RANDOM IDEAS

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    Rallasner

    Heaven's Feel 7 : Game-Master
    Heaven's Feel 6 : Retired Overseer
    Posts : 74
    Join date : 2010-06-27

    RANDOM IDEAS

    Post by Rallasner on Thu Jun 09, 2011 9:14 am

    Sengoku rance style combat, turns based on speed/agi/whatever, then either attack(based on whatever the character is using), skills, or defending vs later attacks till their next turn. Different options change how much later they get their next turn?

    Vampire side assumed to be GM's, while all players are church side or helping church side. FOR NOW~

    Vampire side stuff~
    The dead- Weakest of the vampire types, cant use magic, never has abilities.

    Ghouls- One of the stronger groups, a bit smarter too, but they don't have their own will, and can't use magic and don't have special abilities.

    Living dead- Weaker than ghouls slightly, but they have their own will, though they cant disobey the host vampire, some might be able to use magic and some might even have special abilities.

    Vampires- What host vampire[s] is considered, but these are under partial control of the host vampire, stronger than ghouls, can use magic and generally has special abilities of some kind.

    Host vampire- Big baddies, church has to kill these to win, magics and special abilites should be expected~


    Fights would only happen if multiple members of the dead are ambushing the players in some fashion, or if the players come across ghouls/living dead/vampires/host vampire

    Events where the players are hunting 1 or 2 members of the dead at a time would be RP'd out as they'd be assumed to be guaranteed victory for the player side, unless it's a trap made by vampire side, during which it would become an actual fight AFTER the ambush starts.

    Rewards for beating enemies- Killing a certain number of a type would reward extra CP to spend on your character to make them stronger (unknown as to how much, might be a single pool in which stronger types give more points to that pool), also plot reward of overall weakening of vampire host if several of his minions are killed~

    Creation of minions: Something like in a single game day, for every minion the host has, they have a 50% of making another one that would be based on another roll that goes something like:
    1d100 -> 1-70 = member of the dead, 71-85 = ghoul, 86-95= living dead, 96-100= vampire

    so having 10 members of the dead as starting minions, give or take, would result in an average of 5 more minions being made in a day, most of which would probably be of the dead, slight chance of a ghoul or living dead, practically no chance of a vampire.

    Next day would make about an average of 7, for a total of 22, and then next would be an average of 11 for a total of 33, and so on.

    Killing all minions (though the player wouldn't know exactly how many the host has) will force the host to come out for sure, though he might come out on his own sooner depending on the circumstances.


    END RANDOM IDEAS
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    Rallasner

    Heaven's Feel 7 : Game-Master
    Heaven's Feel 6 : Retired Overseer
    Posts : 74
    Join date : 2010-06-27

    Re: RANDOM IDEAS

    Post by Rallasner on Thu Jun 09, 2011 9:36 am

    DOUBLE POST DOUBLE POST DOUBLE POST

    Reading some logs on wiki, saw mention of trees for how you want to specialize your character and such, to get better stuff of that type (offense, defense, and utility trees)

    For the damage types and stuff there could be 3 sub trees for each, in the case of offense you could have melee, ranged, and magic, defense would be same (for defending against those specific types, or using those means to defend in the case of magic, or something). Utility Iunno yet.

    For magic elements having a RPS kinda thing going on might be best but rather than outright beats it, just gives a set bonus, maybe a skill in the subtree[s] gives a bonus based on the rank of it? So in the case of generic Fire < Water fight or something (just throwing out random element, doesnt matter if its an actual element or not for example) the water one, lets assume its the defensive spell, would have say a 10% bonus against the fire offense, leading to more damage negated. If the player with the water defense had a certain skill in the magic defense subtree for water, they would gain an additional 5% bonus per rank? Or perhaps needs a skill of vs fire element it negates additional damage regardless of the defense element, so a fire resist basically of %5 extra defense per rank or something vs fire damage with that shield.

    For magic, each choice of a tree gets added to a spell of the player's choice at the time of choosing that tree ability, maybe?

    That is to say while advancing my magic offense tree, I could pick up extra fire damage for my neutral elemental spell turning it into a fire one that does a bit more damage, and then next time I might pick an anti-water ability and put it onto a completely different offensive spell?

    Also, possibly each element having its own trees within magic offense/defense?

    (They'd be identical, just a change of elements, and would require investing in that element to get the better stuff of that element, rather than as a whole)

    Also for the range on stuff, melee and range are obvious, magic could be both but would be considered magic type damage regardless of the range of the spell, or perhaps a mix

    END RANDOM IDEAS OF DOUBLE POST
    avatar
    Rallasner

    Heaven's Feel 7 : Game-Master
    Heaven's Feel 6 : Retired Overseer
    Posts : 74
    Join date : 2010-06-27

    Re: RANDOM IDEAS

    Post by Rallasner on Thu Jun 09, 2011 9:51 am

    TRIPLE POST TRIPLE POST TRIPLE POST

    more random ideas

    for time mid combat, each action taken would be considered 3 seconds(for now) for people outside of the fight, as a general way to determine how long it would take somebody to join the fight if they're a distance away~

    Though probably no actual time limit on fights like in rance, unless there's some special event going on (I.E: 5 minutes to stop a bomb from going off, but there's a huge group of ghouls in the way)

    (Going to take you a minute to get there? Going to take 20 actions~)

    As for range, kinda like the row 3x3 row system going on grim had mentioned already, though range is based on where people actually are, if there are people in the middle and back row but not front, middle is considered melee row and such. or something.

    MORE LATER PROBABLY

    END TRIPLE POST GOGOGO

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    Re: RANDOM IDEAS

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