This is not a fetish idea directly, but rather an idea for a fan game that I believe would be pretty nice.
After playing a bit of Phantasy Star Online 1, 2, and NGS, as well as Phantasy Star Universe, I thought of this.
Gameplay: The game will be faster paced, similarly to New Genesis, however there will be plenty of attacks that cannot be countered. With that being said, HP, and Defense will be higher than New Genesis. In terms of the world, you will have the main ship, and a selection of 4 story planets. If you’re bored, and want to explore something unknown, you can select “Scout For Planets” which will give you a list of parameters like planet size, environment, and danger level. Planets you scout for will be procedurally generated based on the parameters chosen, technically allowing for nearly endless open worlds for you to explore. As for the classes, you can choose Hunter, Ranger, or Force, then choose a variant of said class later down the line. Hunter will have Fighter, and Braver as generic variants, or Brawl Expert as the end game variant, allowing you to use all melee weapons with a massive damage boost. Ranger will have Gunner, and Assault as generic variants, and Photon Marine as the end game variant. Force will have Techter and Bouncer as generic variants, with MasterForce being the end game variant. If a player excells at Brawl Expert, Photon Marine, and MasterForce, they may enroll in a top tier class called “Grand PSE” which allows for all weapons to be used at their top potency for your race, on top of this, your HP, Defense, and stock damage will be maxed out. Class level and character level are separate, similarly to Phantasy Star Universe.
Basic class Info (max level 100):
Hunter: High HP/defense, high attack power. Great for single targets.
Ranger: Medium HP/defense, medium attack power. Good for keeping distance.
Force: Low HP/defense, medium attack power. Great for crowd control, and status effects.
Intermediate Class Info (max level 150):
Fighter: Medium HP, low defense, more iframes per dodge/weapon action. Very high attack power, boosted critical damage. Great for bosses. Features Unique Skill: Assassin’s Prowess (deal 2x damage, and when enemy is down, ignore armor)
Braver: Very high HP, and high defense. High attack power, counters deal double damage, higher critical rate. Features unique skill: Rage (Deal 1.5x more damage, 150% attack speed, attacks count as weapon actions)
Gunner: Low HP, medium defense, more iframes per dodge/weapon action. High attack power, higher attack speed than Ranger. Features unique skill: Bullet storm (move at mach speed to rain bullet hell onto a large group of enemies)
Assault: Medium HP, medium defense, can use all gun type weapons. Can get armor buffs, and health drops from enemies. Medium attack power, has access to unique photon arts. Features unique skill: Frag Rush (Greatly increase movement speed, decrease bullet spread, can run and gun)
Techter: Medium HP, high defense, can link with basic classes to allow for sub categories of Techter (FightTechter: Melee centric Techter, wand deals 2x damage as melee weapon, can use medium melee weapons. ForteTechter: 1.5x technique damage buff over Force, higher chance to inflict burn, freeze, shock, blind, panic, and poison. GunTechter: Can use handguns, SMG, and wand obtains photonic bullet for normal attack.) Shifta, Deband, Zalure, and Jellen are 3x more potent. Shifta, Deband, and Resta effect whole party. (Please note that Resta’s effectiveness is reduced if used too frequently in order to avoid the party becoming OP)
Bouncer: Medium HP, high defense, excels using boots, more iframes per dodge/weapon action, technique damage cut in half, but significantly higher chance to cause burn, freeze, shock, blind, panic, and poison.
Master Class Info (max level 200):
Brawl Master: Massive HP, very high defense, massive attack damage. Ultimate skill: Further Beyond (attack damage, speed, and knock down potential buffed by 150%, PP usage reduced 60%, only usable when a boss is within range. Each additional boss increases the damage boost by 30%, and gets reduced as each boss is defeated by 30. This lasts 45 seconds at max level, 15 seconds at level 1. Max level increases attack speed by 300% instead of 150%.)
Photon Marine: Very high HP, high defense, very high attack damage. Ultimate skill: Quad Damage (multiplies damage output by 400% for 30 seconds. Each level increases the explosion radius of exploding attacks. Can only be used once every 5 minutes,)
MasterForce: High HP, high defense, choice between insane attack damage and low elemental debuff chance, and high damage with 70% chance to inflict elemental debuff (elemental down for bosses is cumulative). Ultimate skill: Photonic Limit Break (technique damage increase by 450%, no PP usage, all techniques are charged instantly, but using too many techniques too fast can cause damage to yourself, and end the skill. Listen for audio cues that you’re using too many techniques too fast.)
