possible to not use an object, forcing the demon to materialise within the air. However, this creates an ultimately weak demon compared to those which materialise within items such as metal bars, gemstones, runes, etc. The chalk symbol controls what shape the demon takes - it's very naive that the demons in the game are so similar, imps and hellrats are the only example of the vast array of shapes. Dark Beasts, and other demonic beasts, could actually be made demons - meaning they could be summoned.
• Summoning pouches would become a lot more difficult to make through the items required to make them becoming significantly rarer - such as a Wish Bone for the Dreadfowl rather than some raw chicken (ie, something that you have to kill for and isn't dropped every time).
• Summoning would be updated to include a slight Pokémon feel - in that you can permanently accommodate a number of familiars and train them to better their stats and skills. The familiars would be stored within the Pendant of Familiarity, and familiars stored within it can be summoned at any time. Not all familiars you summon must be stored and can be used purely to harvest for experience. At level 1 Summoning you can only store 2 familiars within the pendant, but by level 80 you can use all 8 familiar slots. You can save your familiars progress at any time - should your familiar die, it will lose any unsaved progress.
• The majority of Summoning experience, though the experience from pouches wouldn't be nerfed, is obtained from actually summoning your familiar. No not from clicking on the pouch, but training your familiar - like Attack experience is earned from using melee weapons, and not wielding the weapon (or making it).
• The Summoning skill itself provides a level cap for familiars. For example, the Spirit Wolf can only be trained to level 5 in its skills at level 1 Summoning, and the level cap may not be raised again until you are level 10 Summoning. The implication in this is that you will stop gaining experience for training the Spirit Wolf when it stops being trained - meaning you will need to summon something else (probably another spirit wolf).
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- • Agility would be upgraded to combat-skill status, controlling your evasiveness, however, it will still only be trained via non-combat button grinding. Defence would too be upgraded to have a direct influence on the damage you take (resilience). Combined the two skills would contribute to a counterstrike feature which behaves similar to the counter attack features of many games - these would be level-influence combat randoms.
• Sorcery spells share the spellbook panel with Wizardry, though they will occupy separate tabs within it (they don't appear on the same list). Ancient Magicks would only replace the Sorcery Spellbook, and Lunar would only replace the Wizardry Spellbook - meaning it's possible to use both Ancient and Lunar at the same time.
• Battle spells will no longer require Air as a base rune - Fire Strike only require Fire and Mind runes, for example. With Air being less required, especially in Sorcery, air-combo staffs can make a long-overdue appearance.
• Sorcery would receive a widget-like piece of interface that allows them to cast combat magic without navigating away from the inventory or prayer panel. This widget allows you to set a default spell as well as casting other spells which you may chose to utilise in combat.
• To improve combat-magic, Sorcery will be given an arsenal of "tomes" (spellbooks that are held in the off-hand). The current arsenal is Wind, Sea, Stone, Flame, Storm, Nature, Cosmic and Decay - with Shroud, Smoke, Blood and Frost tomes replacing the four basic elements when using Ancient Magicks. Each tome contains thirteen spells.
• Battle spells would be available in five grades, including all spells within each tome. A new player will receive Wind [grade-1] for free. All spells therein require level 1 Sorcery to cast - Wind Strike, Wind Bolt, Wind Blast, Wind Wave, etc. However, grade-1 spells are weak - regardless of name. The only reason for all four is that Strike, Bolt, Blast and Wave offer different attributes (like the difference between a dagger, sword, spear and warhammer) - strike is the most accurate, and wave is the most powerful.
• Most spells, excluding the four basic spells and the basic defence spell, would have charge times - these would prevent the more powerful/spells with effects from being over-used/abused in combat.
• Grading-up will either be per spell, or per tome - it wouldn't be both, but it would have to be decided. Per spell would obviously be more costly, especially for a player wanting all the tomes at grade-5. Regardless, players can grade-up in two ways. First, they can pay Magic Tutors (including the Lumbridge Magic Tutor) to upgrade for them, or, they can just use the tome. What I mean by the latter is that each tome grade can be achieved by obtaining a certain amount of experience with that tome (it would increase between each grade). You could be using Wind [grade-1] when you get a message saying; "Your persistence has been rewarded, you can now use Wind Grade-2 spells!" or "...you can now use Wind Strike grade-2!". Different spells are worth more/less experience and would grade-up faster (in terms of experience, of course, the charge-time would slow this so that the actual time is near enough the same). The Lumbridge Magic Tutor can only teach you up to grade-1 in the four elements.
