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devilofthenight

PostPosted: Wed Feb 02, 2005 5:32 pm


Wow, I must really need to take physics, because a lot of that is confusing and barely graspable for me. sweatdrop But I think I see what you're saying. I'll get back to you on that.
PostPosted: Thu Feb 03, 2005 3:08 pm


Patience
Initiave Vs. Patience

Aggression
Ukeru vs. Semeru


...completely satisfied with the second grouping. Using Yaoi terms which were derived from Japanese martial arts some how seemed appropriate for Gaia.

The notions of the first group seems somewhat correct, although "timing" is the generic idea, and do not wish to use the same word" patience" twice.

While entering the word patience into the thesaurus, is was quite interesting what was found.

Patience:
1. Endurance - backbone, ... calmness, composure, cool, ...fortitude, guts, heart, humility, passiveness, perserverence, persistence, poise, self-control, serenity, staying power, ... submission, ... yielding

it is in this first definition, that this word directly connects itself to the "ukeru" of the Aggression Table, which means this triangle practically builds itself. All I would then need is something that properly fits the array of polar opposites to connect Semeru and Initiative.


Main Entry: initiative
Part of Speech: noun
Definition: eagerness
Synonyms: action, ambition, drive, dynamism, energy, enterprise, enthusiasm, get-up-and-go, gumption, inventiveness, leadership, moxie, originality, punch, push, resource, resourcefulness, spunk, steam, vigor

opposite ambition = humility... humility translation: paitence

Michael Noire
Captain


Michael Noire
Captain

PostPosted: Thu Feb 03, 2005 7:15 pm


simple stat vs. stat; attack vs. defense equation...

compare both numbers (Attacker vs. defense)
get difference.
let difference = "bonus"
let dice = bonus +10.
get random (#dice) let = #dicetotal
get atttack #
get defend #
if attack # > than defend # then add #dicetotal to defender
else if attack # < defend # then add #dicetotal to attacker
else if attacker = defender, then
get Random (5) let = #tie
get #tie
if tie = "1,2" then add #dicetotal to attacker
else if tie = "4,5" then add #dicetotal to defender
else if tie = "3" then go to next round/ print "You two are evenly matched!"


at this point, The strategy triangle could be converted into a "d20" with 0 being the minimum, however, it was agreed recently than +10 is a significant bonus, especially for the underdog.

thus, the strategy bar might have 3 sets,

Ambition, Agression, Temperance

Ambition
--> Initiative (Speed) Vs. Patience (Humility)

Agression (or other word)
--> Ukeru (submissive) Vs. Semeru (dominant)

Temperance
--> Brutality Vs. Finesse
PostPosted: Fri Feb 04, 2005 12:44 am


Here is a basic model of the break down, which will be used for a more refined blue print in an animated GIF.


User Image - Blocked by "Display Image" Settings. Click to show.

in the sectors where the lines cross, it increases the chance for a "perfect strategy". when the lines are improperly crossed, it creates a hole in one's strategy, which, if taken to the extremes, can encompass the entire triangle.

as long as all three lines cross, even if focused in a particular area, the character's strategy is "balanced" and has no "flaws" or "holes". This doesn't mean it will always work, just that it is equalized. In some respects, you might notice a "rock paper scissors" effect.

Michael Noire
Captain


Michael Noire
Captain

PostPosted: Fri Feb 04, 2005 1:29 am


Now, there are certain ways of having a HUGE hole in your strategy...

method one:

ukeru (submissive) + brutality (sadist) + Initiative (speed)

method 2

patient (humble) + finesse (delicate) + semeru

Peace/Defensive/Femminine
finesse + patient = match
ukeru + finesse = match
patient + ukeru = match

common class varieties: Priest, Cleric, Medic, Monk
Martial Arts: Tai Chi Chuan, Aikido, Yoga

Model- Kuan Yin
User Image - Blocked by "Display Image" Settings. Click to show.


