Difference between revisions of "User:Auro/Formats"

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* '''Friendly Factions:''' If you're Human or Halfling, the Maze Military will be somewhat friendly at the start, while a Youkai would have the Activists as somewhat friendly. It is possible to solidify the friendship of the side already friendly to you, or (if your a Human or Halfling) you could instead swap sides. It is also possible to gain both sides friendship through the neutral route, as well as that of the Maze Police and Heaven, Ltd... or lose them through the MAD route. However, the MAD route may allow you to ally with the Yatela Crime Syndicate and/or Hell, Inc.
 
* '''Friendly Factions:''' If you're Human or Halfling, the Maze Military will be somewhat friendly at the start, while a Youkai would have the Activists as somewhat friendly. It is possible to solidify the friendship of the side already friendly to you, or (if your a Human or Halfling) you could instead swap sides. It is also possible to gain both sides friendship through the neutral route, as well as that of the Maze Police and Heaven, Ltd... or lose them through the MAD route. However, the MAD route may allow you to ally with the Yatela Crime Syndicate and/or Hell, Inc.
 
* '''Hostile Factions:''' Neither side will be openly hostile to you until you lock into a certain route - if you help the Activists, the Military will become hostile, and vice versa, while the MAD route will make both sides hostile, as well as the Maze Police and Heaven, Ltd. Choosing to bring peace may lead to the Yatela Crime Syndicate and/or Hell, Inc. opposing your attempts.
 
* '''Hostile Factions:''' Neither side will be openly hostile to you until you lock into a certain route - if you help the Activists, the Military will become hostile, and vice versa, while the MAD route will make both sides hostile, as well as the Maze Police and Heaven, Ltd. Choosing to bring peace may lead to the Yatela Crime Syndicate and/or Hell, Inc. opposing your attempts.
* '''Bonus Starting Gear:''' None to start, but if choosing to side with the Military, you gain one of the [[Private (RF)|Regular Forces Private]] or [[Private (Phantom)|Phantom Forces Private]] loadouts on joining them, while joining the Activists will grant you an [[Activist Fighter]] loadout, not including the outfit but including any LBEs superior to your current equipment.
+
* '''Bonus Starting Gear:''' None to start, but if choosing to side with the Military, you gain one of the [[Private (RF)|Regular Forces Private]] or [[Private (Phantom)|Phantom Forces Private]] loadouts on joining them, while joining the Activists will grant you an [[Activist fighter]] loadout, not including the outfit but including any LBEs superior to your current equipment.

Revision as of 16:13, 11 April 2021

This page is just mainly to work on what I think the Format page should look like - the final decision as to how it looks is completely in Temp's hands, though. - Auro


When starting a new game, a player can choose between one of the following formats to decide how their game will run:

Survival

Survival, also known as Classic Mode, is essentially an endless Uncivilized Area run, just as MazeWorld once was. Here, the player character is known as the Survivor. There are three different variants to this format: Tier X (complete X challenges to win), Amulet (collect the four Amulets, then complete the Endgame whenever you're ready) or Endless (the game only ends on either death or when the player requests it)

Survival runs are designed with the Permadeath death system, although Tier X and Amulet can allow for the Backup Bodies death system to be used instead.

The main differences introduced by Survival are as follows:

