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Intersection Underground (RPG is rated M-VL)


GuyYouMetOnline
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Welcome to the Underground thread for [i]Intersection[/i]. The recruitment thread can be found [url=http://www.otakuboards.com/showthread.php?p=748038#post748038][color=blue]here[/color][/url]. The information in this thread elaborates and builds on what's in the recruitment thread, so you should read the recruitment thread first.



Okay, not all of the information here is essential. You need to know about everything listed under 'Game Rules/Features', as these are about how the game of [i]Crossover[/i] works. The rest is mostly about VR technology, and though none of it is absolutly essential to know (except for the first item, VR usage), there is important information, so I would recommend that you read it.

Okay, here's the list:



[center][b][u]Game Rules/Features[/u][/b][/center]


[b]Items/equipment/money: [/b][i]Crossover[/i]'s system for aquiring equipmant, items, and money is pretty standard. Items and equipment can be located in certain areas throught the game's world. Money is won from battles, and can be used to purchase equipment and items. Money is also awarded for winning arena matches, and tournament victors often recieve equipment or items in addition to the cash prizes.

Various peices of equipment do not have specific stats, but they do vary. Certain varieties of armor are more effective, for example, and certain weapons are better at peircing armor. Material has a lot to do with this; better materials make better equipment. The skill of the one who forges the equipment is also a factor. The main variation in equipment, however, lies in differing attributes.

Attributes have various effects, most specific to certain equipment types. For example, a sword could have a fire attribute, adding the element of fire to the weapon. Armor with a fire attribute would increase one's defence against the element of fire. And attributes are not limited to elemental effects. A sword could have an increased ability to pierce armor, for example. Weapons commonly weilded by magic-users, such as staffs, often have attributes that strengthen various types of magic or aid in the use of magic.

Many pieces of equipment come with attributes. Equipment with more attributes tends to be more expensive, however, and price also varies depending on what attributes the equipment has. Attributes can also be on equipment found throughout the game world, and pieces of equipment won as prizes usually have preexisting attributes.

It's possible to add attributes to a piece of equipment. Adding an attribute to a piece of equipment requires a certain quantity of materials. The materials needed vary based on what type of equipment the attribute is being added to, as well as what the attribute is. These materials are usually items that have no use other than to add attributes to equipment. Most are pretty common, and can be found in almost any location. Some merchants sell materials, but they're quite easy to find, so players usually don't spend money on them.


[b]Character jobs:[/b] As mentioned in the recruitment thread, character jobs are not set in stone. A job is simply a method of clasification. A player who participates in a lot of arena battles will be classified as a gladiator, while a player who forges equipment will be classified as a blacksmith. This classification can change. For example, if a blacksmith player starts fighting in arena matches and stops forgeing equipment, his/her job will change from blacksmith to gladiator. Also, it's possible to have more than one job at a time. For example, a player who both forges equipment and often fights in arena matches will be classified as both a blacksmith and a gladiator.


[b]Charachter class/abilities:[/b] Classes, like jobs, are usedas a method of classification. Players who know a lot of healing and support magic will be classified as healers. Players who know offensive spells are classified according to what kind of magic they use. One who likes fire magic will be classified as a fire mage, someone who knows water-based spells is a water mage, Illusionist magic fools the senses, etc. Players who know weapon-based abilities are classified as fighters. Like jobs, a player can have more than one class. However, players with several classes are masters of none, as the effort needed to build up so many different ability types makes it next to impossible to master any of them.

There are no class restrictions on jobs. Any player can do any job, regardless of class. However, certain classes tend to be associated with certain jobs. For example, players with a job of gladiator are more likely to know weapon-based abilities, so they're often classified as fighters.


[b]Character deaths:[/b] Avatars can die. If an avatar takes too much damage, it dies. When an avatar dies, its status is reset to what it was when the player last logged in; all items, equipment, money, etc. that a player gained in his.her session before dying is lost. Also, dying usually comes with an additional penalty, usually a monetary loss, though sometimes equipment can be downgraded or, if no downgrading is possible, lost completely. Items may also be lost. Avatars never die when under identity establishment (see below for more information about identity establishment). Avatars can only die when their players are playing. Also, an avatar's death never harms the player. The player is automatically logged out when this happens to prevent potentially harmful mental shock. The player them must log back in, and will find him/herself penalized as previously described.

When two or more players fight, the loser(s) sometimes die. Players usually don't kill each other, instead agreeing on prize the loser gives to the winner or sometimes just fighting for fun, with no reward for the winner. When one player does kill another, that player gains any money and items that the loser loses. If the loser loses equipment attributes, the winner gets the materials the user used to add those attributes.

There is an exception to the above rule. There are always more experienced players who deliberatly target new players. Whenever such players are identified by [i]Crossover[/i] servers, those players are penalized as though they died and their victems are treated as though they killed their attackers. For this reason, 'n00b hunting' doesn't happen in [i]Crossover[/i].


