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Create Battle


coolspy74

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Adjustment. Silence effect no longer stops skills, and only jams MP regeneration. White Noise and Lost Signal MP costs increased.

 

Gadjiltron

250 HP, 100 MP

DMG 50, DEF 45, SPD 55

-No achievements-

Pale skin, black hair, greyish clothing. Outline slightly blurry.

173 cm tall, weight unknown

White Noise - Inflicts silence on target opponent for 3 turns. Their MP does not regenerate. Cannot inflict damage, 25 MP cost.

Destructive Interference - Inflicts bleed on target opponent for 5 turns, and heals 30 HP on hit. They lose 10 HP per turn and cannot heal by any means. 30 base damage, 30 MP cost.

EA: Lost Signal - Purges all buffs from target opponent on hit, while inflicting silence and bleed for 2 turns. 30 base damage, 75 MP cost.

 

Would recommend passive skills be available in some way - things that grant continuous effects without MP/HP consumption, but at a cost - say, taking up a skill slot.

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Would recommend passive skills be available in some way - things that grant continuous effects without MP/HP consumption, but at a cost - say, taking up a skill slot.

 

Could just make it 4 skills total, so you have more space. Could also add an item that gives 1 more space for a skill, but it would need to be expensive.

 

And Draco, I give you permission to make a second Create Battle ONLY for discussing ideas how to better the Create Battle and help it in the future. In no way this should be a game.

 

Would be easier for you to start a new thread and give this one to Draco, since we are already using this to make Create Battle better, but it's up to you.

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Before I point out all the flaws in this game and how to fix them, you need to hammer out the rules in a comprehensible manner (read a guide online on how to create a board game if you need to) because half of us have no fucking clue of how the game actually works.

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The ability for one to change their skills in between battles may be good for alleviating bad matchups, but the ability to write new skills completely creates trouble, as one could just create skills designed to completely reverse the matchup, akin to Shining Draw.

 

We could make a move pool, with a maximum of like 10-15 skills for each character. That way you don't Shining Draw your way to victory.

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Yeah I'm not gonna lie, I have no idea what's going on here....

Games with any level of complexity need to be worked on a lot before implemented. So perhaps work on it more, with the people here who are interested, and then repost it.

 

We need a group that will set the rules and stuff. Dracoswag is the only one doing something about it.

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:^), continue this and i will report you to the moderators so they can deal with you. I honestly don't have ANY time to be fucking around. I have shit to do here and other places. If you want to join, make an original character and follow all rules.

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Since I don't want to reference the first page, I'm posting again here.

Rrrtttyyyuuuiii
100 Mana
250 Health
No Achievements
Appearance:
Black hair
Brown eyes
A bit darker than peach skin (not brown)
Wearing Golden Armor and holding Golden Sword (Since this doesn't affect stats anyway)
Weight:140lb
5 feet 10 inches tall
Skills:
Dispel
0 Mana
Attacks the opponent, heals 10 hp, and dispels all negative debuffs. (Sorry Gadj)
Golden Light
40 Mana
Removes all debuffs and restores self to full health (If already full health, restore 100 hp instead) Deals 100 damage, ignores DEF and Dodge
Death Slash
100 Mana
Attacks opponent, cannot be dodged and ignores def+deals an extra amount of DMg equal to 20% of opponents original hp. Heals 100 hp. Def increased by 10000000000 the next turn.(basically same as I take 0 DMg)
Since agility is just a worse form of defense sinc if attack=defense it's same as dodge an even if it fails to block at least it I lessened.
DMG=85
DEF=60
SPEED=5
@Darkmare
Golden Light
250 HP 80 Mana
Original ATK/DEF

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I would like to point out that I am taking the time to compile how the "Final" product of the Create Battle thread would be like. It is still a process, and I am getting Darkmare on board with my ideas. I have formatted the ideas and concepts I had in mind with Google Docs, so for those who want to contribute to my ideas or even see the Google Docs info, PM me and I will share the link (or possibly pm Darkmare as I provided him the link as well.) Note: This kind of complex project takes time and careful editing and thought process for it to function and be executed professionally, so it may be some time before Darkmare has everything he needs to finish this project. I am putting a lot of thought into this.

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I would like to point out that I am taking the time to compile how the "Final" product of the Create Battle thread would be like. It is still a process, and I am getting Darkmare on board with my ideas. I have formatted the ideas and concepts I had in mind with Google Docs, so for those who want to contribute to my ideas or even see the Google Docs info, PM me and I will share the link (or possibly pm Darkmare as I provided him the link as well.) Note: This kind of complex project takes time and careful editing and thought process for it to function and be executed professionally, so it may be some time before Darkmare has everything he needs to finish this project. I am putting a lot of thought into this.

Should I have high expectations for a beautifully designed game?

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Should I have high expectations for a beautifully designed game?

