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rainshadowdirewolf
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PostPosted: Fri Mar 07, 2014 10:06 pm


Melee Weapons & Techniques:
Range: 1 line
Base Accuracy: 100%

Ranged Weapons & Techniques:
Range: 2-3 Lines depending on weapon.

[each line adds a point to the targets dodge rate ((5/10 is a base dodge rate, one line difference would take it to 6/10, two lines would take it to 7/10)). ] - To be added to Line/Position Info

[The accuracy of the weapon/person can take off points to the dodge rate.] - To be added to Accuracy/Dodge section.
[Weapon Stats]
So if someone is using a Rifle DITE the accuracy will be +2 with a range of 3, if they are in lane 2 and aim at someone on the front line the target will have 4/10 chance to dodge, anything from 5 to 10 will count as a hit.

^Will need to see Rifle bonus/stats somewhere.
Need to reformulate things to better explain. What line? Enemy Line? Ally Line? What is the difference in line number? etc.

Dodge Reduce Damage Received to 0 or Evade Special Abilities
Base Dodge Rate: 5/10
Roll a 10D to determine if it's a successful dodge. 1 to [Dodge Rate #] will mean a successful dodge. (In this case, 1 to 5)
Cost for attempt: 1 SP (successful or not)

Block Reduce damage received y 25%
Base Block Rate: Dodge Rate +2
Roll a 10D. 1 to [Block Rate #] will mean a successful Block.
Cost of attempt: 0.5 SP (successful or not)


Quote:


a first step of a Rough Draft for combat lines so that it can be simplified later.


melee weapons and techniques have a range of one line, pretty simple and straight forward. accuracy will have a 100% base line if no dodging or blocking happens.

Dodging starts at 50% or 5/10, [5] being one's Dodge Rate at its base. Whenever one attempts to evade an attack, a 10 sided dice needs to be rolled and should the number obtained be between 1 and the Dodge Rate of the character, it is a successful dodge and the character does not lose any HP.
Costs 1 SP to attempt to evade whether it is successful or not.

Blocking an attack cuts damage received by 25%, roll a 10D, using Dodge Rate + 2 to determine the success. Failure will be the equivalent of receiving a full clean hit while still having used the 0.5 SP for the attempt to block.

ranged weapons can be preferred for accuracy or range and will be effected by the distance.
Most range weapons will have a range of two or three lines, each line adds a point to the targets dodge rate ((5/10 is a base dodge rate, one line difference would take it to 6/10, two lines would take it to 7/10)). The accuracy of the weapon/person can take off points to the dodge rate.

So if someone is using a Rifle DITE the accuracy will be +2 with a range of 3, if they are in lane 2 and aim at someone on the front line the target will have 4/10 chance to dodge, anything from 5 to 10 will count as a hit.

Combat may be subject to distance and blockades, each 10 yard (1 line) gap will add to the dodge rate. Blockades may be regular walls forcing ranged fighters to get closer or keep melee fighters from getting closer and give the person lying in wait a chance to strike first. Some character skills may allow them to become blockades when standing beside other characters reducing accuracy on both sides by one.

Ballistic Kei is normally ranged attacks or AOE. Unless otherwise buffed ballistic Kei loses accuracy or power with range of each line. AOE gains that back but costs more and is subject to effects as well. 1X2 attacks will lose two accuracy and power if the front character blocks the attack but 2X1 attacks will retain it across the front line

Line Switching: sometimes you will have a team and need to use tactics to outfox enemies so that you can get either more damage or switch out people who are injured. This costs .5 stamina to change lines but only an advancing character can get an attack and only if using ballistic Kei or a melee weapon. characters change lines or advance one line at a time unless they use tempered Kei to accelerate their movements at 2MP=+1 line, tempered kei could also be used to counter the first strike granted by blockades but attempts to go around enemies or get ahead can get you flanked dealing +2 damage and +1 to the accuracy of the one who turned around to strike the rusher in the back if they are willing to present the same chance to someone else.

Nen-i operators are basically the weakest in stamina, HP and damage output but their MP and buff skills are both very high and they only lose accuracy over three lines instead of one and are not subject to most accuracy reducing blockades.

a combat line will normally be three characters wide, characters who pass this average will move into left/right flanks which may be subject to counter flank movements, some areas like corridors and bridges may not have flanks or will have only two character wide sections.
PostPosted: Sun Mar 09, 2014 3:09 pm


Aight, I'm not reading all that unless there's some form of subtitles/bold letters lol.

Feiyimei

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rainshadowdirewolf
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PostPosted: Sun Mar 09, 2014 3:23 pm


Feiyimei
Aight, I'm not reading all that unless there's some form of subtitles/bold letters lol.


ok... to simplify, melee classes have a range of 1, ranged abilities are normally 2 or 3 and lose 1 accuracy per distance, their skills though grant them accuracy with a stance or weapon proficiencies.

there are also bits about blockades and traps near the bottom that would add conditions to the battlefield
PostPosted: Sat Mar 22, 2014 6:35 pm


I'm a little confused about the whole combat line system, could you explain that a bit more?

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rainshadowdirewolf
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PostPosted: Sat Mar 22, 2014 6:55 pm


Moonlight Calamity
I'm a little confused about the whole combat line system, could you explain that a bit more?


Alright I shall try. In Multiverse I noticed some characters had extremely low HP, Elementalist and Cleric particularly, any hit could have killed them easy.