[b]Saving player information:[/b] When purchasing [i]Crossover[/i] (see 'VR usage' below), a person is given a small device called a VR identifier. Each VR program has it's own identifiers, and you can't use a VR program without the appropriate identifier. Idenifiers are also used to store information. A [i]Crossover[/i] identifier, for example, stores a player's information and status, allowing the player to pick up right where he/she left off (kind of like a memory card). When entering VR, one inserts the identifier into a slot on the VR unit. The VR unit uses the identifier to determine which program to load, and also loads any stored information.


[b]Identity establishment: [/b]I mentioned this in the recruitment thread, but here I'll go into more detail about it. As I said in the recruitment thread, identity establishment (IE) is a feature of [i]Crossover[/i]. [i]Crossover[/i] moniters the in-game actions of players, and uses this data (called identity information, or II) to maintain the in-game characters (avatars) while players aren't playing. For example, say you're a merchant in-game. A [i]Crossover[/i] server will take note of things such as your negotiating style, the types of items you aquire, the kind of people you tend to do business with, etc. When you're not playing, the server controls your avatar according to the II. So the merchant avatar will continue to do business in the same manner even when the player isn't playing.

Now, many players are things such as mercenaries. They're given specific tasks to complete; killing a specified individual, for example. The IE feature does not complete such tasks. The player is allowed to do that. Instead, the IE feature would result in having the avatar stake out the area and make observations according to gathered II.

When a new player begins playing, IE is innefective because there's no II on the new player. [i]Crossover[/i] starts monitering players as soon as they begin playing. As soon as a job choice is identified, IE controls the avatar according to job-standard data, the same data used for NPCs. So a new merchant avatar would act like an NPC merchant when the player is not playing. As [i]Crossover[/i] gathers II on the new player, the data isused to modify the avatar's actions, which become more like the player's as more II is gathered.



[center][b][u]Other Information[/u][/b][/center]


[b]VR usage:[/b] A virtual reality interface isn't a simple thing. VR units aren't helmets like they often are in science-fiction. VR units are more like a science-fiction stasis chamber, where you lie on your back inside the unit. A VR user lies in the unit, which has multiple necessary functions built in. It moniters the mental and physical condition of the user, and maintains the user's body. VR units are equiped with the latest in medical monitering equipment, and will withdraw a user from VR if the user's physical and/or mental health is at risk. In addition, VR units include complex electronic components necessary for operation.

VR units are not available for private purchase. Their requirements render private ownership impossible. Instead, VR units can be found in dedicated facilities. Such facilities have become quite common, so finding one isn't too hard, although small towns may not have any such facilities. These facilities do charge you for using VR. Most offer memberships, where for a monthly (or whatever) fee you get access to VR units. Facilities also offer per-use fees for people who want to experience VR but won't be doing so very often. IN addition, purchase of a VR program is rewuired to use the program. For example, [i]Crossover[/i] players must purchase [i]Crossover.[/i] However, these programs are avalible for purchase at VR facilities, so they're easy to get.


[b]VR computers:[/b] Virtual reality requires an enormous amount of processing power. Computers that run VR units must be extremely high-powered machines, and the servers even more so. And some VR programs, such as [i]Crossover[/i], operate on a global network, so VR computers can't be isolated. For these reasons, security is a major issue. VR computers have the best security programs that exist. No hacker has ever managed to hack into a VR computer. None have even come close.

Of course, there's always the risk of terrorists or other people invading a VR facility to use its computers for whatever reason. For this reason, VR facilities are heavily guarded, usually by those with experience in the armed forces. And these people are given the best equipment. Nobody's ever manages to take control of a VR facility.


[b]Health risks:[/b] There are no physical health risks associated with virtual reality technology, and this includes the game [i]Crossover[/i]. However, there are certain potential mental effects. VR simulates reality so well that the mind can have trouble telling virtual reality apart from reality. Certain safties have been added into VR hardware to minimize the risk of problems, but such problems have not been completely eliminated. Feel free to mention these proplems in your posts, especially the disorientation (new players will be expected to experience this upon exiting VR)

A common effect of using VR equipment is some slight disorientation after use. This is caused by slight differences between VR sensory input and real sensory input. It usually fades after a few seconds, and is more common in new users of VR. However, there are instances where this is more severe. In rare instances, there can be long-term sensory confusion, or a decline in perceptive ability (poorer vision, for example).

Prolonged usage of VR increases the chance that disorientation will be experienced upon returning to reality, but it doesn't increase the severity. However, in rare cases prolonged usage can have a major effect on one's mind, causing one to have difficulty determining what is real and what isn't. Such people often hallucinate. Another severe effect associated with prolonged usage is a phenomenon termed 'reality switching'. Ocasionally, prolonged VR usage results in a reversal of 'real' and 'not real'. The reality switcher believes that the VR world is real, and that the real world is the fake. These severe effects are quite rare, however.



Okay, I think that's everything important. I may have forgotten something, so if I think of anything I forgot, I'll add it. And if you have questions, don't hesitate to ask them.
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Fully intend to join this RP. Didn't want to post a "I will edit this later," sign up, so I'm just putting here. I think I know where you got this idea from as well. If I'm not mistaken there is or was (not sure how long its been out) a Japan movie about a VR style game. That described the VR chamber much as you did. Theirs revolved around a "modern combat" idea though. This sounds like alot of fun, so I intend to put some thought into my sign up.
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That has nothing to do with my idea (I've never even heard of it before).