Races:
Human: Jack of all trades, master of none.
Newman: Excels in using techniques, has weak melee, but high photon regen. Has the strongest techniques.
Deuman: Great with melee weapons, but also has powerful techniques.
Beast: Fuzzy, cute, but not to be fucked with. Has the strongest melee attacks.
Cast: High defense, and accurate when it comes to aiming for weak points. Has the most accurate aim.
Enemies:
Primitives: Unintelligent, typically quadrupeds, or simians. They don’t use any weapons, or they throw rocks.
The Changed: Mutated by the ShadeBlight, possess no sympathy, and act as a hivemind.
The ShadeBlight: Entities that mutate, deform, and brainwash sentient creatures. These appear to be capable of speech, as there are records of ShadeBlight units saying such things as “Join us.”, “Give in.”, “Suffer.”, and “You are alone.”
The Falz Knights: ShadeBlight units closer to the Reanimated Primordial Darkness.
Worlds:
Verdanse: A lush, tropical planet with many flora and fauna. Has polar ice caps, but most of the planet could be described as a beautiful expanse of forests, and jungles.
Moatoob: A seemingly desolate planet, but why is there a distress signal coming from it? The arid environment makes the frozen caves and tundra all the more confusing. (Your starting home if you choose to play as a Beast)
Neuhoem: A world of pink flowers decorating dazzling trees. Many natural springs can be found on the surface of this planet, and there are countless tall natural spires. The architecture is peak Newman design, with unmatched beauty, and function.
Infurnas: A once uninhabitable volcanic hell, now starting to cool. Many mountains of obsidian and basalt can be seen, and there is almost no plant life whatsoever. Strangely, there’s a foreboding energy emanating from the planet’s core. Legends say this was once Ragol, but the only hint of this would be the few pieces of what appears to be settlements dating back hundreds of thousands of years ago, along with possible autamata remains. Infurnas is considered too dangerous to traverse, as there’s far too many ShadeBlight, as The Void is the neighboring celestial body.
The Void: Nothing is known about this clump of anti-photons besides the fact that it is emitting large amounts of ShadeBlight, though the Star Nomad’s computers claim it is some kind of portal. No light escapes it.
Scouted Planets: These are the procedurally generated planets you can explore if you’re looking for something interesting to do. They can be arctic, arid, tropical, temperate, baren, teeming with life, or any combination of these, as long as it would make sense.
Scouting a planet:
Environment Settings:
Wildlife amount (determines the amount of wildlife, and how many herds of tames you will find)
Biome (you can choose which biomes you want to generate, or if you want a mix of a few different biomes)
Geography (determines what kind of terrain you will encounter)
Difficulty Settings:
Storm frequency (determines how frequently storms will occur)
Storms enemies (determines if gigantix will spawn during thunderstorms, or if the PSE will just begin to rise slowly. This alters your exp, meseta, and rare drop rate)
Hazards (choose if you want lava pools, poisoned water, acid rain, damaging winds, discarded traps, and/or ShadeBlight snares to spawn. This alters your exp, meseta, and rare drop rate)
Enemy difficulty (Settings include easy, normal, hard, very hard, super hard, extreme, ultimate, and uninhabitable. This heavily influences your exp, meseta, and rare drop rate)
Creativity settings:
Allow building (Choose if you want to build on this planet)
Allow enemy spawns (Do you wish to build in peace?)
Player determined spawns (Allows you to control the chaos, but not your exp, meseta, and rare drop chance.)
Is superflat (Nothing to get in your way, just build! This option also allows you to make your own terrain)
Allow mods (For a true sandbox experience where you can make trash sculptures with your friends… or just spawn Dark Falz in your friend’s house, and watch them panic >:D (in other words, turns the game into GMod))
Player cheats (You are only allowed to cheat when you are the one who makes the rules. You can only use this on creative planets.)
The character creator:
The game’s art style will be 100% anime so it looks good years into the future.
Allows you to fine tune your character’s body shape, face shape, and more. This will use bone scaling for simplicity, and compatibility with outfits. (yes, this means you can be fat)
Be any character you want to be, with many hairstyles, outfits, and more. Hairstyles will not be gender locked, allowing you to make femboys, tomboys, and androgynous characters if you want to. Create your ideal waifu, boy wife, husband, and more.
Techniques and Photon Arts:
Photon Arts will have their own use cases for just about any enemy. Smaller enemies can be knocked into the air, large enemies can be knocked over with a hit to the front, and bosses have a weak point, and maybe a place you can hit them to paralyze them. Gun photon arts can focus on one, or many enemies in a group.
