Sep 20, 2016

Classes, how do they work?!

No, I don't mean school. I'm that one guy who doesn't go to school. I'm referring to the classes of the game. But anyway, I'm done with designing the classes for the game (emphasis on designed, not implemented). I've had a rough idea of how it works in the conceptual stage of the game, but I've now only been able to finally give it a proper look and refine the concept. A lot of research went into these classes. Making sure the names have some sort of context to their skillset and so on. I've also had to make sure none of the classes' names are the same as another game(s) so people can't say I ripped them off (though I'm pretty sure you can't exactly rip off an idea).

Now the way classes work in Captivity and its in-universe MMO is for all intents and purposes, mostly for roleplaying and narrative purposes. You probably noticed some of these classes crosses another archetype. And that's because they are for creating specialized roles and allowing some unique dialogues depending on which class you are. With the branching setup of this monstrosity, the idea is that the 3rd advancement classes, whether or not the skillset is vastly different and/or contradictory, will still have some sort of semblance and relevance to its preceding advancement class.

Since Captivity is more of turn-based tactical combat system and not an actual action RPG, the in-universe explanation is that a class - and weapons, but that's a topic for another day - system like this encourages players to setup their skills in a way that suit their playstyles, creating unique roles for themselves and giving them a degree of customization. For example, say someone chose to be a Sniper, and they want to continue playing as a Sniper late-game without bothering much with Enforcer's skills. They can do that by putting mainly Sniper skills and perhaps some of Enforcer's buffs and passives into their hotbar, they are now a Sniper "main." (Look it up if you don't know what a main means.) But the other guy, he wants to be more of a close-mid ranged Enforcer, he does that by just putting Enforcer skills in his hotbar (and also Sniper buffs and passives), and bam. They're now a Enforcer main. There's also Sniper/Enforcer hybrids. Which is just a person putting both Sniper and Enforcer skills into their hotbar for versatility but sacrificing some skills since you can only put so much skills into a hotbar, you'd have to pick and choose. Of course, none of this matters in Captivity, since Captivity is turn based combat. This just simply allow for some unique personalities and characters to exist for roleplaying and narrative purpose.

This also may or may not be a system I came up with in my MapleStory days as a kid who wants to be a game designer growing up (granted I was 15, but I'm pretty sure 15's still considered a kid). I've only got the chance now to actually refine it to something that's plausible and makes fucking sense. I'm breaking up this post after the picture since it'd be too long to be in the main page. Click read more to read the class descriptions (Will actually start writing after I take a break). One of the notable changes I made while revamping this system is changing the 2nd advancement level from 40 to 30 and merging Marksman into Sniper. Because I can't think of 2 more unique class that could be advanced from a crossbow for Marksman and rifle for Sniper, I just merge the two together and split them in the 3rd advancement. Unless someone can come up with a better idea than me, consider this class tree final.

MOAR DESCRIPTIONS INCOMING!!!elevenoneone!

Paladin
Weapons: Spears and shields
((Supporting warrior class, has aura mechanic))

Spearmaster
Weapons: Spears, no shield
No longer equipping a shield, the Spearmaster's attacks are now faster and more fearsome. The lighten load allow a Spearmaster to wield their spear in both hands and unlike their counterparts, their use of spears are not limited to simple lunges, but also slashes, stabs, swings, sweeps and even throws. Unlike the tanky Crusader or Guardian, Spearmasters have high mobility to make up for the lost defense. Able to achieve incredible feats of strength and agility, Spearmasters are formidable foes on the field. Keep your eyes peeled, or you'll find a Spearmaster's spear just inches above you.

Crusader
Weapons: Spears and shields
((Kinda like TERA's lancer))

Berserker
Weapons: Greataxes or Greatswords
((Rage mechanic))

Executioner
Weapons: Greataxes
Graceful in their steps and swings, Executioners are artists on the battlefield. The greataxe their brush, and their enemies the canvas. They wield their massive axe in one hand and unlike their preceding class, Executioners are fluid with their performance. Preferring to dispatch their foes in an artful manner. Making sure no motion is wasted, chaining swings after swings until the execution is done. An Executioner's swing may be clean and swift, but their foes most certainly aren't when their rendition is done.

Razer
Weapons: Greatswords
Even with their limited knowledge of runes, Razers are capable of mass destruction. They charge their greatswords with the lost arts of rune magic, multiplying their pure destructive forces by many folds. Razers can knock down groups of enemies with their large area of effect skills and even send shockwaves after fleeing foes. It was said that Razers gain their name by razing buildings with a single slash, and leave only ruins and utter devastation in their wake.