The idea for the combat line here is so that characters that are more dependent on spells and ranged weapons can cast or shoot across the lines. Basically melee can only hit the unit in front of them till they defeat them or attempt to outflank them for attacking rear units which could be suicidal. Ranged units will hit smaller and can hit either melee or line two or possibly line three, the distance will take up accuracy points even though their range and buffs will give them points.

I suspect there will be quite often 3 combatants on both sides, front melee fighter, ranged attacker, rear Nen'i operator giving buffs, small heals and smaller damage. but there will sometimes be some that will barricade the front line to either grant buffs to either range or melee because enemies cant pass it directly. some will have a larger gap between ranged fighters and their front line fighters keeping them out of opposing range fire to beat the front line faster. The one I think may become popular if the guild actually flourishes will be switch hitting. Switch hitting will be where there are two lines of melee fighters, rear probably casting ballistic kei spells and the front having high HP and defensive skills and when the front gets low they will switch putting healthy and still high SP units up front and turning the others into a support fire or healing line so that they can recover slightly.

I hope I could simplify it though that may have made it more complex, sorry if it did.
PostPosted: Sat Mar 22, 2014 7:27 pm


rainshadowdirewolf
Moonlight Calamity
I'm a little confused about the whole combat line system, could you explain that a bit more?


Alright I shall try. In Multiverse I noticed some characters had extremely low HP, Elementalist and Cleric particularly, any hit could have killed them easy.

The idea for the combat line here is so that characters that are more dependent on spells and ranged weapons can cast or shoot across the lines. Basically melee can only hit the unit in front of them till they defeat them or attempt to outflank them for attacking rear units which could be suicidal. Ranged units will hit smaller and can hit either melee or line two or possibly line three, the distance will take up accuracy points even though their range and buffs will give them points.

I suspect there will be quite often 3 combatants on both sides, front melee fighter, ranged attacker, rear Nen'i operator giving buffs, small heals and smaller damage. but there will sometimes be some that will barricade the front line to either grant buffs to either range or melee because enemies cant pass it directly. some will have a larger gap between ranged fighters and their front line fighters keeping them out of opposing range fire to beat the front line faster. The one I think may become popular if the guild actually flourishes will be switch hitting. Switch hitting will be where there are two lines of melee fighters, rear probably casting ballistic kei spells and the front having high HP and defensive skills and when the front gets low they will switch putting healthy and still high SP units up front and turning the others into a support fire or healing line so that they can recover slightly.

I hope I could simplify it though that may have made it more complex, sorry if it did.


I think I understand it a bit better now. It's a wonderful idea if we can implement it properly.

I noticed you mentioned dodge rate and accuracy. Did you want a roll for each of these? How are you planning on using accuracy?

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rainshadowdirewolf
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PostPosted: Sat Mar 22, 2014 8:00 pm


Moonlight Calamity
I think I understand it a bit better now. It's a wonderful idea if we can implement it properly.

I noticed you mentioned dodge rate and accuracy. Did you want a roll for each of these? How are you planning on using accuracy?


the "properly" part is the major problem lol.

It would be a lot like Multiverse as it would mostly be increasing and decreasing the rate of hitting an enemy, ranged characters could take up a stance which would lower their dodge but increase their accuracy ((should have stances free instead of costing SP in my personal opinion)) So really it is just decreasing dodging when you increase your accuracy. A ranged fighter would probably have a 6/10 to 9/10 on the front line but probably die in two to three hits from melee units, with them behind the melee's they should survive 4 to 5 hits from an opposing range which would be balanced against the rate to death from melee fighters against each other. If they actually manage to get all the way up to 9/10 accuracy would either be from self and Nen'i buffs or be point blank range... or just be high enough to have a heavens blade which would be the equivalent of an Avatar XD.
PostPosted: Sun Mar 23, 2014 3:32 pm


How would attempting to flank opponents work? I assume that it's gonna be a mix of Line Switching (opponent trying to move forward) and dodge/block (avoiding your opponent in the 1st line to maneuver towards your opponent's 2nd line). Would it still be possible to flank a group of people if they have all 3 front line spots filled up?

Also, I think that position will be something an RPer will need to keep track of in their post layout. maybe have something simple
e.g.:
Ally
__ |Rear | Middle | Front
R |-------|---------| Bob
M | Jim |Megan | Tom
L |-------| --------| Lucy

vs



Opponent

Front | Middle | Rear|__
Marcus|---------|----- | L
Sasha | Neil ----|Gary | M
Cindy | ---------| ------ |R

Even that may be a bit too complicated lol

We could always give letters/numbers like chessboards or something.

Feiyimei

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rainshadowdirewolf
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PostPosted: Thu Mar 27, 2014 1:33 am


Feiyimei


I was thinking it would be trying to move into the opponents lanes but that may be complex, the idea behind flanking would be hitting a target on different sides to inflict more damage...
...
I think I will just cut that out as it is just a little much, plus that would bring the fighting to just hitting each other point blank in the face like some mad bar fight which is not exactly wanted.

| Rear | Middle | Front | Front | Middle | Rear

seems like a good idea, though the R, M, L part seems like it would be confusing as they may think Marcus is suppose to target Lucy or Cindy is suppose to target Lucy

perhaps the lines could be filled out as the battle begins and each time someone switches they fill in the update themselves

|------|------| Bob | Marcus|------|------|
|-Jim|Megan|Tom| Sasha | Neil | Gary
|------|------| Lucy | Cindy|-----|-----|

then copy and paste to the new one with the edits

|------|------| Bob | Marcus|------|------|
|-Jim|Tom | Megan || Sasha | Neil | Gary
|------|------| Lucy | Cindy|-----|-----|
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