• Each spell-grade would have a set rune requirement, meaning individual spells would require different runes as they grade-up. Grade-1 spells all require mind, grade-2 all require chaos, grade-3 requires death, grade-4 requires blood and grade-5 requires a new rune. Aside from fixing the obvious problem of a Wind Wave [grade-1] requiring blood runes (which it would have done without this clause), it also creates a larger demand for, at least, mind and chaos runes (as, whilst veterans receive a free boost in the existing four elements, all players would have to start the new tomes from scratch - meaning Mind runes again!).
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- • All monsters would be revamped so that their level is better reflective of player levels. At the moment a level 3 player can take on multiple level 3 monsters without difficulty... in reality, two level 3s would be evenly matched and the player would be out numbered in multiple combat.
• An increase in the number an arthropoid/humanoid/sapient creatures as well as an increase in the interaction between different species such as the Spookrow being employed by the farmers, and raids from various creatures/races, including the barbarian and goblins, upon towns and the guards reacting to them in a defensive manner.
• Guards should also patrol the roads between villages, and will happily lend a hand should a monster try to attack an innocent traveller.
• Guards of all locations should have their level raised to that they can protect their cities from the many creatures who impose a threat. Whilst new players might be losing this source of training, the many creatures who the guards are fending off should make a nice subsistent.
• A larger quantity of targets who use magic or ranged as opposed to melee, such as guards who rain arrows upon their target from a tower - being at a distance this causes problems for melee, and hide causes problems for Magic. Most Magic foes would probably work with a squadron where they stand behind their more upfront forces (Magic being naturally weak in terms of a defence, although it should definitely be higher than it is now). With new skills, including skills like Summoning which are already in the same, there should be foes which utilise these as well.
• Various new beast-type creatures including the panda, the fox, the red panda and the raccoon, as well as many new bird, reptile and water-based creatures (fish, mammal, amphibious, etc).
• Monsters would fall under three categories - aggressive, assertive and passive. Aggressive means the monster will always attack you, regardless of level; assertive means it will only attack you whilst it stands a chance; and lastly Passive, which is another way of saying peaceful - it will only attack when attacked. It's possible that Passive could be named Defensive, and Passive creatures would always run and NEVER fight (such as small birds, which would fly off if they are attacked, unless killed in one hit).
• Where even WoW fails in the original portion of the game, monsters would be programmed to attack each other (outside of raids). Such as wildcats attacking small mammals and rodents for supper.
• A larger number of monsters and NPCs who can roam further. Not necessarily to the same scale as Bob the Jagex Cat, but something/someone that might distract you from your usual playing. Zanik is apparently adventuring, like ourselves, but at the moment she can only be seen in areas, then she teleports away.
• Family units. Simple idea (compared to the above) - like the archaeologists in Varrock, there should be more ineraction from NPCs. Perhaps family units where you could watch them go about their daily duties. It's quite possible you could be fighting for yew trees from the local lumberjack.
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- • More currencies and more use of the currency within it's established domain (such as Trading Stickes being the only currency used by those in southern Karamja... rather than only a few aspects of the Clean-Up Minigame and nothing else.
• Different currencies would be worth more than others. For example, 100 tokkul will buy you more than 100 dubloons. However, the gold-value of items doesn't change. An item worth 100 gold will always be worth 100 gold. 100 tokkul might be worth 1000 gold, so 10 tokkul would by the item. All currencies can be converted - surcharges apply.
• As well as currency, different areas and species would have distinct natural dialects and languages that they will speak. Note that some locations will speak the server language - so some cities actually speak English, and some speak Server (which could be English, or French, German, etc). When you speak to an NPC that doesn't speak your server language their will be three options - to reply in kind, for players that perhaps speak multiple languages, to reply with somewhat unease, you know what they mean, you might know a bit of the language, this will cause the NPC to speak in simplistic, and to reply with "Urr, sorry, I don't understand". Players will always have the option to say "Sorry, I don't understand" and they will be given the option to repeat that in server, or start speaking in server (one being that the NPC will only repeat that line, and the other changing the NPCs conversational language). Complex Doomsayer stuff. The Walren of Cuige speak Gaelic, the elves of Tiranwwn speak Welsh and the faun naturally speak Latin. Some NPCs might not even be that great at speaking Server - "Sorry, my English isn't good."