Knight
Weapons: Swords and shields
((Self explainotory))

Swordmaster
Weapons: Swords (dual)
((Fast, multi target DPS))

Fencer
Weapons: Swords, no shields
((Fast, low defense, single target DPS))

Guardian
Weapons: Swords and shields
((High defense))

Samurai
Weapons: Katanas
((Various skills, mostly counter related))

Musashi
Weapons: Katanas and daggers


Ronin
Weapons: Katanas
Discarding the honor, code and way of the Samurai, Ronins are dirty fighters. Their moves are flashy and unpredictable, and have no qualms about insulting, deceiving or even bribing an enemy if it means taking them down. Ronins are a versatile class capable not only of facing a single enemy, but also multiple ones simultaneously. You don't want a Ronin on the enemy side. If you're not careful, you may find yourself with a Ronin insulting your family members while standing on your limp body.

Sorcerer
Weapons: Staves
((Basic mage consisting of various offensive and supporting spells))

Elementalist
Weapons: Staves
((Uses powerful elemental offensive magics))

Weaver
Weapons: Staves and swords
((Stave in one hand and sword in the other, enchant weapon and uses spells with the sword. / Spellmage/battlemage.))

Summoner
Weapons: Staves
((Summons spirits and shits to fight, some other support creatures and stuffs))


Necromancer
Weapons: Staves
Rulers of the dead and unliving, Necromancers commands the dead with an iron fist. Skeletons, zombies, spirits and even the corpses of their foes does their bidding while staying far away from the action. Necromancers can turn a fallen ally into a living corpse, making them more resilient and dealing more damage. But the only way to return to life is death itself or resurrection by a Priest.

Beastmaster
Weapons: Staves
((Tame creatures and monsters to fight for you))

Priest
Weapons: Staves
Priests are select individuals blessed with the divine power of the Dragon God of Benevolence, Elegar. Their main role on the field is to heal wounds and cure ailments. While Priests have limited skills against humanoid creators, they are unparalleled in exorcising and destroying foul monsters and undead alike.

Miko
Weapons: Staves
((Dancer/Bard class))

Enchanter
Weapons: Staves
((Enchant weapons and armors of various effects for both allies and yourself))

Esper
Weapons: Unarmed (technically staves)
((Telekinesis))

Caster
Weapons: Unarmed (technically staves)
((Melee at close ranges))

Mystic
Weapons: Unarmed (technically staves)
((Illusionist based mage))

Ranger
Weapons: Bows
((Basic bow skills))

Hunter
Weapons: Bows
((Shoots traps arrow and shit.))

Vanguard
Weapons: Bows
 ((Close ranged archer with melee skills))

OperatorWeapons: Rifle
((Basic rifle skills. Mostly medium ranged))

Enforcer
Weapons: Rifles and shield
((Close ranged rifle and shield. Rifle acts like a shotgun))

Sniper
Weapons: Rifles
((Self explanatory))


Blitzer
Weapons: Crossbows


Assassin
Weapons: Daggers (dual)
((Sneaky, backstabbing high damage class))

Reaver
Weapons: Daggers (single)
((Thief based class. Money based skills))

Blademaster
Weapons: Daggers (dual)
((Less sneaky DPS class))

Gunslinger
Weapons: Pistol (dual)
((Fast dual wielding gunslinging class))

Corsair
Weapons: Pistol (single)


Mechanist
Weapons: Pistol (single)
Engineers and tinkerers of mechanical contraptions, Mechanists creates terrifying machines of war on the field. Their mechs fueled only by the Mechanist's mana. Automated turrets, flying droids, tanks, barriers and even their ultimate creation, a rideable robot are part of their arsenal. Mechanists can play a large supportive role on any battlefields, and are great allies to have on your side.

Shinobi
Weapons: Daggers (single)
Gifted in the art of stealth and subterfuge, Shinobi makes darkness their home. They strike from the shadows, making full use of their tools to aid in their foes' elimination. Throwing knives, throwing stars, caltrops, blowdarts, smoke bombs and their trusty dagger are all part of a Shinobi's arsenal, allowing them to attack and disrupt enemies from any range.

Yagyu
Weapons: Katana
((Ninja that uses katana))

Fuma
Weapons: Bow
((Ninja that uses bows))

1 comment:

  1. So many classes, that will be a lot of work to implement but will be really fun for us.

    ReplyDelete