War/Offensive/Masculine
brutality + Initiative = match
semeru + brutality = match
initiative + semeru = match

common class varieties: Warrior, Fighter, Soldier, Barbarian
Martial Arts: Muay Thai, Kempo, Kali (Escrima)

Model - Rambo
User Image - Blocked by "Display Image" Settings. Click to show.
PostPosted: Fri Feb 04, 2005 2:30 am


Weapon Speeds and Attributes

before we go any further, let's address the virtues of weapons. Obviously, a chart like this could easily determine what weapon best suits an individual, and even determine what weapon is their opposite. Sometimes, people may wield a weapon that is their opposite, to grow in those areas they lack, such as a small child wielding a large zwiehander. (BERSERK).

First of all, it does not make much sense for a weapon to grant speed bonuses, since you normally move faster without the added mass in your hand, although it is theoretically possible with magic.

So, we might assume that weapons have speeds which start at -10 or so, for human scale weapons, and -20 for giant weapons. as the speed factor of the weapon reduces, the character can use more and more of their original speed.

An untrained fighter may not necessarily have full control over their optimum speed, and thus may find their own speed factor, without training, is lacking.

The extension of a blade, can for example, double (for a meter or less) or even triple the velocity of the end point. While this could be construed as speed (which it is, for damage purposes), the important thing is not the end velocity or centripetal speed (such as a spinning strike), but how quickly the action itself can be executed, in time to react again.

A mideval cross bow may have a bolt moving at 180 mph or more, but that doesn't mean it is loaded at 180 mph mrgreen

meanwhile, a dagger only has the speed a person gives it, plus a few mph if fully extended, but it can kill several crossbowmen before any of them load and fire a single shot. wink

So we may assume a horribly clumsy weapon might have a speed factor of 10 (negative), such as a 40 lb sledge hammer/maul. Meanwhile, a stiletto or Spanish Rapier might have a 3.

Enchanted weapons could actually reduce the speed all the way down to a zero, and then push the speed of the person even faster. (like the Rocket Sledge from Cyberpunk).

The problem with this, is that the weapon is faster than the person wielding it, which screws up their Agility, for purposes of wielding the weapon.

Thus, if a weapon were +9 Speed, it would have to be - 9 Agility (total 0) to compensate. Each weapon of this variety has a maximum speed that can be achieved which is essentially, the speed of the item itself, on a scale of 1-99, with artifacts having the option of 100. (godlike/beyond godlike speed)

if the natural speed of the item exceeds 85, it can actually reach Faster than light speeds, although the requisite level of the character to compensate for the Agility loss from speed gain, is highly unlikely.

brutal weapons are not very accurate "Disagreeably precise or penetrating" - dictionary; "cruel weapons of war", crude, jagged, spiked, like a cat of nine or a scourge such as from the movie "The Passion"

User Image - Blocked by "Display Image" Settings. Click to show.

so we could assume that brutal weapons can kill, as most weapons do, but they can also torture, and are (often purposely) unprecise. They are weapons which are highly likely to cause scars which would reduce charisma/Presence stats (which are useful for using charm spells and seduction, but may occassionally give bonuses to leadership)


The next type of weapon is finesse, which would mean wrist control, precision, "To handle with a deceptive or evasive strategy." - dictionary, "Refinement and delicacy of performance, execution, or artisanship" - dictionary.

From this we can define a Shikume Zhue, or Zatoichi as this style of weapon. Something which requires tremendous and refined skill, is designed specifically to execute, precision, critical weapons. Weapons popular with Thieves, assassins, and Fencers, like the fine spanish rapier.

User Image - Blocked by "Display Image" Settings. Click to show.

Michael Noire
Captain


Michael Noire
Captain

PostPosted: Fri Feb 04, 2005 2:45 am


Major strategy holes
ukeru (submissive) + brutality (sadist) + Initiative (speed)
patient (humble) + finesse (delicate) + semeru