  • The player starts in the UA, fully kitted out.
  • No towns or intersections as players know them - Survival is an endless Uncivilized Area streak. Explorable areas can even still be found and completed for their rewards!
  • Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post or Safe Zone (TP reset). In turn, the reset is much lower than normal. The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).
  • Date and time are not tracked.
  • No Faction Reputation and no Renown to worry about.
  • All skills are unlocked: Survivors start with Unskilled in all non-combat skills (unless skill levels were purchased at Startgame)
  • The Survivor starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).
  • After 50 rooms, and every 100 rooms after that, the Survivor will find a Trading Post, which is nothing more than an intersection with a fixed amount of shops and services (see below for details)
  • Every 100 rooms, the Survivor will either find a Trading Post or a Safe Zone, depending on the variant in use. Tier X uses Trading Posts, Amulet uses Safe Zones, and Endless depends on the GM.
  • On the room following every second Trading Post (101, 201, 301...) in the Tier X variant, the Survivor will find a Challenge. Completing the Challenge is necessary to progress forwards, and after completing X challenges, the Survivor will find the Final Door.
    • There is no upper limit on the Tier number (and subsequent amount of Challenges), though in order to keep games from being unreasonably long, the creator's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.
    • The creator personally recommends first-time players and GMs to try Survival Tier 4, for a 401-room adventure.
  • In the Amulet variant, every destination room would contain a Challenge, while every 4th destination would contain an Amulet Challenge - completing one of these will earn the Survivor an Amulet, and completing all four of them will allow the Survivor to make any door the Final Door.
    • Each Amulet would provide one of the following permanent bonuses, chosen at random (or by the GM): Agility +2; Endurance +30%; Max Limb HP +8, Max Blood + 2; Natural Strength +30%
  • In the Endless variant, the GM decides either to have challenges be every 100 rooms like in Tier X, or at the destination room like in Amulet.
  • The UA is considered to be a Deep UA dive in Tier X mode, where shortcuts and detours are ignored, and Travel Fatigue will only apply when reaching a Trading Post, while Amulet mode allows the Survivor to choose a UA route after each challenge to determine the distance to the next challenge, with Travel Fatigue only kicking in when reaching a destination, Trading Post or Safe Zone. Endless runs are considered always Deep, but if destination rooms are used, shortcuts and detours are included, otherwise, they are ignored, and they have the Travel Fatigue kicking in when reaching a destination, Trading Post or Safe Zone.
  • Mercenaries function differently:
    • The time-based hiring rates do not apply and are instead replaced by a 50-room hiring rate (corresponds to the distance between Trading Posts and/or Safe Zones). That special rate is equivalent to 2x the 24-hour rate.
    • Upon being hired, a mercenary will immediately join the Contestant with no waiting time.
    • Merc deaths do not need to be reported.
    • All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.
    • All special parameters are ignored.

The only objective in Survival is to survive. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endless.

Freeform

Freeform, also known as Story Mode or Life In The Mazes, is the standard MazeWorld experience. In this mode, the player(s) have no pre-defined objective, allowing for more relaxed sessions as well as offering an opportunity to design your own stories and plots.

For a Freeform game:

  • Player(s) can start either in the UA or in any town in which their species is welcome.
  • All skills are considered to be unlocked. Freeform characters start with Unskilled in all non-combat skills.
  • All repeatable activities are available: Trading Missions, Mercenary Contracts, Mining, and Bounty Hunter.
  • Renown, Reputation and Soul Influence are disabled, to allow GMs more flexibility. However, you can still build relations with the six main Factions and gain their trust or ire.
    • It is recommended to replace any rewards in Renown/Rep with money, where applicable and where it would make sense. (e.g. Vigilante work)
  • The Main Questlines are disabled, but certain Sidequests can still be completed.

Contestant

Contestant, also known as Adventure Mode, is the plot-based MazeWorld experience. In this mode, the player(s) are known as Contestants, and have to complete a Main Questline in order to escape.

There is currently only two Contestant Main Questlines to choose from, which are both currently works in progress:

  • The Last Door
  • The Human/Yokai War

For a Contestant game:

  • Contestants must start in the area specified by their Main Questline.
  • The skills of Hunting, Crafting, Handloading, Mining and Lockpicking start off Locked, and must be unlocked through completing certain sidequests or by spending points to unlock them during character creation.
  • Repeatable activities need to be unlocked by completing a sidequest that introduces the activity.
  • Renown, Reputation and Soul Influence are enabled.

The Last Door

"To escape and return home, I must reach the Proving Grounds and enter through the Last Door."
— The Contestant


The Last Door is the first Contestant Main Questline created for MazeWorld v6. In this, the Contestant(s) wake up with an implanted memory - the quote above - and must do whatever they can to complete that goal.