Techniques, however are going to be completely overhauled from NGS’ piss poor implementation.
Each element will have 3 Techniques, if an enemy is weak to an element, they will take 5% more damage if you use their weak element, and will have a 10% higher chance of being inflicted with an elemental debuff. Some enemies have a native element, and will take 10% less damage from that element, and have a 0% chance of getting an elemental debuff of their native element. These are rare, however. Techniques will also have a level 1 charge, and a level 2 charge.
Foie: Uncharged (small, slow moving fireball) Level 1 Charge (large, fast moving fireball) Level 2 Charge (powerful, penetrating fire blast)
GiFoie: Uncharged (small fire whirlwind that toasts enemies) Level 1 Charge (large fire whirlwind that reaches further) Level 2 Charge (a gigantic wave of fire that knocks enemies away, burning them to a crisp)
RaFoie: Uncharged (small explosion, meant for small groups of enemies) Level 1 Charge (big explosion that reaches far) Level 2 Charge (massive explosion with a mushroom cloud, scorching all enemies within the blast)
Barta: Uncharged (small cluster of rolling ice spikes) Level 1 Charge (large cluster of rolling ice spikes) Level 2 Charge (arctic railgun style blast)
GiBarta: Uncharged (wide blast of cold) Level 1 Charge (larger, colder wide range blast) Level 2 Charge (arctic blunderbuss)
RaBarta: Uncharged (small blizzard around the player) Level 1 Charge (larger, colder blizzard) Level 2 Charge (flash freeze all enemies around you, deals less damage than uncharged, but might be useful in a pinch.)
Zonde: Uncharged (strike one enemy with lightning) Level 1 Charge (more voltage) Level 2 Charge (an entire thunderstorm in one strike)
GiZonde: Uncharged (zap a few enemies with chain lightning) Level 1 Charge (zaps more enemies with a stronger voltage) Level 2 Charge (Lisa’s elemental burst, so NGS gizonde, but better)
RaZonde: Uncharged (launch into the air, and zap everything below you) Level 1 charge (a lot more voltage)
Level 2 Charge (Trap enemies in cages of lightning with the same attack, preventing them from moving without a shocking surprise)
Zan: Uncharged (a few wind boomerangs) Level 1 Charge (stronger wind boomerangs) Level 2 Charge (knock over every enemy in front of you with a blade of wind)
GiZan: Uncharged (mini tornado around one enemy) Level 1 Charge (bigger, stronger tornado) Level 2 Charge (launch an enemy into the air, with a huge sudden blast at their feet and have them come crashing down on their head)
RaZan: Uncharged (suck all enemies into a centralized point) Level 1 Charge (more suction power, enemies slam against each other) Level 2 Charge (15 seconds of suction into a centralized point to keep enemies still, and this takes on other elements, but deals a lot less damage than a level 1 charge, as it is meant to be used as a tactical technique)
Grants: Uncharged (strike one enemy with piercing arrows of light) Level 1 Charge (more arrows of light, more concentrated photons) Level 2 Charge (the OP grants from OG PSO)
GiGrants: Uncharged (twin blades of light orbit once) Level 1 Charge (quad blades of light spin around you rapidly) Level 2 Charge (twin blades of light constantly spinning for 15 seconds)
RaGrants: Uncharged (small bouncy light orb) Level 1 Charge (big bouncy light orb launched with higher velocity) Level 2 Charge (giant bomb of light lobbed into the toughest enemies)
Megid: Uncharged (dark homing orb) Level 1 Charge (more explosive dark orb) Level 2 Charge (penetrating dark orb with slight chance to hyper crit)
GiMegid: Uncharged (dark photons manifest on a single enemy in an orb formation) Level 1 Charge (a blast of dark photons in a concentrated beam hit one enemy) Level 2 Charge (5 blasts of dark photons assault one enemy with concentrated beams)
RaMegid: Uncharged (weak blast of dark photons chase one enemy dealing damage 3 times) Level 1 Charge (dark photons attach to an enemy, causing the enemy to infect others) Level 2 Charge (3 clusters of dark photons infect 3 enemies, which can spread, and infect others) How to detonate RaMegid: Either use Megid, or kill one of the enemies to cause them to explode, and poison all nearby enemies. RaMegid when detonated will leave you with 0 PP for 5 seconds, so it is important to recognize when is the ideal time to use this. RaMegid is the only technique that will use 0 PP when charged, as it is a combo focused technique.