Peace/Defensive/Femminine
finesse + patient = match, opposite ukeru = semeru
major hole

ukeru + finesse = match, opposite patience = intiative
this particular strategy is very tight, and when optimized, the hole in this strategy is very small. It generates the Fencer's Strategy


patient + ukeru = match, opposite finesse = brutality
this strategy is equally stable to the Fencer, following the dynamics of the Venus Fly trap. The only types I know of that really fight like this, besides very clever animals, and horrible monsters from movies, are the Dominatrix, and Demolitions Assassin. In some respects, Certain forms of Jiujutsu can be like this, especially brazillian Jiujutsu and the original Budo style of the Samurai. The objective was to draw the opponent in, and wait, and then annihilate them. Koppo, and to some degree, Kempo's "softer" aspects are like this.
If you imagine those little cute things from movies and anime, that actually have some sort of genetic super monster in them, that could tear out of the cute body at any time and then mangle and devour a victim, then you have the basic idea. - Wolf in Sheep's Clothing. - Little Red Riding Hood.
PostPosted: Fri Feb 04, 2005 3:17 am


War/Offensive/Masculine
brutality + Initiative = match, opposite semeru = ukeru
major hole

semeru + brutality = match, opposite initiative = patience
This style I called "Koppo" or "kempo", and roughly translates to the opposite of the jiujutsu above, but with similar results. The hole in the strategy is very small when optimized, and hte idea is to wait for your opponent to reveal themselves, then annihilate them in no uncertain terms. This strategy can be seen in the last major scene of Samurai X, when the older master plots and waits for Kenshin, then sets out ninja like characters in the snow to bleed and weaken him with explosives.
This style is also similar to what a Drill Seargent would use, as well as a hard style martial arts sensei of a style like Muay Thai.

initiative + semeru = match, opposite brutality = finesse
This is it, for most people: the Samurai Strategy. All man, all speed, but a dancing blade of deadly precision. As you might have guessed, the hole in this strategy is as small as the Koppo, and Fencer, and easily understood.

Michael Noire
Captain


devilofthenight

PostPosted: Fri Feb 04, 2005 4:15 pm


The code confuses me sweatdrop
PostPosted: Sun Feb 06, 2005 10:36 pm


dont worry, I'll have a demo version done pretty soon, but for now, i want to work on some ascension code, and start butchering my initiative system.

here is a copy of my original proposed initiative system...

Mikle wrote:
Fred's critical hit waitness is similar to the FFT Archer ability Charge.

What exactly does this waiting do?

In the case of Charge, it's a number added based on the number of turns you wait, which will of course change your reaction time for the next round. Although of course, in a really iniciative system, there are no rounds, and people can act twice before someone else.


i have no idea what the "waitness" does, but it follows the simple logic problem

:the longer you spend aiming/monitoring your opponent, the easier it is to hit them, and the easier it is to hit specific locations.

Case in Point: Duck Hunt.

Many powerful warriors do nothing in the first moments of battle, and it disturbs the greenhorns quite frequently. In reality, if the Veterans perceive a threat, they will size up the opponent(s), looking for weak points before going into battle.

A lot of this "hesitation" vs. "spontanaety" (sp?) decides who wins and loses in a Fencing Match.

As Mikle suggested, it may be possible to have a never ending initiative system without rounds, however, I am uncertain exactly how you would want to adapt the system presented to follow that method of thinking, especially since we've specifically requested a "turn based" combat system to compensate for crappy modems and Lag.

As to the bonuses?
we would first need an existing melee combat system established before the exact bonuses could be determined. The system (i) presented in the past months assumes a sort of "final fantasy 3" mechanic, with some Dragon Warrior, Growlanser, and FF Tactics mixes taking place.

It assumes 9999 is a good max value for the following units.
Mana
Hit points
damage
% regeneration of mana or hit points per (@minute)
% regeneration of Initiative bar, if such a thing would exist per (@minute)
absolute maximum protection from a single magical attack (DMG=0)
absolute max protect from a single physical attack (DMG=0)
resolve/sanity stat (willpower version of hit points)
Creativity pool (artist/inventor version of mana)

It assumes 99 is a good max for value for these other unit
"bleeding" damage per round
"duration" for any non permanent effect (like 99 rounds)
percentage chance of a reflexive "dodge" or "teleportation evasion"
skill levels (anything from martial arts to magic, from cooking to crafting)
Attributes (Strength, Agility, Speed, Intellect, Will, Stamina, etc.)
Sub attributes (Noteriety, Status, Axiom, Creativity, Honor, etc.)
Character level (for XP purposes of others only)
Monster level (for XP purposes only)
Polarity (good, evil, light, dark, order, chaos, fire, water, truth, delusion)

this is a quick summery, but you get the idea. Somewhere, burried in Lu Bu dojo, is a simple "attack sequence" written about 2 or 3 months ago. I will search for it. - it deals with "random number/attack/miss" stuff.


any time an original idea, or an adaption to an existing idea is presented, when niether have yet to be experienced by the observer, confusion is bound to set in.