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- • The majority of the gaming world would be multi-combat - the community should be trustworthy enough to share with the new abundance of creatures and map size to not worry. Any idiot that is specifically attacking your targets should be reported for foul play. Multi-combat zones would no longer be labelled and, instead, single-combat zones would.
• Followers, regardless of the above update, should be able to fight alongside you. A player utilising a minion or companion should not be penalized for their targets choice not to use one as there are plenty of skills/themes whereby players can obtain one.
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- • Skill specific market places where players can sell their items to the game (meaning the money is created) based on stocks (so if everyone is selling Rune Armour then the price of Rune will drop to the point when adamant might be worth more). The items sold will be connected to both the Grand Exchange and the markets (meaning the stock is disappearing in two places). This is mostly useful for skills like Farming where most of the produce isn't actually required, as it's sold to the game and not the players.
• Shops, stores and marketplaces will only accept the local tender. The Grand Exchange and most official branches would accept all forms of currency - including existing tokkul and trading sticks.
• The Price Check function will ask you which currency you wish to check the item against. Remember, the gold-value of an item doesn't change regardless of what currency you use to purchase.
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Last edited by 3mptylord on Mon Aug 03, 2009 4:54 am; edited 26 times in total
Re: The Scape Expansion Pack!
Um...whilst guards should be improved...highwaymen could also be improved...utilize the inter-NPC combat coding of GWD/ZMI/Khazard/Fremmenik Isles and also utilize the coding for the vampires that come down from teh trees in haunted woods
Multiple Currencies...multiple exchanges
A vegetable market
Multiple Currencies...multiple exchanges
A vegetable market
Dark Avorian- Templar
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Re: The Scape Expansion Pack!
All content? Like everything from every thread we've ever written or even conceived?
TATORZ- Forum Mod
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Re: The Scape Expansion Pack!
Um...I'm currently working on outfits for highwaymen from existing equipment
Dark Avorian- Templar
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Re: The Scape Expansion Pack!
Zoanthropy...Prayer is insulting...fairness for items...Tomes...
Dark Avorian- Templar
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Re: The Scape Expansion Pack!
Wait...no....Psycho...that market would cause horrible inflation
Dark Avorian- Templar
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Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: The Scape Expansion Pack!
We need some huge force to counter it
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: The Scape Expansion Pack!
Monsters...throw in some more monsters with huge roam ranges like Bob...Some could be vicious, others could be hunted...
Guilds
Give every Guild a 60 entrance req...but have 40 as an apprenticeship level
Give every guild a minigame/activity and an at least decent way to train
Guilds
Give every Guild a 60 entrance req...but have 40 as an apprenticeship level
Give every guild a minigame/activity and an at least decent way to train
Dark Avorian- Templar
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Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: The Scape Expansion Pack!
I will add these in a minute. I don't see massive inflation caused by this. As the prices are very carefully controlled, the deflation/inflation rate will be very slow - which is most useful for new items that are released as they normally plummet in price too quickly.
Re: The Scape Expansion Pack!
I just saw a post in which Mage Rughar (ya know the forum mod) said that no thread was good enough to deserve two spots on different parts of the RSOF... chuckles...I really wish I coulda posted and said,"Cept for that one over there." and pointed to Prayer is Insulting
Also the note of Family units...I don't think it would be too hard to set a "leader" as the basis for the roam ranges of the other family members...and then Jagex would jsut have to make sure that that persons coding made sure it wouldn't move away unless everyone was near enough to it...
Also the note of Family units...I don't think it would be too hard to set a "leader" as the basis for the roam ranges of the other family members...and then Jagex would jsut have to make sure that that persons coding made sure it wouldn't move away unless everyone was near enough to it...
Last edited by Dark Avorian on Mon Jul 27, 2009 5:13 am; edited 1 time in total
Dark Avorian- Templar
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Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: The Scape Expansion Pack!
But yeah, both threads have done really well. One got TOTW and two mods supports, the other got two mod referals to Jagex - which one is non deserving?
Please don't, though. Whilst I lol'd, I've had a thread locks before despite both being on page 50+ and doing well. I think it was my Ashes one - I think I had it in Game Feedback and Suggestions (like Prayer is Insulting). Of course, it never even survived to be split into the many suggestions.