  • Starting Location: Arnett
  • Ultimate Objective: Find and enter the Last Door
  • Last Door Location: Somewhere in the Proving Grounds
  • Race Restrictions: None
  • Overarching Objectives:
    • 1) Find out what the Proving Grounds are
    • 2) Find someone who knows where they are, or who can take you there
    • 3) Enter the Proving Grounds and demand the location of the Last Door
    • 4) Enter the Last Door and escape
  • Friendly Factions: None at the start, but you can potentially befriend up to three factions (not opposing ones) and they will potentially help you out when heading to the Last Door.
  • Hostile Factions: None at the start, but each Faction you befriend will cause the opposing faction to become hostile. However, remain independent before heading to the Proving Grounds, and all factions will become hostile.
  • Bonus Starting Gear: None

The Human/Yokai War

"To escape and return home, I must unlock the Last Door. But to do so, I need the two halves of the Final Key, which are held by the opposing leaders of the Military/Activist war. The only way I can get both is by ending this war one way... or another."
— The Contestant


The Human/Yokai War is a Contestant Main Questline where the Contestant(s) will be forced into the war between the Maze Military and the Youkai Activists and will have to choose a side to stand on if they want to escape.

  • Starting Location: Arnett
  • Ultimate Objective: End the Human/Youkai War for good, either by killing the leader of one (or both) sides or by finding a way to peacefully settle the differences between the two sides, so that you can obtain the Final Key which unlocks the Last Door.
  • Last Door Location: Arnett (Locked - requires the Final Key to unlock)
  • Race Restrictions: None, although humans and halflings will have a tough time convincing the Youkai Activists to let them help, and Youkai will not be able to convince the military to let them join, meaning they either need to help the Activists or find a middle ground.
  • Overarching Objectives:
    • 1) Learn more about the history of the Human/Youkai War
    • 2) Either choose a side to side with or decide to be independent and either work towards a peaceful solution or decide to cause both sides to undergo MAD (Mutually Assured Destruction)
    • 3a) If helping the Military or Activists, work your way up the ranks of your chosen side until you are trusted enough to be given the critical mission.
    • 4a) Find and kill the opposing leader, and collect their half of the Final Key.
    • 5a) Return to your faction's leader with the half of the Final Key, where they will combine it with their half to form the Final Key, which you can use to leave the Mazes through the Last Door in Arnett.
    • 3b) If deciding to try and come up with a peaceful solution, gain the trust of both sides, and come up with a peaceful resolution with which both sides agree with. If this fails due to one side rejecting the proposal, the other side will request your help to end the war, pushing you towards helping them out. If both reject it, however, this forces you onto the MAD route.
    • 4b) Once a resolution is reached, the two leaders will give you their halves of the Final Key, and once combined, you can use it on the Last Door in Arnett to leave the Mazes.
    • 3c) If choosing the MAD route, or being forced here, cause chaos for both sides until both leaders decide to take action themselves.
    • 4c) Make sure neither leader survives the final battle at a certain location so you can loot the two halves of the Final Key from their bodies.
    • 5c) Survive the trek back to Arnett and use the Final Key on the Last Door to escape.
  • Friendly Factions: If you're Human or Halfling, the Maze Military will be somewhat friendly at the start, while a Youkai would have the Activists as somewhat friendly. It is possible to solidify the friendship of the side already friendly to you, or (if your a Human or Halfling) you could instead swap sides. It is also possible to gain both sides friendship through the neutral route, as well as that of the Maze Police and Heaven, Ltd... or lose them through the MAD route. However, the MAD route may allow you to ally with the Yatela Crime Syndicate and/or Hell, Inc.
  • Hostile Factions: Neither side will be openly hostile to you until you lock into a certain route - if you help the Activists, the Military will become hostile, and vice versa, while the MAD route will make both sides hostile, as well as the Maze Police and Heaven, Ltd. Choosing to bring peace may lead to the Yatela Crime Syndicate and/or Hell, Inc. opposing your attempts.
  • Bonus Starting Gear: None to start, but if choosing to side with the Military, you gain one of the Regular Forces Private or Phantom Forces Private loadouts on joining them, while joining the Activists will grant you an Activist fighter loadout, not including the outfit but including any LBEs superior to your current equipment.