Hmnn.. Attempt at simplification


Today kids, we are going to explain the story of three people on the battle field. Molly the Magician, Fred the Fighter, and Guss the Giant.

In this scene, Molly and Fred are walking through the Forest, looking to kill something for experience points and gold pieces. Along the way, they run into Guss the Giant. Molly and Fred decide to gank the giant for lots of experience points, since big monsters are worth lots of XP and Bipedal Mobiles tend to carry lots of TREASURE.

The fighter clicks "ATTACK". And Molly has her "ASSIST FRED IN BATTLE" turned on. That means whenever Fred Attacks something, Molly is part of the Group and Will get Experience Points and probably cast spells if she has any MAGIC POINTS left.

Round 1.
Step 1: 8- bit Cheesy Midi- battle music begins playing.
Step 2: The Computer checks Molly, Fred, and of course, Guss the Giant's Reaction Score. Molly has a 7, Fred has a 10, Guss has a 3.
Step 3: The computer arranges the reaction scores in order from lowest to highest.
First: Guss, with a 3
Second: Molly, with a 7
Third: Fred, with a 10

Step 4: The computer then signals Guss the Giant, which is a NON PLAYER CHARACTER (NPC), and runs the "MOBILE AI"
Which, is very simple.
For giants, "attack scrawniest victim" means the computer checks for the lowest strength, (in this case, Molly), and Attacks them first.

Step 5: Guss the Giant, makes the first Declaration: Attack Molly With "Enormous Club of Instant Death"

Step 6: Molly (with a 7), is the Next to declare her action. Seeing she is going to be clobbered by a big club, she elects to move back behind Fred the Fighter, then cast a protection sphere (casting time 3) which will go off on 4.

Step 7: Fred the fighter, declares Last, with his 10 Reaction. He can already tell that the Giant is going to end oup crushing him, because he's inbetween the giant and the Magician. Fred considers his options.

1. block giant club of doom = broken sword
2. parry giant club = strength vs. strength
3. dodge giant club = 1 dead Molly
4. Attack giant normally = tiny damage to big hit points, while giant does big damage to Fred's tiny hit points
5. Use tiny iniative advatange to aim critical hit, assuming giant is slow and their crappy dodge will not save them from a "called shot"
=

Fred decided to go with the last option, and waits (aim bonus) until the 4th point of action to strike a killing blow to the giant.

Step 8. The Real Combat happens.
1. Fred Stands there doing Nothing,
2. Molly Moves Behind Fred
3. Fred Lands a vital blow to the Giant. The giant suffers normal damage, but is also bleeding to death for an additional 10 hp per round.
4. Molly the Magician Casts a Level 3 Protection Sphere over them both, which will reduce the damage they take for 3 rounds.
4. Guss the Giant Strikes Fred For Heavy damage, but the Protection Sphere, combined with his generic HEAVY FIGHTER ARMOR, reduces the damage to almost zero.

Round 2...


I hope that helped

OtakuCyborg2
Michael Noire
OtakuCyborg2
When you talk about dodging bullets, I am reminded of a suggestion I made a while back.....

Phases during your turn:
Declare Reaction Phase-select an ability to use in response to an action that is targeting you. *It can only target yourself, or the character targeting you. If it targets yourself it resolves during your Resolution Phase. If it target's another, it resolves during that target's next Resolution Phase.*
Resolution Phase-The Action targeting you and your response to that action resolve at this time *(if your action targets yourself)*
Declare Action Phase-select an ability to use. If it targets another character, it does not resolve until it's target's next Resolution Phase.

