   3D Super Smash Bros. Style game. (Title is misleading)
  I had this idea a while back, right now I like to dub it "Frenzy!"It works like this--You first make your character that you want, this can be a simple variation of X amount of models.Then you create a character profile.Now what you do is you go into the lobby and you look for an open game, typical online game no?The whole goal of the game is basically Super Smash Bros. Online, with an RPG system intergraded.RPG? HUH?Because you also have missions available, so you can team up with someone and level up- or go collect points for upgrades, or just have a contets like *Find X item and bring it to Y place in Z amount of time*What you can do with the level up system is fight harderWhat you can do with upgrades is get new attacks, or armorWhat you can do with points is use them for upgrade parts, or access X features.So what do you think guys? Would something like this do well at all?   
  Honestly no, I don't think it would work out well.  The core of most fighting games is two players' raw skills facing off, and the better one wins.  Equal opportunity.  The core of your online-leveling up scheme is basically that the more you play, the stronger you are.  I don't think a fighting game where one person has an advantage because they've completed more quests of type X is a great one...they conflict imo.   ;  Agreed.  Offer a "free-for-all" mode where players are stuck at eithe rthe top or bottom of the skill scale in addition to the levelling system.  Isnt' that how Guild Wars does it?   ;  I've been waving my hands and screaming this for years, and nobody but Ben Ellinger will listen to me, but I'll try again:If you want to avoid an advanced player from being extremely more powerful than a n00b, but you still want to give them that sense of accomplishment, don't increase their stats (at least not by much), give them more options for customization.Consider the Paper Mario badge system (Kingdom Hearts uses a similar system).  In the beginning, you start with X number of badge points, and only a few badges to choose from.  Each badge gives you a new ability (though one doesn't necessarily have to be stronger than another).As you "level up", you get more badge points, which let you equip more badges.  You also get more badges that can be equipped.  This gives the player a greater sense of character customization, but the only extra strength that advanced players have over beginners is the range of choices that they have during combat.With this system, a beginning player can still take down a high level player (though it may be hard), but the high level player can still feel stronger and more prepared for battle.In a fighting game, this could be especially useful: new moves, higher jump, etc.In an alternate, and even more balanced version of the system, everybody starts with X number of points (20 points or something).  As they continue, they don't get more points, they just get more badges, and the stronger badges also take more points to use.  So customizing your character becomes an art, and the best characters are the ones who can choose the abilities that are best for them.   ;  I play much more Super Smash Bros than my friends. The only way that I can have a fun game with them these days is to put a handicap on my character.If I sat down and suggested that they make their characters weaker than mine because I'd had more practice, they would probably look at me kinda funny.Time Invested = Character Power isn't a good rule to be implimented in every circumstance.Having said that, if you're making an online game, then Time Invested = Character Power synchronises quite nicely with Player Time Invested = Monthly Fees for you.   ;Quote:Original post by CIJollyI play much more Super Smash Bros than my friends. The only way that I can have a fun game with them these days is to put a handicap on my character.If I sat down and suggested that they make their characters weaker than mine because I'd had more practice, they would probably look at me kinda funny.Time Invested = Character Power isn't a good rule to be implimented in every circumstance.Having said that, if you're making an online game, then Time Invested = Character Power synchronises quite nicely with Player Time Invested = Monthly Fees for you.:(Time Invested = Monthly Fees is the bane of all game design!But back on topic, I agree with Mr. Bourrie. Instead of affording players just raw skills, instead allow them more customization, perhaps with a fast initial leveling curve. You could have a set number of "points." When you "level," you just get to move these points around. Not neccesarily that system exactly, but that kind of idea.   ;  I like the badge system much more than the traditional RPG stat increasing. How about making badges looseable, at least during one fight? That would mean you wouldn't only have to earn these powers, but also earn the right to keep them during a fight... this means a long-time player has a badge advantage and more play experience, but if his opponent could capture a badge this would grant him the powers of that badge during that fight. Maybe that will balance the use of time-bought advantages even more.   ;  Hi,I am loving the idea of the 'badge system' I agree it would be better than a traditional RPG approach.I also like Captain P's idea of being able to lose badges in a fight.In addition, you could then have a betting system where people placed badges on the line during the fight.Another idea would be instead of making characters more powerful with time spent playing, allow players to customise just the look of their character.  If you had a character that used a sword for example, a more advanced characters player might be carrying a glowing plasma sword that spits awesome particle effects all other the shop, but does not do any extra damage.This way it would still give players something to work for and it would be clear to all which players where the ‘best’ as they would just look awesome :DCould also add player models to a chat area so people really could show off.- Chris   ;  Hmm, I would definatly agree.Like you guys said, its not a good idea I had for the "LVLUP" system.With some permission I would like to use your badge system CaptainP.With a few changes of course (to make it flow better into my current design)   ;  Or you can have normal stats for each character, as you level or something, you get points to put into power, speed, or whatever. But every 2 points on one aspect lowers another aspect. They could get an ultimate character...in 10 years....Anyhow, skill based games aren't noob friendly at all. They'll most likely go crazy with the keyboard or something.   