Altitude is the working-title for an MMO we are designing. All pages will be in the category Altitude and should have the prefix AL_
The basic concept of Altitude centers around a number of powerful beings called "Highers" (working title) who control the world and vie for power against each other. Players enter the world as "Elites", who seek to distinguish themselves and who are powerful enough and important enough to be valued by the Highers. Most NPCs will be Lowers. Every character began as a Lower and became an Elite in the hope of one day becoming a Higher.
Players will be able to influence the world by serving particular Highers. Game updates will be unlocked by characters flocking to serve new Highers.
Race idea: at character-creation you chose a "Race" and a "Creed"; the race is entirely cosmetic, but the creed gives you access to certain abilities/perks. The idea is to replace the traditional MMO racial system(which is usually racist) with one that provides the same flexibility while allowing players to look however they please.
- AL_Lateral Expansion
- AL Character Creation and Starter Zone
- AL Combat
- AL Levels
- AL Monsters
- AL Theme and Setting
We want to create a game with staying-power. It needs to not burn itself out or die quietly, and the older content should be able to remain relevant even decades down the line. Ideally, we should never need to increase the level cap, though some bumps later down the line may be needed.
The primary goal of the combat system is to scale without having to go by numbers. Ideally the system should be such that older content never becomes completely trivial, and that end-game content at release is still challenging several expansions down the road. We don't want to follow the old "add levels to make the game harder" or "make bigger numbers" strategy.
To this end, we need a delicate symphony of mechanics that work together in ways that are not always linear. Some aspects on the surface should be simple(EG "if you're a melee fighter, get higher strength") but others are deeper and more complex(such as crit chance and crit multiplier, vorpal, etc). Again we have the concept of "incomperables" E.G. base damage verses crit damage, crit chance vs. crit multiplier, etc. As long as you have enough of this at play, you don't need to keep upping the numbers every expansion.