Showing posts with label theme/atmosphere. Show all posts
Showing posts with label theme/atmosphere. Show all posts

Saturday, November 4, 2017

Vehicles

Vehicles

In addition to the already existing mechanical vehicles, a few new ones are introduced.  However, unlike the Motorcycle, the Flying Machine and the Sky Golem from the mount tab (or the Kezan Hot Rod and the Jet Plane from various missions) however, these items have several attributes that differentiate them from regular mounts:

⦁    They aren't part of the mount tab but are added to a separate tab.
⦁    Vehicles aren't account-wide - each of them has to be earned by each character individually.
⦁    They can be upgraded and customized (and in the case of ships and airships, have a reasonable amount of space to do so).
⦁    They can only be used (and summoned) in their specific element: on land, in bodies of water or in the air (or at least close to the ground).
⦁    They have collision detection, i.e. you can't move them everywhere.
⦁    They can be stationary without requiring an active pilot/operator.
⦁    They have an interior (though this one is rather small in the case of the carriage and the tank).
⦁    If they aren't properly usable (for example because you want to fly around with an airship but flying isn't available yet, you can still summon them and use their other perks.

A selection of possible vehicles:

⦁    Carriage (standard version already in the game)
⦁    Steamtank (standard version already in the game)
⦁    Train (unlikely since it would require tracks)
⦁    Zeppelin (standard version already in the game)
⦁    Airship (while something like the Orgrim's Hammer is too large, a smaller version would do)
⦁    Transport (various types are already in the game)
⦁    Destroyer (standard version already in the game)
⦁    Submarine (standard version already in the game, would probably require a lot of underwater design)
⦁    Carrier (possibly too large)
⦁    Battleship (possibly too large)



A carriage.

How vehicles can be acquired would be up to debate since it strongly depends on the avenues available (mere purchases, quest chain, professions, garrison crafting etc.).

Servers I: True RP servers



From the beginning to this day, roleplay servers were functionally identical to normal servers; the only difference being a merely cosmetic one - an "RP"-tag in the server list and the promise of providing the player with an atmosphere conducive of roleplaying. As someone who has played on standard, RP and PvP servers (basically everything but PvP RP) I can say that this changed actually pretty little. By now, RP servers more or less feel like normal servers, the difference merely being that they are usually more sparsely populated and have less ambitious guilds.
To remedy this and actually help RP servers provide a truly different gaming experience, they would also have to work, to feel differently instead of just have another label slapped on it.

  •  /e would work as usual.
  • /s and /y would work almost like before, the difference being that once a character leaves the communication radius, instead of immediately stopping being able to hear other people talking or yelling, the content of a speech bubble would become gradually less clear the further a character moves (by replacing random letters with # or whatever).
  • Whispers wouldn't be like a cellphone, but mimic actual whispering instead. This means it would work like /s, the difference being that the radius would be much smaller. A character would have to be really close to another in order for that person to be able to clearly understand him. Also, a third party which was standing nearby might also be able to eavesdrop.
  • There literally wouldn't be any chats or channels in the game, including the guild chat - players would only be able to use normal communication methods, with aforementioned changed mechanics, or mail. Also, there wouldn't be any dungeon finders or the like. Of course, this includes realID chats.
  •  On the flip side, learning languages would be enabled as it was intended waaaay back.
  • Also, a faction change mechanism would be an interesting addition to this concept.

Whispering mechanics on a True RP server.
The intended changes would be adding more immersion to the game (one thing I have noticed on RP servers:

  • If they're acting through "direct" channels like /s and /y, players are far more likely to stay in character)
  • Encounters with other players would become far more meaningful, now that players who are questing, leveling and exploring alone literally are alone until they meet another soul and team up in order to face the challenges head together.
  •  It would be one hell of a deterrent for players who aren't really interested in the RP experience (because, let's be honest, it's damn inconvenient to play like that unless you're really into it).
  • On the other hand, dealings with the other faction would become more interesting and gain depth.

Expansion Theme II: History of Azeroth



This idea to make old story content interesting and engaging would be to use it as a blueprint for new expansions that take place in days gone by. An example for a straight execution of this story concept would be a spinoff that takes place in the old days of Warcraft 2: Tides of Darkness.

Races & Classes
The Alliance of Lordaeron

  •  Humans: standard
  • Dwarves: Dwarves are basically like they were in Vanilla WoW - except that players can choose between classic Ironforge Dwarves (like vanilla WoW Dwarves) and Wildhammer Dwarves who start at Aerie Peak.
  • Gnomes: standard
  • High Elves: The High Elves have different racials than the Blood Elves and don't have access to Paladins, but do have access to Warriors instead.

 “The mysterious Elves of Silvermoon have sent a contingent of Archers south to survey the supposed orcish threat for themselves…”
The Horde

  • Orcs: Given the fact that Orcs are still aligned with the Burning Legion, they don't have access to Shamans yet (or Dark Shamans like in WoW:MoP).
  • Forest Trolls: the bulkier and more feral brethren of the Jungle Trolls. Technically identical.
  •  Goblins: standard
  •  Ogres:...

Generally: No Death Knights, Demon Hunters, Monks and Druids.

 Zones and Realms
The entire spinoff would take place exclusively in Azeroth as it was around the time of the Second War, prior to the Rise of the Scourge and the Retaking of Stormwind.

