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Create Battle


coolspy74

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20 Mana

250 Health

No achievements

Orange and White fur

Power blue eyes

Pale Skin color

Kitty

5lb

11in

 

 

Dam: 5

Def: 75

Speed: 70

 

Skills:

Dig a Hole (5 mana cost) Digs a hole two feet below the ground.

Hide in Capable Hiding Place (1 mana cost) Hides in place capable of hiding in.

Parasitic Hairball (4 mana cost) Spits small hairball that slowly grows and constricts enemy movements. Induces slow status. Crit: worm in hairball entering intestines. Induces Poison status: HP loss from Poison Enemy HP*2\Enemy Damage Stat

Err, you might want to look at the first post and raise your mana. You might need it. And you also have to tell how much damage it deals or how much Health/Mana it restores. For all other information, please consult my first post, explaining all of what you need to do and such. And on your skills, the hole thing could be use as to dodge any attacks.

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Err, you might want to look at the first post and raise your mana. You might need it. And you also have to tell how much damage it deals or how much Health/Mana it restores. For all other information, please consult my first post, explaining all of what you need to do and such. And on your skills, the hole thing could be use as to dodge any attacks.

 

100 Mana

250 Health

No achievements

Orange and White fur

Power blue eyes

Pale Skin color

Kitty

5lb

11in

 

 

Dam: 5

Def: 75

Speed: 70

 

Skills:

Dig a Hole (5 mana cost) Digs a hole two feet below the ground.

Hide in Capable Hiding Place (1 mana cost) Hides in place capable of hiding in. 100% in avoiding damage first turn of hiding in first hole. OP rolls a die. 1-3: Enemy attack misses regardless of accuracy. 4-6: Enemy attack hits. -5 in Kitty's Speed stat until end of Enemy's next turn.

Parasitic Hairball (4 mana cost) Spits small hairball that slowly grows and constricts enemy movements. Induces slow status and damages Enemy by Enemy Dam/Speed*2=Dmg per Turn. Crit: worm in hairball entering intestines. Induces Poison status: HP loss from Poison Enemy HP*2\Enemy Damage Stat

Enemy Trips/Falls into Hole (0 mana cost) Each turn, OP rolls a die 1-3: Enemy DMG decreased by 25% until end of turn. 4-6: Enemy DMG increased by 25% until end of turn.

That better? It's simple stuff really. Tried balancing it out as best as I could.

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Not a clue. I'm more in the business of full fledged games.

I am currently trying to help Darkmare get to that point. They did mention this was, more or less, a "beta" version of their idea in mind. If I can get Darkmare's permission, I would create a second thread with a much more complete version of this game (of course, I would not be the one too take all the credit.)

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Sunn O)))

 

Health: 250
Mana: 100
Damage: 80
Defense: 60
Speed: 10

 

Skills

Aghartha
Cost: 60 Mana
Deal twice the damage dealt to the user
Damage = Damage taken x 2

 

Defeating: Earth's Gravity
Cost: 30 Mana
Does damage based on the foe's Speed and the user's Speed
Damage = (Foe's Speed - User's Speed) x 2

 

Vlad Tepes
Cost: 40
+1 Priority

Ignores opponent's defense (Pierce)

40 damage

 

 

 

Honestly, I see no point in having Damage as an attribute if it doesn't contribute to the Skills, unless you say it does. For example, Defeating: Earth's Gravity and Vlad Tepes should have to say that they include base Damage. Plus, the name Damage is confusing. If you look at how I worded the skills, it would seem that Vlad Tepes does 40 damage, plus the amount of damage my character has taken instead of doing 120 damage. If it serves no purpose, it should be removed. Or at least make it work like every other RPG out there, which would be the skill's base damage plus the character's damage. 

 

Also, I have my character's appearance but choose not to put include it because it doesn't affect the character's performance in battle, but I will include upon request.

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Honestly, I see no point in having Damage as an attribute if it doesn't contribute to the Skills, unless you say it does. For example, Defeating: Earth's Gravity and Vlad Tepes should have to say that they include base Damage. Plus, the name Damage is confusing. If you look at how I worded the skills, it would seem that Vlad Tepes does 40 damage, plus the amount of damage my character has taken instead of doing 120 damage. If it serves no purpose, it should be removed. Or at least make it work like every other RPG out there, which would be the skill's base damage plus the character's damage. 

 

Also, I have my character's appearance but choose not to put include it because it doesn't affect the character's performance in battle, but I will include upon request.

 

I agree with these points. While yes, in Create Battle it would give the user a sense of "creation/creativity" to make as they please, and I am sure this is what we are trying to accomplish here, but it is also complicated. For one, without a preset number of rules & guidelines showcased, no noe knows what would be considered OP and what is "balanced". A Skill that already does Damage makes the Damage attribute obsolete I agree, meaning you can jsut use skills to dish out as much hurt as you want (which makes most of the attributes useless in that sense.) Here is MY idea on how we can use the attributes section and skill section to work: Skills should be used as Buffs/Debuffs on improving or weaking the stats of the user/and or opponent. (and of course with each skill needs a preset Mana cost to use.) What I pitched to Darkmare through PM's was to give the "Basic battle option" for every created character: Attack/Block/Parry/Dodge/Rest. These "options" will allow you to use the base attributes to actually battle with the attributes of your opp. For example: my characters damage output is 80, and my opponent defense is 40, so the damage outcome inflicted would be 40 (we can use the difference in stats when your damage attribute is higher, also, we need to use a different term for damage.) My opponent can respond in a following post with Block option, and halve what the result of the damage would have been, meaning they take 20. Does that make sense so far?