Oh, and here's one thing I forgot to mention: travel. [i]Crossover[/i]'s world is quite large, and getting from place to place can take a while. However, there are options for quicker travel. There is free teleportation avalible, but only between specified locations, usually major cities. Players can pay for teleportation to other locations, the price increasing the farther away you're being teleported. Also animals such as horses are available for purchace. And there are abilities that can aid in travel.

Well, there we go. Any questions?
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So, what's the plot? Or does this game have one, or is it just purely an text-based version of a MMORPG? You didn't hint anything in the sign-up thread...

I'm talking about if something specific happens during the game, for example somebody taking over the avatars while the real player is absent, or something like that.

If it's just daily MMORPG routine (fighting, chatting, adventuring), then I'm not too sure I [I]personally[/I] would be interested. :/ That sort of game would easily and quickly get repetitive in my opinion (one of the reasons I don't play real MMORPGs either).
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I didn't hint at anything? What about the conversation between Branit and Keith? Didn't you wonder what they were talking about? I'm not going to tell you, but I will say that it's important. So yes, there is a plot, and it will involve events both in and out of [i]Crossover[/i]. When I start the RPG, there'll be a period of 'daily MMORPG routine', but this won't go on for too long. So don't worry, because I do have a story planned out.
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I already started my signup, but I still have a few questions:

1. When do we decide on class information? Or did you just forget to include that in the signup form?

2. Can we keep an animal in Crossover from the start of the RPG? My character is a 4-year veteran, just to let you know...

3. If the answer to the above question is yes, can that animal have any special powers of its own?

4. What kind of job does a mercenary do?

5. Can I sign up as two characters?
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[quote name='Takuya']I didn't hint at anything? What about the conversation between Branit and Keith? Didn't you wonder what they were talking about? [/quote]

Heh, I wondered, sure, but didn't get anything out of it. It was so vague, I could not connect it to anything else that the "recommendation" has something to do with the Crossover. *shrugs*

But good to hear there is a plot. This game could've easily been just a "let's play we're all playing a virtual MMORPG!"-type of a game (although I don't think there has been at least many of those...).

Never mind my ramblings, I was just checking if I would really be interested in joining up. Don't know yet, though... ;P
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[quote name='Sandy']Heh, I wondered, sure, but didn't get anything out of it. It was so vague, I could connect it to anything else that the "recommendation" has something to do with the Crossover. *shrugs*[/quote]
Yeah, it's vague, but I couldn't really put anything more without giving the plot away. And if there's one thing I don't like doing, it's giving plots away (but you're right, Keith's recommendation is related to [i]Crossover[/i]). Anyways, I hope you do decide to join the RPG. And like I said in my last post, don't worry about the whole MMORPG thing. It'll start out like that, but when the plot gets going, that'll change.


All right, on to you, Nefertimon.

[QUOTE=Nefertimon]I already started my signup, but I still have a few questions:

1. When do we decide on class information? Or did you just forget to include that in the signup form?

2. Can we keep an animal in Crossover from the start of the RPG? My character is a 4-year veteran, just to let you know...

3. If the answer to the above question is yes, can that animal have any special powers of its own?

4. What kind of job does a mercenary do?

5. Can I sign up as two characters?[/QUOTE]
1: I think you misunderstood something. Specifying a character class isn't necesary, as class basically has no effect on players. It's simply used by the game as a way to classify players (which helps with the IE system, among other things). If you want to name a class or classes, that's fine, but it's not necessary. If you do want to name a class, do so in the 'abilties' section of the sign-up form.

2: Veteran players can have animals at the start of the RPG, because they've been playing for a while and therefore have been able to purchase animals. New players, however, cannot start with animals.

3: No. Transportation animals are used solely for transportation, so it would be pointless for them to have special powers. Some can fly (these ones are more expensive than land-bound ones)

4: Mercenary is a job classification. Mercenaries are hired to perform various tasks, often involving some form of violence.

5: Sure, if you want to. I'd recommend that you limit yourself to one character, though. But if you really want to, then sure, go ahead. You'll have to be sure to remember to post as both of them, though.



Okay, there are a couple of other things I forgot to mention. One is the VR age limit. The mental health risks of VR are substantially greater for younger people, so nobody under the age of 16 is allowed to use VR.


The other thing I forgot is about a certain feature of [i]Crossover[/i] that I forgot to mention: mounted combat. Now I know that I said transportation animals, such as horses, are intended solely for transportation. However, you can ride a horse into battle. This is also true for all other transportation animals.

Now, there are times when players will have temporary access to animals other than the ones they bought. For example, there are times, usually during large-scale conflicts, when dragons are avalible for players to ride. These creatures have the abilities commonly attributed to them (dragons, for example, are large, strong creatures that can fly and breathe fire). Once whatever event is occuring has ended, these creatures cease to be avalible for player use until the next such event.



Well, that's everything for the moment. As always, if I realize I've forgottend something I'll add it. And also as always, feel free to ask any questions you have.
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