Basically, when you use a skill on somebody else it waits until that target's Resolution phase instead of happening immediately.

A lot of people told me that this was too complicated though.....


its a fairly good idea, but its buggy in the way it is written. Allow us to delve into a game developed by a couple of friends, about 10 years ago:
Shades of Nightfall.

the only important statement at this point in reference to this game, was the Reaction Score.

as stated somewhere before, reaction started at zero and went up from there. As the GM (computer) roll called the Reaction from bottom to top, the lowest would declare actions first, then the next lowest theirs, the next lowest, and so on.
Once the GM (computer) had gone through all the reaction scores and their declarations, then the action sequence would take place. The characters with the highest reaction obviously having "first dibs" on when and where their action was to take place, and if desired "first" then they had it.

For example, if two bums were to charge Mindicira from Both sides, and they had a reaction of 2, if she had a reactin of 3 or higher, she could elect to duck, step back, and let the two thugs strike each other, or even stab both of them with twin vampire daggers as she does so.

there were also special powers called "action interupts" which gave you "auto action" but for a limited number of times per day, usually 3 or less.

I propose, that instead, we use something similar to the action interupts in two phases.

phase 1: special abilities/techniques which in certain situations, (such as having your sword sheathed) can give you a temporary "bonus" to the 1-99, equal to say, "1-33" or even 1-99. It is expected that these techniques will NOT be overall initiative, but set to certain situations.
You could apply stat limiters to the max bonus equal to "stat +1" (i.e., max bonus of 100 exactly) or something that sets your cap to exactly 100, which is 1 point faster that 99 (max)
100+ speed = godlike speed, by the way.

phase 2: "reply" action interupt, this is a "reaction" reaction modifier. You cannot "turn it on" in the normal point of view. If you recall dragon warrior 3, with the "blade armor" - if someone attacked you, they automatically took a bunch of damage. This is the same type of "reaction" I speak of. a "blind reaction" which gets a bonus above and beyond normal initiative modifiers, but you cannot elect to use it as a technique-action. Even if it costs "mana" or whatever, this technique is not part of your Initiative phase.

Again, the main idea is a computer is merely "counting up" from 0 to 100+ and stops when it reaches the last character on the board. You can of course elect to do nothing.
To save people from "logging off in a critical time" the battle scene could be set to "chess" mode or "active battle mode". If set to chess mode, all characters will be aware of that fact, and the computer will wait for the last person on the scene to make their action. If in chess mode, if you specifically log out, you are no longer in the battle, a good "auto log out" would be 24 hours for chess mode.
"active battle mode" could be set to perhaps, 60 seconds from the time the computer transmits a message to you. If you take no action in that time, it skips you and moves on the the next character.

In this way, the groups would have a choice between a very "slow" strategic battle scene, and an active battle that could be resolved in a few minutes or less.

As far as multi actions, there could be three modes of multi actions.
Mode 1: adds a number to your normal reaction, and you act once during the first number, and your first action actually takes place on the higher number, in order.
Example: 10, 13
you act first on 13, and then on 10, if anything is still alive.
Results: you have more actions in addition to higher initiative. Example: Temporal acceleration

Mode 2: subtracts a number from your highest reaction, such as "-3" (minimum zero), thus 10, 9, and the 10 takes place first, followed by the 9, if anything remains.
Results: you have not changed your initiative, but you are able to "re-act" quickly with weaker, more obvious secondary actions, like a "fient"

Mode 3: the multi actions occur on the same phase of initiative. Examples include using two weapons, having a split personality psychic, or a limited duration (for you) of time stop. This would be akin to "acting between moments" such as in Star Trek Insurrection
Results: multiple actions with no initiative modifier, but no multi action penalty.

Hmmm.....I'm confuzzled.

Michael Noire
Captain


Michael Noire
Captain

PostPosted: Mon Feb 07, 2005 12:08 am


will still have to owrk on that ascension code N stuff, and the ranked telekinesis and spacetime match..

if i cotrol space, then someoneelse controls time, and each should be about the same.

I also want to make perception a big part of the martial arts, and see how i can get it to effect the combat overall.