I suggest changing DAMAGE to STRENGTH for the attributes section. Skills should be used as a tool to give the user options toward their attributes (without immediately making them broken) or causing ailments vs the opponent (without immediately making them unfair.) Also, the mana costs for Skills should be around 25-50-75-100 for use. There should also be a limit to how many times you can actually use a Skill. Do these sound like good ideas?

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I agree with these points. While yes, in Create Battle it would give the user a sense of "creation/creativity" to make as they please, and I am sure this is what we are trying to accomplish here, but it is also complicated. For one, without a preset number of rules & guidelines showcased, no noe knows what would be considered OP and what is "balanced". A Skill that already does Damage makes the Damage attribute obsolete I agree, meaning you can jsut use skills to dish out as much hurt as you want (which makes most of the attributes useless in that sense.) Here is MY idea on how we can use the attributes section and skill section to work: Skills should be used as Buffs/Debuffs on improving or weaking the stats of the user/and or opponent. (and of course with each skill needs a preset Mana cost to use.) What I pitched to Darkmare through PM's was to give the "Basic battle option" for every created character: Attack/Block/Parry/Dodge/Rest. These "options" will allow you to use the base attributes to actually battle with the attributes of your opp. For example: my characters damage output is 80, and my opponent defense is 40, so the damage outcome inflicted would be 40 (we can use the difference in stats when your damage attribute is higher, also, we need to use a different term for damage.) My opponent can respond in a following post with Block option, and halve what the result of the damage would have been, meaning they take 20. Does that make sense so far?

I suggest changing DAMAGE to STRENGTH for the attributes section. Skills should be used as a tool to give the user options toward their attributes (without immediately making them broken) or causing ailments vs the opponent (without immediately making them unfair.) Also, the mana costs for Skills should be around 25-50-75-100 for use. There should also be a limit to how many times you can actually use a Skill. Do these sound like good ideas?

 

Having only Buffs/Debuffs and ailments would turn the game into a more boring version of Pokemon. People would focus on poisoning your opponent, healing, blocking/dodging, and increasing your Defense/lowering opponent's Strength. Boosting your Strength let's your opponent inflict an ailment. We could introduce a Taunt-like skill, but then the focus of the characters becomes Speed, and using Taunt first. That's just what I think, based on how Pokemon works.

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Having only Buffs/Debuffs and ailments would turn the game into a more boring version of Pokemon. People would focus on poisoning your opponent, healing, blocking/dodging, and increasing your Defense/lowering opponent's Strength. Boosting your Strength let's your opponent inflict an ailment. We could introduce a Taunt-like skill, but then the focus of the characters becomes Speed, and using Taunt first. That's just what I think, based on how Pokemon works.

 

You are probably right. But the problem with using Buffs/Debuffs is that they MUST have a cost to them and cannot be overbearing (they must also have a limit per use.) I am using a Google Doc to type up my ideas for the concept of this thread, so I will be able to share it with you guys shortly. Also, any ailment or buff/debuff should only be temporary and not a full fledged thing (meaning it would only affect a player for a set period of time.) The thing I was thinking about was using skills to alter ones self or weakening the opponent in some way (with costs) while you are given free basic options to perform for battle. It may seem tedious and boring, but it is the only way I see this kind of concept working without everyone trying to OP themselves. If you have any ideas in mind, please do pitch in. I would love to hear them.

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You are probably right. But the problem with using Buffs/Debuffs is that they MUST have a cost to them and cannot be overbearing (they must also have a limit per use.) I am using a Google Doc to type up my ideas for the concept of this thread, so I will be able to share it with you guys shortly. Also, any ailment or buff/debuff should only be temporary and not a full fledged thing (meaning it would only affect a player for a set period of time.) The thing I was thinking about was using skills to alter ones self or weakening the opponent in some way (with costs) while you are given free basic options to perform for battle. It may seem tedious and boring, but it is the only way I see this kind of concept working without everyone trying to OP themselves. If you have any ideas in mind, please do pitch in. I would love to hear them.

 

The concept can work, but it needs a better stat system, a Level system, and limits on what a character can and can't do.

 

We could use Pokemon's stat system, since it's simple and it works on a forum based game. It also allows people to be more creative with moves, allowing you to have physical and special attacks. It also let's you make Wizards, which is cool.

 

The Level system is just a way to balance character stats, control stat growth, and will allow Coolspy (or anyone that helps him) decide if a skill is too OP based on the character's level.

 

Classes would also be good, just to have a base to compare characters to. Or at least some generic characters that are balanced. so we can compare the characters people make to. Maybe some generic skills that can be bought once the money system work. 

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