   RPG FPS concept, need feedback
  Does anyone know of a game like this or know reasons why it would be impractical? Please let me know what you think of the concept:Using the Halo (or a similar) engine or whatever works best, create a RPG FPS. In a nutshall Halo meets Diablo.It would be all the fun of a single-player FPS with the character development of an RPG and lots of potential play as levels would be random (So you would play longer because you wouldn’t learn where all the enemies were.) and you can start again with the same player once you have finished.Instead of traditional fighter, mage and ranger in classic RPGs you would have three skill sets you could work on. For now lets call them human, alien and demon. They would each have different weapon types. You would not be tied into one style but could train all 3 at once if you really wanted to.The skills (like any good RPG):Accuracy – modifies your aim to be off target at lower levels, i.e. you can’t hit much when you start, just like real lifeMarksmanship – helps find chinks in armors and shields, so increases hit damageStrength – determines number of weapons and ammo you can carryLvl 1 — 1 gun and 10 magsLvl 10 — 3 guns and 200 magsLvl 50 — 6 guns and 1000 magsWeapon use – determines weapon-types you can use (and combinations of 2??)Lvl 1 — only pistolLvl 2 — rifleLvl 5 — 2 pistolsLvl 7 — assault rifleLvl 10 — 1 pistol and an assault rifleLvl 20 —  2 assault riflesEtc.Munitions – allows you to spend money to fix obsolete/ broken weapons and manufacture magazines, depending on your level. (You’d need to go to safe point.)Speed – How fast you can moveVitality – HitpointsDefense – Armors you can wearHuman skill – See above; check this skill against defense, weapon use, munitions and marksmanship for each weapon type. i.e. you will do more damage with a human weapon if you have high human skill than you would with the equivalent alien weapon and no skillAlien skill – The same as human, but diff. weaponsDemon skill – The same as the other two, again, diff. weapon setRank – military-equivalent rank. Add up all skills to determine. At certain levels this allows general bonuses and the ability to use certain equipment.Of course, there are also different armors, shields, lights, visors, weapon add-ons and such that can alter your stats. These are found on levels.   
  Hey,I like the concept. The games that come to mind to me are the Elder Scrolls games from Bethesda Softworks. They used a first person view in a RPG fantasy world. You killed creatures with swords, magic, arrows. Sounds to me like you want a FPS with RGP character development elements. So check out Elder Scrolls: Oblivion. If its along the lines of the first 3 titles (Arena, Daggerfall, Morrowind) it might be just what your looking for in character development.Dekimasu   ;Deus Ex.  'Nuff said.   ;  Hey, sounds like some neat ideas there. Although just reading it reminds me of the Hellgate London game, that will eventually be coming out. Anyway, keep up the good work!   ;  Thanks, I checked out Deus Ex and it's the right idea. However, this game hopefully should be just a conversion of a FPS and you'd play through like Diablo 1, so you wouldn't need much story and there'd be no sneaking, bribing, or puzzles etc. (Just shooting and leveling up ;)   ;Quote:Accuracy – modifies your aim to be off target at lower levels, i.e. you can’t hit much when you start, just like real lifeI could see this annoying people, much like in morrowind nothing annoy's me more than missing 10,000 times when i'm aiming right at them at point blank range. If your going to do something like this, you could have your level effect the Cone Of Fire of the weapon so the player has to wait until it goes down to shoot accurately (like in Planetside) so he can have some measure of control.Alot of your idea's are also quite similar to System Shock 2's mechanics.   ;  One problem you're going to run into on the character-development side of things is that most FPS games require more dexterity from their players than RPGs do. As a result, FPS players have more "inherent" skill (pointing with a mouse, for example) and they'll want to be able to tap into that. If you obviate that skill somehow, e.g. by artificially limiting their accuracy, then you're penalizing them arbitrarily. You'll end up with the game not really being "playable" until the player has gone deeply enough in to boost the skills to where they should have been in the first place.In other words, skills should not start from a negative baseline. Limitations on your abilities should make sense and shouldn't actively detract from the fun of the game. Having a strength stat that forces you to conserve ammo and choose which guns you carry makes sense and adds to the game. Randomly making it so half your shots miss isn't fun. Gaining the ability to sprint for short periods is fun. Having a "speed" stat that starts out abnormally low and must be trained up isn't.   ;  Please don't make pistols easier to use than rifles.  Nobody in their right mind would say, "You look like you know nothing about firearms.  Let's start you off with a handgun."   ;  Feel like Parasite Eve   ;  Thanks for the input.Just to be clear, I don't invision the game being tedious or frustrating in earlier levels. Think more along the lines of at lvl 1 you kill an enemy in 10 shots, at lvl 10 you can do it in 5, and by lvl 50 you can do it in 1. You're also going to be able to get better armor, run for longer, have more health etc. as the game progresses.Hopefully it will be a balance of skill and upgrades. You could in theory double all the numbers in the first paragraph for bad players. So as you play you grow in skill, both in real life and in the game. -- which sounds natural to me.And if you already rock before you start, I don't see any reason to peanalize that. Rock on! (You should just start on a higher difficulty level which will start you deeper in the dungeon. No artificially making you bad or wasting your time.)   