Quel'Thalas

  • Eversong Forest (Eversong Forest & northern part of the Ghostlands): The Eversong Forest is still standing in all its splendor, and so is Silvermoon City in its entirety. However, the realm is under constant attack by Troll/Orc raiding parties.
  • Zul'Aman (southern part of the Ghostlands): Zul'Aman is situated south to the Elven realm, having pushed back the Quel'Dorei incursions of the past thanks to their orcish allies. Zul'Aman is also place of one of the largest wharfs of the Horde, where the Troll Destroyers set sail.

The Human Kingdoms

  •  Lordaeron & Tirisfal Glades: A more vivid, lively area, mostly dominated by Lordaeron City which is far larger than Undercity (around the size of Stormwind) and extends into the Northern Parts of Silverpine Forest. The Scarlet Monastery is still a place of the cult of the Holy Light at that point.
  • Darrowmere Region (Western Plaguelands): The breadbasket of Lordaeron for the northern communities, with Andorhal in its center and Hearthglen (back then still a
  • Eastweald & Darrowmere Forest (Eastern Plaguelands): An area of thick forests where beasts and brigands roam, with the proud city of Stratholme and the passageway to the Elven Kingdom to the north and Tyr's Hand to the southeast. It looks mostly like the CoT3 (Culling of Stratholme) instance.
  • Gilneas & outskirts: The recluse kingdom of Gilneas, hidden behind the Greymane Wall and ruled by its namesakes. At this point still readily accessible, the kingdom of Gilneas nevertheless looks very much like the Gothic city of WoW:Cataclysm. Except without Worgen.
  • Silverpine Forest: Similar to the area in the original game (except not as gloomy), the Silverpine Forest is an area roamed by brigands and the henchmen of the enigmatic sorcerer Arugal).
  • Alterac, Dalaran & Hillsbrad Foothills: A densely populated area, the Hillsbrad Foothills are the region where the magocracy of Dalaran, the city-state on Cross Island, the city-state of Alterac and the twin villages of Southshore and Tarren's Mill are situated. Apart from the fact that the two cities are still standing, it's mostly like the original Hillsbrad, though.
  • Stromgarde & Arathi Highlands: Stromgarde is still standing, with the Trollbane kings still in power at that point. A contested land where the orcish Horde is in a constant struggle with the armies of Stromgarde, it nevertheless is very similar to the standard Arathi Highlands.
  • Tol Barad: A normal questing area instead of a battleground, with Stromgarde still in charge.
  •  Kul'Tiras: The island realm of Kul'Tiras.

The Dwarven Realms

  • Hinterlands: Jintha'Alor may or may not be Horde-affiliated at that point, with the Wildhammer Dwarves being their opponents. Otherwise, still like the standard Hinterlands.
  • Wetlands (western part of the Wetlands): contested between the Dwarves and the Orcs; with Menethil Harbor being crowded by refugees from the kingdom of Azeroth.
  • Grim Batol & Northeron (eastern part of the Wetlands, Twilight Highlands): The center of the Wildhammer culture, with their capital at Grim Batol. The Twilight's Hammer has already intruded into this area, at the time still affiliated with the Horde.  
  • Ironforge, Gnomeregan & Dun Morogh: Like the standard questing area, except that Gnomeregan is still standing. 
  • Loch Modan: Like classic Loch Modan.
  • Searing Gorge: Like the classic Searing Gorge, ruled over by the reclusive and hostile Darkiron Dwarves, the difference being that the presence of the Blackrock clan is far stronger here.
  •  Badlands: Like the Searing Gorge, except more draconic presence.

The Orcish Empire

  •  Burning Steppes: With Deathwing still in league with the Horde, this area is ruled over by Orcs from the Blackrock clan and has less draconic presence.
  • Westfall: Like classic Westfall, except with Orcs instead of Defias, and the Deadmines being one of their harbors.
  •  Elwynn Forest: Like classic Elwynn, except that all Human settlements are in ruins and the Horde is stripping the area of its resources, being constantly attacked by the Gnolls.
  • Ruins of Stormwind: Utterly devastated, a testament to the might of the Horde. The Humans here are broken shells, toiling away in slavery.
  • Duskwood: Home to the ruins of the town of Grand Hamlet, this area is less gloomy and gothic than the original Duskwood.
  • Redridge: Like the original Redridge area, except without a Human village and a stronger Horde presence (who are occupied with fighting off the Gnolls).
  • Swamps of Sorrow (Swamps of Sorrows & northern Blasted Lands): the putrid swamps of sorrows with the twin villages of Rockard and Stonard. Nethergarde isn't built yet, and the swamps extend further to the south. Atal'Hakkar is still sealed, and the Alliance is notably absent.
  • Blasted Lands (southern Blasted Lands): The area around the Dark Portal, with a strong Dragonmaw presence and plenty of enslaved red dragons in the sky. Partially under water.

The Deep South

  •  Stranglethorn Vale: Like the original Stranglethorn, except with a stronger jungle Troll presence, and the starting area of the Goblins in the South.

Due to the nature of this spinoff (which is more focused on the fact that Azeroth is still divided between the two factions than being overwhelmed by hostile neutral factions), most raids or instances would be required to have different but equal encounters - think of the arena fight in TotC or the third encounter in ICC.

  • Ruins of Stormwind: Alliance players raid Stormwind and kill the Horde commander, Horde players crush down a Human insurgence.
  • Hoard of Alexstraza: Alliance players defeat a controled Alexstraza in order to free her from the Horde's mind control, Horde players defeat a free Alexstraza in order to bring her under their spell.
  • Invasion of Zul'Aman: Alliance players invade Zul'Aman (starting from a High Elf camp), Horde players drive back an Elven invasion.
  • Battle for Silvermoon: Like Invasion of Zul'Aman, only with switched roles and taking place in Silvermoon.
  • …and so on.