Triangle of big size for tactical grid, and potential stat bonus or whatever. I'm thinking "100 max" by reaching +1.
ahah.. when the cross hairs are lined up, the +2 splits and becomes "+1/+1") not sure this is a good idea, except for these functions, but the translation = 100*100 = 10000

which may look like this

1[0000]
=0000

Also, some characters' should simply not be able to have their minds read/detected, which is a high level ability, there is something calles gunas/chains, attachments..

Quote of the day:"thats a nice chain you have there, does it match your wallet"
- in reply to the statement of a man holding up red mountain dew "this is my vice".
PostPosted: Fri Feb 11, 2005 12:01 am


User Image - Blocked by "Display Image" Settings. Click to show.

here is a grid line up of the demo version of the strategy triangle, it gives a rough idea of the number of possibilities.

roughly speaking, the equation for critical potential over a set of -10 to +10 ranges, will yield what I'm guessing are 60 variant criticals.

hypothetically, we could get hissidik with this notion, and assign 24 instead of 20 (+1-12) which would allow us to reach the 72 deaths as listed in the Apocalypse of Abraham... however, as my intention is not to get zealously symbolic or dig into some Ceremonial Mysteries, sufficeth to say, that if

3 dimensionally, sets of 20 (3) represent a +10/-10 with a zero in the middle, on all sides,

and if these yield results of 20^3, or 8,000+
with 60 criticals

then
3 dimensionally, sets of 24, represent a +12 apostleship/-12 anti apostleship, with zero representing the christ/antichrist figure,
and if these yield results of 24^3, or 13,824+
with 72 deathsor letters to the name of G-D.

but hey.. this is just a video game, neh?

Michael Noire
Captain


Michael Noire
Captain

PostPosted: Fri Feb 11, 2005 4:43 pm


after some calculation, I've concluded that more critical possibilites exist then at first assumed. My new estimate is 441 criticals out of a possible 9,261 strategies.

Only one of these is perfectly, absolutely balanced, however, it is the one you begin with.

here's my notes on it...

User Image - Blocked by "Display Image" Settings. Click to show.

X: will/int [finesse/brutality] = patience + Ukeru
Y: stam/str [patience/initiative] = brutality + semeru
Z: spd/agil [ukeru/semeru] = initiative + finesse

<!-- clockwise rotation >
___
^ |
| V
| Ukeru = Z[0,-1,-2,-3,-4,-5,-6,-7,-8,-9,-10] -> wisdom (x axis)
| |
| semeru = Z[0,+1,+2,+4,+5,+6,+7,+8,+9,+10] -> stamina (y axis)
| |
| brutality = X[0,-1,-2,-3,-4,-5,-6,-7,-8,-9,-10] -> strength (y axis)
| |
| finesse = X[0,+1,+2,+4,+5,+6,+7,+8,+9,+10] -> agility (z axis)
| |
| initiative= Y[0,-1,-2,-3,-4,-5,-6,-7,-8,-9,-10] -> speed (z axis)
| |
| Patience = Y[0,+1,+2,+4,+5,+6,+7,+8,+9,+10] -> Intellect (x axis)
| |
| V
<--


estimate 441 critical hit locations

Array 1: will/int; control point:
[finesse/brutality] =x

0,0,0
0,-1,+1
0,-2,+2
0,-3,+3
0,-4,+4
0,-5,+5
0,-6,+6
0,-7,+7
0,-8,+8
0,-9,+9
0,-10,+10
0,+1,-1
0,+2,-2
0,+3,-3
etc.

total must reach zero.
there is 1 "0,0,0" set
there are 6 "0,+10,-10" sets
Totals 7 potential "critical effects"
PostPosted: Fri Feb 11, 2005 5:41 pm


hmnn. im going to have to rehost my images...

geocities: loads fast: expires fast...

edit: oh i get it ^_^

the lu bu banner.. there's probably 20 people running around gaia with it.. need to rehost.. xp

Michael Noire
Captain


OtakuCyborg2

PostPosted: Fri Feb 11, 2005 6:32 pm


Wheres this thing you wanted to show me?
Reply
Alexandria

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