Please don't, though. Whilst I lol'd, I've had a thread locks before despite both being on page 50+ and doing well. I think it was my Ashes one - I think I had it in Game Feedback and Suggestions (like Prayer is Insulting). Of course, it never even survived to be split into the many suggestions.
Re: The Scape Expansion Pack!
He said that as he locked a thread...couldn't have posted it
Dark Avorian- Templar
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Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: The Scape Expansion Pack!
Okay, I think I've got most of what's been posted onto the thread so far. The skills section needs blitzing lol.
Re: The Scape Expansion Pack!
Yeaaaaah...
Dark Avorian- Templar
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Location : Within the hallowed halls of the mighty, those known only as nobles.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: The Scape Expansion Pack!
Um...but I feel like most of what we have is already on these forums so you can just copy and paste
Also...um about multi combat...there should be three types of areas...Single would be marked
But certain dungeons/good training grounds would be "Toggleable" as in you can toggle accept aid on and off to determine whether or not people can attack your mosnter
Also...um about multi combat...there should be three types of areas...Single would be marked
But certain dungeons/good training grounds would be "Toggleable" as in you can toggle accept aid on and off to determine whether or not people can attack your mosnter
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: The Scape Expansion Pack!
I know, I think most of the forums should be added... but I'm asking you to summarise a section and write it in context with every other idea.
Re: The Scape Expansion Pack!
Oh...Um well actually...would it be ok if I took a stab at tomes...?
I'll write a summary here and then finish it up on the main thread
-The current Spellbooks will be replaced with tomes. Tomes will be volumes of similar magical knowledge stored within the mind of the user, the first 7 tomes (Curse(Soul+Body Spells), Transfiguration(Nature Spells), Enchantment (Cosmic Spells), Fire, Earth, and Water) would be unlocked at the start of the game...higher spells would be unlocked arcanist style using commendations recieved for performing various tasks at the Wizards Tower or if appropriate requirements are met Thormac/The Mages Guild. The four ancient tomes would be unlocked upon completion of Desert Treasure. further spells may be unlocked by offering commmendations to the altar...The lunar spellbook would be it's own tome separate from the others....teleports, Miasmic Spells, and Special Spells (Slayer Dart, Charge, God spells) would be available immediately upon unlocking and depending upon what tome set you are using. Mages should have Access to a set number of tomes in their entirety OR they should be able to pick and choose Arcanists style from all tomes in the Tome Set up to a set number of spells. NOTE: All spells up to the players magic level upon release of this update will be automatically unlocked
I'll write a summary here and then finish it up on the main thread
-The current Spellbooks will be replaced with tomes. Tomes will be volumes of similar magical knowledge stored within the mind of the user, the first 7 tomes (Curse(Soul+Body Spells), Transfiguration(Nature Spells), Enchantment (Cosmic Spells), Fire, Earth, and Water) would be unlocked at the start of the game...higher spells would be unlocked arcanist style using commendations recieved for performing various tasks at the Wizards Tower or if appropriate requirements are met Thormac/The Mages Guild. The four ancient tomes would be unlocked upon completion of Desert Treasure. further spells may be unlocked by offering commmendations to the altar...The lunar spellbook would be it's own tome separate from the others....teleports, Miasmic Spells, and Special Spells (Slayer Dart, Charge, God spells) would be available immediately upon unlocking and depending upon what tome set you are using. Mages should have Access to a set number of tomes in their entirety OR they should be able to pick and choose Arcanists style from all tomes in the Tome Set up to a set number of spells. NOTE: All spells up to the players magic level upon release of this update will be automatically unlocked
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: The Scape Expansion Pack!
-The Mages Guild/Wizards Tower/Sorcerer's tower will all be increased in size by a factor of at least four, portals will be set throughout teleporting you to rooms created magically in other dimensions...A variety of tasks would be available at these towers in order to earn commendation points.
-Battles against new beasts
-Puzzles
-Apprenticeships (help out a mage by running around the tower doing little tasks)
-Searching out magical artifacts across RS
-Hunting down Rogue Wizards across RS
-Completing Various accomplishments FunOrb style
-Battles against new beasts
-Puzzles
-Apprenticeships (help out a mage by running around the tower doing little tasks)
-Searching out magical artifacts across RS
-Hunting down Rogue Wizards across RS
-Completing Various accomplishments FunOrb style
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
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