Arcane Odyssey Funny Spin Off Ideas

Basically a revival of this. Making this thread because I randomly had the idea of a L4D-style hoard game that’s just a bunch of idiots trying to survive in the dark sea, collecting chests.

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Fighting game where you pick your magic, fighting style, weapons, and build but now its m1 based combat and reflexes and dodging is toned down by a lot

Weapons, Fighting styles, Magic ETC is now split to tiers

Tier 3 (PURE BUILDS ONLY)
Tier 2 (HYBRID BUILDS AT MOST CAN REACH THIS AND SAVANT SOMETIMES)
TIER 1 (LOWEST TIER)

Savants have some points that they can spend to invest in tier 2 stuff for certain stats

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This is just deepwoken but I love it

Savant Tier

maybe

A dating sim.

Trust me guys. This can only go well.

a dating simulator… where you can date any character.
and i mean ANY character in the arcane universe.

How about AO as an actual survival game? Like, with the full management that’s (usually) in most survival games like green hell and what not, it could get pretty fun.
Well, that or just make it even more like assassins creed black flag, although that might happen accidentally as we get more updates.

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1, elemental battlegrounds except with stuff from arcane odyssey
2, the literal arcane abyss sea AU
3, AO movie
4, a henry stickmin style game of AO that revolves around different endings and making choices (and quick time events)

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steal all of narutos drip and techniques we need tsukuyomi, deep forest emergence, madaras long crazy ahh hair etc it would go so hard if also when we get transformations they could be super customizable like having wings or having ur hair change colors

send your passengers out to the dark sea for 200% bonus profit

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“After The Flash”-esque RP game set in the AU would be cool

A war game set in the conflicts of the War Seas before the MC (The Winterveilan Genocide, Ravennan-Thornian War, Keraxian-Sameria War, possibly many more once Vetex reveals more lore wars)

A Slay the Spire-esque roguelite deck builder where you progress through the War Seas

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Would be cool to have an HOI4 like game or a mod that set in The War Seas.

You control one of the many kingdom, before the extermination of Winterveil and after the extermination.

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A farming simulator where different magics allow you to have different effects to help you.

just realized how hard ao would go if it was an rts

Command a curse user while he leads an army

game where you build a nation after durza’s big blast

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a battlegrounds game with playable characters from the arcane universe like trigno the minotaur theos etc kinda like soulshatters has ut au’s playable characters

A true Battlegrounds AO game, that’d play a whole lot like Centura or Pilfering Pirates(two sides of the same coin I tell you). A bit of Item Asylums Tower Control gamemode sprinkled in, too.

Each game lasts 40 minutes, and games are called “Campaigns” or “Wars” whichever sounds cooler. Battles occur in campaigns, and players cannot join the battle until it’s over. There are different maps for each part of the War Seas, and the teams depend on which Sea you’re fighting in(would be themed after the main conflict of each sea, for example Bronze Sea would be Winterveil vs Ravenna themed)

Campaigns, or Wars all have their own Lore. Lore is shown throughout intermissions between battles, when new players can join in. The lore changes depending on which team won, and the lore can actually affect the battle itself(unlike in centaura when it just changes the map).

Games can have certain modifiers depending on won the previous game, all explained below. The first part of the campaign(first 20 minutes) would be a ship battle, followed by a battle on land suitable for traditional Arcane Odyssey PVP. Builds like Mage, Conjuror, Warlord, etc would still be around, but I don’t think I’ll include actual gear in the mix. You’ll have to get used to gearless PVP(which isn’t as hellish as it might sound, it’s actually pretty refreshing and very fundamental).

Due to the reduced ATKspd, I’d include Cast Feinting in the game. If you’re being teamed on and you use an attack, you’ll take double the damage than if you were in a one on one fight. This would negate that, so you can feint and then punish an enemy of your choosing. Feinting would put your Casted attack on cooldown, so you’d be forced to use a different move.

GAME MODIFIERS

Powerhouse NPCs from both sides would be included in each battle, until they are killed. You typically want to end the enemies powerhouse NPC first- since that would give you Lore advantage.

