The idea is that a player only has so many "Concentration Points" (CPs) and can thus only concentrate on so few abilities at once. CP is the primary resource the player has to manage to use abilities.
Players have a selection of abilities and a few CPs. Players must use CP to use abilities. The effects of the activated abilities are in effect as long as the player keeps the CPs used/consumed/tapped. If the ability expires or the player decides to relieve CPs, those CPs become available to the player to use again.
Players move freely, and action is realtime. Player have 7 CPs.
There will be NO stunning, mezzing, fearing, polymorphing, rooting, or any other incapacitate effect which removes control from the player.
I imagine play to be highly positionally tactical. Mages will be summoning aoe effects on top of each other, placing walls and obstructions at choke points so the enemy will fall right into their hands. I envision melee slowing ranged opponents with several primed strikes, and the mage frantically placing walls between the assassin and himself. The mage gets the upper hand and has boxed in the warrior who find himself looking up at a falling meteor. Healers can only concentrate heals on so many friends; enemies will switch their focus.
You can do some fun PvE things also. If you have players defend something, you can have a Tower Defense game where some players make walls and others make automata (the towers) which attack the enemies (as long as these golems are strong enough so players use them instead of aoe summons).
Some definitions:
- Area of Effect (AoE): ability which effects an area in the world and players within that area
- x CP: Cost in Concentration Points
- Summoning Time: time required before ability resolves. Player is able to move.
- Casting Time: time required before ability resolves. Player cannot move.
- Consumed Time: time CPs are consumed before freed to the player
- Duration: time ability is in effect before CPs are freed.
- Automata: minion which acts on its own will, striking at enemies of its master
- Primes ability: ability is "cocked" and is resolved at the player's input rather than after a certain time.
These are just some examples, are not finished (no damage information), and are certainly not balanced. Nor is the list complete. They are used to illustrate the variety of abilities and hopefully ignite some head-playing and discussion.
- Summon Meteor (aoe template): 1 CP; 3 sec summoning time; ground targeted instant AoE
- Summon Ice Wall (obstruction template): 3 CP; 1 sec summoning time; 20 m obstruction; originates from player outward 90 degrees
- Frost: 1 CP: 2 sec summoning time; 10s duration; 15m in diameter slowing ground targeted AoE
- Summon Golem: 2 CP; 2 sec summoning time; slow moving automata
- Summon [stationary] 1 CP; 1 sec summoning time; stationary automata
- Teleport: 2 CP; 2 sec casting time; primes ability; moves player 15 m forward
- Fireball (nuke template): 3 CP; 3 sec consume time; instant nuke spell at target
- +Speed: increases run speed
- -Speed: decreases run speed
- Heal over Time: restores health; active as long as CP are dedicated
- Damage over Time: removes health; active as long as CP are dedicated
- Empower: increases damage of abilities; active as long as CP are dedicated
- Enfeeble: decreases damage of abilities; active as long as CP are dedicated
Most melee abilities are Primed. They concentrate on several strikes, and when they get in close to another player they resolve the abilities. All melee will have either a Sprint ability or a Slow ability in order to catch other players. Ideas from WoW: Sprint, Charge, Intercept, Hamstring, Slowing Poison.
Controls
I have not decided how targeting will happen. I'm reluctant to use both traditional MMORPG targeting schemes and aiming. Most spells with be ground targeted AoE, but will Melee also be mini-AoE (around player)? We could have targets declared when the ability is first announced, or when the player wishes to resolve it.
Players have a 3rd person view and move the character via WASD. If the camera is not allowed to orbit, then the mouse is free to target. If the camera is in orbit around the character, then targeting becomes more frantic (you have to manage the camera and targets with the mouse).
Abilities are announced and resolved with keys and/or mouse clicks.
GUI
Every player concentrated entity in the world will have its ability icon near it so other players know what it is. AoE summoned damage spells will also have soon-to-be decimated locations marked with the ability icon. Any player with a primed ability will have its ability icon near the head of the character.
This way players have a lot of information regarding the battle and can anticipate attacks, predict when players teleport, and not get frustrated when they walk into a meteor minefield.
Customization
Building upon earlier posts, players can pick and choose which abilities they want to "carry". You can even do some crazy MTG deck building mechanic where players "draw" new abilities once they use them. There are many layers which can be placed on top of this CP mechanic.
Feedback is appreciated.