Maybe. Maybe not. It all comes down to how I intend to incorporate the functionality of the game and how much effort + time I put in to making this happen. This kind of concept has me very interested, which is why I volunteered to contribute my "idealism" to make the Thread gain popularity and ultimately just be fun for it's participants. So think of it as you will, I wont stop you lol. I will gaurantee this: The thread needs to undergo a heavy set of organization/more info/rules/better design, and that is something I will try to pitch to Darkmare and how to put it on board.

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Pokemon Formula
Damage = ((((2 * Level / 5 + 2) * AttackStat * AttackPower / DefenseStat) / 50) + 2) * STAB * Weakness/Resistance * RandomNumber / 100

 

First, we take out (2 * Level / 5 + 2), unless we include levels.

Damage = (((AttackStat * AttackPower / DefenseStat) / 50) + 2) * STAB * Weakness/Resistance * RandomNumber / 100

 

Then we remove STAB, since there is no reason to have it, even if we include elements and stuff.

Damage = (((AttackStat * AttackPower / DefenseStat) / 50) + 2) * Weakness/Resistance * RandomNumber / 100

 

Weakness/Resistance only works if we have a working Element system. It doesn't have to be as intricate as Pokemon's. I can come up with one if anyone wants me too, but for now, we remove Weakness/Resistance.

Damage = (((AttackStat * AttackPower / DefenseStat) / 50) + 2) * RandomNumber / 100

 

Finally, we remove Random Number, because it's just a random number.

Damage = (((AttackStat * AttackPower / DefenseStat) / 50) + 2)

 

So that should be the current formula.


I'll try it out.

My Sunn O))) vs Darkmare's Vinny

The attack I will be using is Defeating: Earth's Gravity.

First we figure out how much damage Defeating: Earth's Gravity will do.

Damage = (Opponent's Speed - User's Speed) * 2

Vinny's speed is 60, Sunn O)))'s speed is 10, so

Damage = (60 - 10) * 2
Damage = (50) * 2
Damage = 100

 

Now, we just plug everything in

Damage = (((80 * 100 / 80) / 50) + 2)

Damage = ((100) / 50) +2)

Damage = 2 + 2

Damage = 4

 

And we get 4. 4 Damage. Okay, so we need to fix some things.

 

Now we remove / 50. This can come back if Levels or Weaknesses/Resistances are used, but for now, it's gone. 

Damage = (AttackStat * AttackPower / DefenseStat)

 

So

Damage = ((80 * 100 / 80) + 2) 

Damage = 100 + 2

Damage = 102

 

The / 50 is used to balance the amount of damage if we include Levels or Weaknesses/Resistances, because you don't something like this to happen

Damage = (((2 * 100 / 5 + 2) * 80 * 100 / 80) + 2)

Damage = ((42 * 80 * 100 / 80) + 2)

Damage = 4202

 

By adding / 50, the damage becomes 86.

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I think this should be used to plan characters and discuss the game. For the characters, we can balance them, and make a list of skills and sets that are bad for the game. Like a character with high defense, 1 healing move, something like poison, and 2 other stalling skills. Characters like that aren't good for the game because you can stall until you win, since a lot of battles are going to end up after a set number of turns, otherwise you can stall infinitely. 

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I think this should be used to plan characters and discuss the game. For the characters, we can balance them, and make a list of skills and sets that are bad for the game. Like a character with high defense, 1 healing move, something like poison, and 2 other stalling skills. Characters like that aren't good for the game because you can stall until you win, since a lot of battles are going to end up after a set number of turns, otherwise you can stall infinitely. 

Before considering something like that, the base game mechanics need to be laid out. Doing some sort of limiting factor removes a lot from a game. If a game is designed well, it can inherently avoid abuse.
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Before considering something like that, the base game mechanics need to be laid out. Doing some sort of limiting factor removes a lot from a game. If a game is designed well, it can inherently avoid abuse.

 

Pokemon has PP, so you can't stall forever. This game has mana, and currently, no limit to the amount of times a skill can be used. You can make simple skills that seem balanced at first, like Poison (25 mana, inflicts 10 damage to opponent for 5 turns), Recover (25 mana, gain 100 Health), Heal (25 mana, remove all ailments), and Silence (25 mana, opponent can't use skills that require mana for 5 turns). Those moves are balance, on their own, but become stupid on a character with 150 defense because you can simply stall until your opponent quits.

 

So someone can make a character like

 

Slowdive

Health: 250

Mana: 100

Strength: 0

Defense: 150

Speed: 0

 

Skills:

 

Machine Gun

25 Mana

Inflicts 10 damage for 5 turns.

 

Melon Yellow

25 mana

Gain 100 Health

 

When the Sun Hits

25 mana

Remove all ailments

 

Sing

25 mana

Opponent can't use skills that require mana for 5 turns.

 

Start a battle, stall until the battle is stopped, you win or your opponent quits.

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