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The Reckoners as a video game


Creecher

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When I first thought of The Reckoners as a game, I thought of a third person shooter. Then I played Xcom: Enemy Unknown, and realized how well the mechanics would fit. Allow me to elaborate.

 

Imagine having control over a single Reckoner cell. The overarching goal would be to assassinate the Epic controlling your city. Every time you play, the city and various Epics would be randomly generated, allowing for practically infinite replay value. Epics would be generated by a formula that calculates their abilities and weaknesses.

 

Missions would focus more on planning in advance than combat; you'll have to send your agents out to gather information on your target, find out their routines, and decide the best place to strike. The combat system could resemble that of Xcom, but with more of a stealth focus. In planning, you could also pay for 'favors' in advance of the mission; for example, bribing a guard to leave a door unlocked, or paying an Epic's bodyguard to feign sickness before the mission.

 

And consider incorporating Middle Earth: Shadow of Mordor's Nemesis system. Every time you fail an assassination, the enemy gets more cautious and puts more focus on finding your cell, making the next assassination slightly more difficult.

 

As the cell leader, you would have to choose the location of your base, considering visibility and how close it is to population centers, merchants and potential targets. If the base is too visible, and you bring too much unwelcome attention, the base could be invaded; for a reference, examine Base Invasions from the original Xcom: UFO Defense.

 

You would start with four agents in total, and could bring up to eight on any mission. These agents would be randomly generated with both skills and, on higher difficulties, weaknesses, though they could be trained to overcome weaknesses and learn new skills.

 

Incorporating another aspect of the Nemesis system, assume that your agents could both learn in the field and gain new weaknesses. For example, if only one agent survives a mission, then that agent could gain Survivor's Guilt; in game terms, this means that he might miss a turn when another agent is killed in a flashback. As another example, if an Agent is heavily damaged by a Fire Epic, they may gain a phobia of flames, having a chance to skip their turn whenever fire is visible to them.

 

The overall aim would be to slowly build up your cell and find out more about your main target's Prime Invincibility, until you are able to kill them. Weaknesses will always be exploitable in game, and would always completely neutralize the target's abilities.

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If this existed you could also bring in epic's on the team, gifters would be really useful but using your epics powers more would turn them bad so you have limited super attacks basically with the risk of your epic becoming the next target.

 

Don't know if this game would ever exist I suspect Mistborn would be the first, still your right this game would be like being Instabam with potatos in a mine field.

Edited by Mackannan
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I think it'd fit more in a open world game, like Skyrim, Sims, GTA, prototype, etc.

 

I agree. The entire environment seems to be tailor-made for an open world style of game. It would be cool if traps and strategy were the primary methods of completing objectives in the game.

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  • 4 weeks later...

Well, I think that having Prof available would be good. You can send in gifted Reckoners, which wouldn't corrupt Prof, but would be weaker. However, Prof would have a corruption meter that would be difficult to manage. That would be cool.

 

Well following the X-Com suggestion (which I think is an excellent fit) what would work is if you can research Epic powers as you progress through the game and eventually capture Epics. If you capture a Gifter then you can add their abilities to your team, though it might interfere with any Epic-derived equipment you have, or if you capture a non-Gifter you can try to redeem them, at which point you can try using them in combat when a corruption metre would come in.

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Well following the X-Com suggestion (which I think is an excellent fit) what would work is if you can research Epic powers as you progress through the game and eventually capture Epics. If you capture a Gifter then you can add their abilities to your team, though it might interfere with any Epic-derived equipment you have, or if you capture a non-Gifter you can try to redeem them, at which point you can try using them in combat when a corruption metre would come in.

 

And possibly devote some resources to helping them overcome their fears... yeah, this could go somewhere.

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How about a game of minesweeper, but once you've found all the mines, you have to guess which one is actually a potato? After you win a game, you go buy a lottery ticket because obviously you're a ta'veren.

Edited by Fifth of Daybreak
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While your thinking of playing as the Reckoners I was thinking of the other side of the spectrum. An open world game where you play as a fully customisable epic and you fight Reckoners and level up your powers. 

 

Rather than fighting Reckoners, it would be fun to play as an Epic who is trying to conquer their own city. You'd have to take down other Epics to make them your subordinates, take control of the city's resources and infrastructure, teach mortals to fear and obey you, etc. And because of the way Epic corruption works the story can start off with you having good intentions but gradually losing your sanity as you become more powerful.

 

It'd be pretty dark but it could also be really good. I suppose you could also have a good ending where you learn to stop using your powers.

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