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Real Adventures for Heroes

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12 years ago
Sep 30, 2012, 12:19:44 AM
Simple: Add the Option send your Hero/s to Adventures.



Find the hero in adventure with different skill levels. The heavier the more Risky, the hero can dying may under some circumstances even forever.



The adventure could be looking for a long-lost race.

An ancient artifact or a row of old artifacts that need to be put together scattered throughout the galaxy.

An old technology.

A mysterious hero.

The library tells the story of a race.

A powerful source of energy.

The love of a hero or a good friend to find the one or freeing.

A lost ancient mighty battleship.

The DNA of a mighty race to their own genetic material to improve.



That should not be so easy for the hero's gone 20 rounds and the result always brings boring small advantages: +5% per research system, +20 food in home system, +10% firepower of the fleet, +1 command ceiling etc.



If the result changes only pay a few it can also be equal.



Then it can be the same under Lame, been there too many times and unimaginative tick.



The result should be personal, something. The story of the trip Breathe



One should be able to say: Yes, that I am proud!



I imagine it like this:



In course of time, the players are always given choices to choose from. Several things happened during the trip and the player must decide how the hero reacts. Simple example: He finds some documents of a hero who is telling the cruel and evil. He finds this hero, he is very powerful and offers his services.



Decision option: kill the hero or freeing him.



Decision: The hero freeing.



consequence:



The hero serves an admittedly but Greedy and drops one in the back, with fatal consequences. He could possibly start his own kingdom with enough support (from one's own people) to the player to be dangerous.



Decision: kill the hero.



consequence:



Gaining experience of their own hero and receives a powerful artifact. He finds himself a prisoner of his connects in gratitude. He died in the battle.



Depending on the difficulty, the journey is long and dangerous. The longer the trip the more numerous are the decisions to be taken. These should be shown with images and text.



The result should always be the story of the journey reflect not only offer advantages Maginale. These benefits do not even have to be particularly powerful. The reward, however, should mean something. A good story is always worth a trip and a risk.



Such a trip can bring the hero under some circumstances, a positive or negative Skill.



He loses an arm in the battle? He learns a new martial art? Troubling him his conscience?



That's what I mean by a living hero. Not a nice portrait of the system screen with a few lines of text.
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