Each battle starts “neutral”, on the Sea- with both teams approaching each other and neither team necessarily attacking or defending. It’s more so a clash. However, after the ship battle, depending on who won, one team would be placed on “Offense” and the other on “Defense” in the land battle. Defense teams typically have…

  • Prep time for fortifications on their preset castle or defense point

  • Castles can be as big as the Ravenna Castello, defense point can be as big as Limestone Key

  • There are no clear advantages or META among defense points or castles, as both have their HUGE advantages and disadvantages

  • For example, castles are given multiple weaker mortars and cannonballs to snipe enemies from afar and delete pretty much all offense before they get too close. As long as the Powerhouse NPC is alive, reinforcement NPCs can be spawned from within the castle out towards the invaders. There are no preset NPCs in castle, and although you are given better high ground, it’s easier for someone to sneak in to your land.
    Defense points are given much more powerful surrounding defenses, but flimsy general defense overall. A defense point would have surrounding cannonballs as well as one powerful mortar, and a buffed Powerhouse NPC. Defense points are also given pre-spawned NPCs to man the firepower, so until someone takes out all the cannonball NPCs, your base is basically a turret. Players can also man the cannons. Defense points have much worse high ground compared to castles, and there is no protection while shooting cannonballs or mortars. Cannonball NPCs may shoot fast and hit hard, but they are prime targets for invaders. They’ll usually be done in after about 5 minutes of onslaught.

If you’ve ever played TC in Item Asylum, the goal of offense is to claim the land without contest or while outnumbering defenders on the land- and the goal of defense is to outnumber offense on the land to protect it. Both sides are to kill each other to make room for their own allies for protecting/invading. More people on land=faster claim. Defenders can slowly reset an invaders claim by staying on the land and outnumbering the amount of invaders on land.

Each campaign has a “finale”. Players are divided into two groups, Land Defense and Sea Defense- with the offense paralleling that. A much larger defense point/castle, usually the Capital or “Climax” of the War in actual in game Lore. The finale changes depending on which teams Powerhouse has been killed. If you are winning with your powerhouse down, the finale also changes there. The Powerhouse doesn’t have to be dead for you to lose the game, but typically the Powerhouse would be dead by the Finale.

Usually, the winning team gets a defense point, but exceptions can occur depending on the ingame history that would change that fact. Winning INVADERS/OFFENDERS are given their own special buffs when dealing with defenders, as followed…

  • Cannonfist fundamentals. Every invading player can parry and block cannonballs, or even throw them back at the defense- regardless of stat build or not. Cannonfist berserkers can do this by default.

  • Secret entrances. If you are winning as an invader, the Lore can give you special buffs- such as intel on the enemies defense point/castle and weak areas that would be easy to sneak into. Players that pay attention to the lore would be able to defend against this, but the secret entrance is always going to be random. Only invanders will be aware of the secret entrances location, so at least two defenders will have to locate it on their own while the rest deal with the on ground invaders.

  • Ship anchors. Depending on the lore and history of the campaign, winning invaders can “hook” ships using an anchor attached to a cannonball and bring them in close for a full volley or to board their ship manually.(traditional ship combat is viable, since ships would on average be atleast twice or three times the size they are now- both as wide and as long) Winning invaders would typically be the team that’s better at PVP, so if ship combat isn’t doing the trick, this is always an option.
    Invaders can take control of enemy ships.

  • Bombs. That’s right, winning invaders are given greek fire to quickly deal with defenders cannonballs. Bombs can be kicked away, but if you aren’t paying attention, it will easily destroy your cannons. I may or may not add terrain destruction- but if it is added, your coverfire is gone as well.

Powerhouse NPCs can become rivals of other players or of other Powerhouse NPCs, depending on certain criteria…

  1. Player1/ Enemy PH NPC has to deal at least 60% of the damage to other Powerhouse NPC
  2. Other PH NPC must survive encounter

if this continues for more than two battles, the player and the PH NPC will become rivals. This can change the lore of the campaign, but I expect it to be rare.

I think that’s everything.

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