I figured I may as well bash this out now because it's really about time. It's long, just to warn you.
Anyway, I want to create a game set in the S.T.A.L.K.E.R. universe (or similar) so it's a sci-fi RPG, but with some light fantasy elements too. It's hardly groundbreakingly original and the ideas I have for a story include the usual DX machina you see in almost every Final Fantasy game, but it's something I'd give a left arm to play.
This game concerns a concept known as the
noosphere, or "sphere of thought", which effects all cognitive human beings. For anyone who hasn't played S.T.A.L.K.E.R. and hates spoilers, here's the back story:
In the game's universe, some scientists were experimenting on the noosphere to get rid of negative emotions and in the process formed the Common Consciousness, or the C-Consciousness. They carried out their experiments at the derelict Chernobyl NPP because it was surrounded by huge antennas which were strong enough to send the psi signals they needed for their tests. During one experiment, a serious disaster occurred, irreparably damaging the Noosphere and giving rise to an area called the Zone.
The Zone is a mysterious place full of mutated horrors and concentrated areas called "anomalies", which can do various horrific things to a human body, but the main attraction is the presence of valuable objects called artifacts, which are spawned by anomalies. Most can be equipped for various effects (usually a positive effect and a negative effect, but some very valuable artifacts have just positive effects). Some have no use but they can be sold to scientists for a fair price.
The people who inhabit the zone are known as Stalkers, and they are all divided into various factions with different objectives and ideologies, most looking to make a quick buck through artifact hunting. Many fall to the zone's natural dangers with just as many to other stalkers. Some report having hallucinations. Occasionally, powerful bursts of radioactive and psychic energy occur, called "emissions" or "blowouts". You'd better take shelter when this happens, especially if you're near Chernobyl NPP, the Zone's centre.
The Zone itself is also expanding, and is said to increase in diameter each time an emission occurs. In this tragically nonexistent game, it's so large it engulfs part of England (though the effects on the outer areas are far less potent).
Emissions are entirely man made. The scientists could still control the noosphere despite the damage done to it, but at a price. They had to release the excess energy from their experiments periodically, giving rise to emissions. However, emissions can occur by themselves too. They came in handy as a protective measure as the scientists felt the world wasn't ready to learn about their research, often resorting to using other horrific methods which I won't elaborate here.
Another thing to note is that by the time the game occurs, the C-Consciousness has been destroyed and its research handed down to a team of scientists I mention below.
The series' main protagonist (who I'll just name The Protagonist since his actual name is also a spoiler) now works alongside a team of scientists as an advisor to study the zone and the noosphere. Since the events of the most recent game, Call of Pripyat, many scientific wonders have discovered and manufactured by various corporations, but only The Protagonist and his team of scientists know how to control the noosphere, thus their identities are protected by the FSB. A lot of rival companies want to obtain the research but have no leads. Somewhere, a maniacal CEO comes in.
You're an MI5 agent who needs to go on some mission of some kind and as the game progresses, you get tied up in all this. I haven't thought that part through.
MECHANICS
I think top-down third-person works for this and for no reason other than to show off,
instances of second-person gameplay. Distance is quantified with hexes.
There are inter-linked local maps and a world map with random encounters, which include anomaly fields (positions often change with each emission, which should make your trek interesting or frustrating).
You can customise your agent with primary stats, derived stats and skills (of which up to three can be tagged). Skills are either combat or non-combat. You can select up to two optional traits. You have hit points. You also have levels for radiation, toxins and mental health, as well as resistance to poison, radiation and psychic damage. Your character can’t have very low intelligence but increased intelligence will add a little more resistance to psychic attacks. You also have stamina which lets you sprint and jump, affected by your character’s endurance.
Low stamina hinders your movement. Heavy doses of radiation gradually drain your health at a much faster rate, as will a large quantity of poison. With low mental health, the screen blurs significantly if it’s your turn in combat and your ability to aim is massively hindered.
You can do the same for any companions who join you. In addition, you have separate inventories. You can control them separately in combat too. Speaking of which!
Combat is turn based like in Fallout. You have action points to determine how much you can do in one turn (including movement, for which you spend one point per hex moved). With weapons, you can take a normal short or aimed shot with the possibility of a twitch-based mechanic which allows you to take as much time as you need to line up your shot. In addition, you can fire bursts this way, with longer bursts using more action points as you hold down the trigger.
As you level up, you can gain perks, but some can only be earned through other methods, either automatically or requiring AP to learn.
There will be stashes. Kill someone with a PDA or other digital device, they could reveal some info about some goodies they left in some obscure location. Of course, you’ll have to scan it first.
One main feature I want to bring (which was meant to appear in the first STALKER game, but was cut entirely) is artifact activation. Basically, each type of anomaly spawns certain artifacts. In the first game, anomalies spawn three artifacts with the same properties but the rare and expensive ones have potent effects. Well, activating an artifact will produce its corresponding anomaly and the anomaly's power depends on the artifact. The more expensive and potent its effects are, the more powerful an anomaly it will create. However, anomalies only last a few turns and the more powerful ones burn out faster. Artifacts can be activated on the spot (move away!) or thrown but how far and accurately you can throw it depends on a skill. Of course, they can still be equipped for their effects.
As can be seen from above, artifacts are practically one use. However, I also want to bring in another feature: artifact farming. Basically, you can obtain artifacts from anomalies by calming them somehow and obviously, the kind you get depends on the kind of anomaly. You'll usually get cheaper artifacts and your chance of getting a more expensive and potent one depends on the anomaly’s power and other factors. However, with SCIENCE! you can make more expensive artifacts from cheaper ones as long as they all spawn naturally from the same anomaly. Certain rare artifacts with ONLY positive effects can only be obtained from special anomalies or other tough methods to replicate unique effects, like removing gravity in one area, slowing down time around you or teleportation.
In addition, one companion will be able to create anomalies without using up artifacts! All they have to do is equip it and after gaining enough AP, they can create as many anomalies they please! However, their use will drain their mental health and stamina so you want to keep it replenished. You can “cast” three levels of each type of anomaly with the most expensive allowing you to learn the highest level (though the AP required will be much higher). The anomaly disappears immediately after it's been "cast" and the damage done, but there are perks that will keep the anomaly going for more than one turn.
Finally, you can buff weapons with anomaly effects (like the Buff power in Saints Row 4). Imagine inflicting a powerful anti-gravitational field with just a kitchen glove. You get the idea.