coolspy74 Posted July 21, 2014 Author Report Share Posted July 21, 2014 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. Link to comment Share on other sites More sharing options...
JadenxAtemYAOI Posted July 21, 2014 Report Share Posted July 21, 2014 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. Link to comment Share on other sites More sharing options...
coolspy74 Posted July 21, 2014 Author Report Share Posted July 21, 2014 We can't roll dices so...... Link to comment Share on other sites More sharing options...
Excalibur the Divine Posted July 21, 2014 Report Share Posted July 21, 2014 Op kitty... What cheap mana cost... @Darkmare Normal Attack Hp 250 Mana 100 Link to comment Share on other sites More sharing options...
Sunn O))) Posted July 21, 2014 Report Share Posted July 21, 2014 Question. So if a skill has a base Damage of 40, and your character has a base Damage of 60, it would do 100 damage, right? Or do skills only inflict the amount of damage specified? Link to comment Share on other sites More sharing options...
coolspy74 Posted July 21, 2014 Author Report Share Posted July 21, 2014 Skills only inflict specified damage, yes. Link to comment Share on other sites More sharing options...
Sunn O))) Posted July 21, 2014 Report Share Posted July 21, 2014 Skills only inflict specified damage, yes. Okay, just making sure. Link to comment Share on other sites More sharing options...
coolspy74 Posted July 21, 2014 Author Report Share Posted July 21, 2014 @ Rrr Ultimate Darkheart Destruction! Health: 275 Mana: 50 Link to comment Share on other sites More sharing options...
Excalibur the Divine Posted July 21, 2014 Report Share Posted July 21, 2014 Blessed Light Hp 250 Mana 80 This is taking forever... Link to comment Share on other sites More sharing options...
VictorSempra Posted July 21, 2014 Report Share Posted July 21, 2014 I would do this, but I would exploit it so hard it's not funny. Link to comment Share on other sites More sharing options...
Sunn O))) Posted July 21, 2014 Report Share Posted July 21, 2014 I would do this, but I would exploit it so hard it's not funny. Do it! Because why not? Link to comment Share on other sites More sharing options...
coolspy74 Posted July 21, 2014 Author Report Share Posted July 21, 2014 Recess! Recess has been called! During Recess, you may change your skills ONLY! After 10-15 minutes, players will show their skills and commence dueling. Link to comment Share on other sites More sharing options...
VictorSempra Posted July 21, 2014 Report Share Posted July 21, 2014 Do it! Because why not? Because I break things. I will find every loophole I can. xD Link to comment Share on other sites More sharing options...
Sunn O))) Posted July 22, 2014 Report Share Posted July 22, 2014 Because I break things. I will find every loophole I can. xD And that would be great. Would allow the game to become more balanced. Haven't posted a character yet because it's hard not to make it extremely OP. Link to comment Share on other sites More sharing options...
VictorSempra Posted July 22, 2014 Report Share Posted July 22, 2014 And that would be great. Would allow the game to become more balanced. Haven't posted a character yet because it's hard not to make it extremely OP. Cause the rules are incredibly vague. Link to comment Share on other sites More sharing options...
Sunn O))) Posted July 22, 2014 Report Share Posted July 22, 2014 Cause the rules are incredibly vague. What would you do make he rules less vague? Link to comment Share on other sites More sharing options...
Excalibur the Divine Posted July 22, 2014 Report Share Posted July 22, 2014 Now my swift slash is death slash. 100 Mana Cost 200 DMg ignore def I heal to full health. But, my def is decreased by 50 for 1 turn Link to comment Share on other sites More sharing options...
VictorSempra Posted July 22, 2014 Report Share Posted July 22, 2014 What would you do make he rules less vague? Not a clue. I'm more in the business of full fledged games. Link to comment Share on other sites More sharing options...
Dracoswag Posted July 22, 2014 Report Share Posted July 22, 2014 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.) Link to comment Share on other sites More sharing options...
Sunn O))) Posted July 22, 2014 Report Share Posted July 22, 2014 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. Link to comment Share on other sites More sharing options...
Dracoswag Posted July 22, 2014 Report Share Posted July 22, 2014 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? Link to comment Share on other sites More sharing options...
Sunn O))) Posted July 22, 2014 Report Share Posted July 22, 2014 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. Link to comment Share on other sites More sharing options...
Dracoswag Posted July 22, 2014 Report Share Posted July 22, 2014 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. Link to comment Share on other sites More sharing options...
Sunn O))) Posted July 22, 2014 Report Share Posted July 22, 2014 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. Link to comment Share on other sites More sharing options...
Excalibur the Divine Posted July 22, 2014 Report Share Posted July 22, 2014 Darkmare your turn or I will announce the winner when time is up Guys can someone put the player stats and skills on a website or a document and provide the link? Link to comment Share on other sites More sharing options...
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