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Posted: Sat Mar 03, 2007 7:39 pm
Tatsuman Nice idea. I'd play @ 'Musha and Romyion: Castration will take place if you two start another fight. Can I help? Also, to castrate me, you'd have to hold me down. I'd be long gone. @ Romyion:It looks like an insult to me.
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Posted: Sat Mar 03, 2007 7:44 pm
Fireonimusha Tatsuman Nice idea. I'd play @ 'Musha and Romyion: Castration will take place if you two start another fight. Can I help? Also, to castrate me, you'd have to hold me down. I'd be long gone. @ Romyion:It looks like an insult to me. Nope. I work alone ninja Not for bare hand castration. Escape is futile
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Posted: Sat Mar 03, 2007 7:57 pm
Back on topic, I think it will also be fun to keep everyone's builds secret until you actually fight your opponent.
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Posted: Sat Mar 03, 2007 8:00 pm
My true power has yet to be revealed!
*super saiyan*
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Posted: Sat Mar 03, 2007 8:12 pm
This is really good, simple yet detailed. I have an empty guild we can use to keeps the records safer and I can post them every once in a while. I would also like to join in on this.
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Posted: Sat Mar 03, 2007 8:21 pm
Defending
I suggest a defense system to make the battle last longer and be a bit mor balanced. One of the six techniques should be dedicated to defending one self, giving them a chance to repel an attack and save their lives once per battle.
EX. Zen attacks ForsakenSwordsman with his slash attack, this move deals a normal 30 damage which would end the game against his 15 health. ForsakenSwordsman uses his defense move which if succesful will nullify 20 damage. ForsakenSwordsman's roll is succesful and he stops the 20 damage, only taking 10, and saves himself for another turn which could win it.
No matter what when defending, a player will have to still be hit with a minimum of 5 damage.
Level Up System
I think that players should be able to level up there characters, my suggestion goes a little something like this.
EX. Zen is at level 1, by winining his fifth battle he has leveled up to level 2, he gains 30 additional stat points to add to his characters stats. He levels up again after winning ten more battles.
To avoid stronger players abusing the weaker ones to gain easy experience points I also suggest that after onr player reaches a certain level he will no longer be able to level up from battling other characters of a certain level.
EX. Zen is at level 10 and if he wins another match will level up to 11. He is challenged to a duel by Forsaken Swordsman who is at level 3. Zen beats Forsaken Swordsman in this duel but he doesn't increase his win experiences and doesn't level up this turn.
To avoid confusion about wins and such any battles against lower level characters will be considered training and go on they're record like that.
EX.
Character: Zen Rider -Profile- Exhibition: W-10 L-5 T-7 Tournament: W-2 L-3 T-0 Training- W-13 L-6 T-2
I assume tournaments would grant more points over exhibition matches.
Npc Battle System
This is to avoid weaker players being unable to level up because everyone has had a chance to advance before they found out about the game.
Each level (Ex. 1, 2, etc.) will have a set of designated characters that can be requested for battle and will be used by GM's to aid their level up process. To avoid wearing out the GM's a player may only request to battle an Npc once every -Forsaken Set Time-
EX. Zen requests to batle Npc Mac Thompson lvl. 13, GM ForsakenSwordsman accepts and controls Npc Mac T. against Zen. Mac T. is defeatred by Zen and he gains enough experience to advance to level 14. Zen requests to battle Npc Gina Palisade lvl. 14, GM ForsakenSwordsman declines the request, limiting Zen to a battle per day.
Attributes
I have a suggestion for an attribute system that will give players an edge over some, and a weakness to others. It wil follow the basic system, but it will also be upgradable.
EX. Water>Fire>Plant>Rock>Electricity>Water
Upgraded Set One: Ice>Magma>Poison>Earth>Thunder>Ice
Upgraded Set Two: Holy Water>Hell Fire>Famine>Nature>Lightning>Holy Water
Upgraded Set Three: Holy Water+>Hell Fire+>Famine+>Nature+>Lightning+>Holy Water+
Final Set: Aqua Master>Blaze Master>Disease Master>Stone Master>Jolt Master>Aqua Master
EX2. Zen is water attribute and has leveled up to twenty five. His attribute has upgraded to Ice. His attribute effect has also changed.
With the attribute system there would also be a set of attributes that can be linked into once you hit level 50. It's a stronger set but you would be at a disadvantage if someone continues the regular route and upgrades at level 75.
EX. Ice into Light instead of Holy Water Magma into Dark instead of Hell Fire Poison into War instead of Famine Earth into Space instead of Nature Thunder into Energy instead of Lightning
Light>Dark>War>Space>Energy>Light
Instead of going into the regular attribut evolution cycle, they'd be changed when they reached level 100, having no attribute change at 75 like the regular set.
EX. Angelic>Demonic>Genocide>Cosmic>Divine>Angelic
These attributes would get a very slight boost over the Master attributes, but nothing major.
Team Battle System
A team battle system would be simple, when battling a team battle a dice roll would be made for the opposing team, the winning team would go first, the team would then roll to choose order amongst themselves. The winning would get the edge by being able to decide the opposing teams order.
EX.
Order would be like so.
Team A-Zen Team B-ForsakenSwordsman Team A-Gonbe Team B-Seaphron
Clan/Guild System
This one is really optional, a system of where you and a select group of people may organize into a group. You gain no special traits except the ability to pull off a team special.
Specials/ Team specials
Under special circumstances and after boosting to a certain level players should be able to pull off a special move that could give them the upper hand. Specials would have a limitation to them such as once per battle, or maybe once every two battles.
EX. This is an example of a special and circumstance.
Zen is attacked by ForsakenSwordsman and loses 40 health, leaving him with 10 to Forsaken's 20. Whenever Zen has exactly half his opponents health nad his health is lower, he can use his abilitiy meteor shower which deals Zen's health + 10. In this case Zen wins the battle.
Team Specials would be more powerful and would also fall under special circumstances, but will require both players turn as one for that round. A bonus is it attacks both member of the opposing team.
EX. Zen and Gonbe both have Health below 50 and this activates the ability to pull off their team special. Zen has preformed a move last turn, but Gonbe and perfom the special still, Zen just won't be able to attack next turn. Their special does 70 damge to be divided however they please as long as both of the opposing team takes a minimum of 10 damage. They deal 60 damage to one enemy and 10 to the other.
Terrain Boost
Several terrains will be available for battle, before the battle the GM would roll a 10 or 20 sided die, each terrain appointed to a number, the rolled number would become the selected terrain for battle.
EX. Zen and Seaphron have proposed a battle, they are awaiting the GM's roll. The GM rolls a 17 which is the number appointed to the light world. All players gain access to their special moves at the beginning of the fight unless of a dark attribute.
Terrain will also affect each attribute individually.
EX. Zen is a light type and Seaphron is a earth type, The light world also gives Zen an HP boost thanks to his attribute. Seaphron doesn't gain said boost.
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Posted: Sat Mar 03, 2007 8:34 pm
Hooray, I'm an example player, lmfao.
I like the idea of team battles -- that could spice it up somewhat. With that, that also means that there will need to be splash attacks and etc. to keep it interesting.
I also like the idea of defending, actually, but I think it should be optional.
Leveling up is also a cool idea, but that puts a lot of strain on the GM(s). It would make the game fun, sure, but I think it would be nicer as a series of small, fun battles rather than one longer "quest" style game. Same thing goes for your elemental idea -- it would work well for a more long-term game, but I feel that if ends up being the relatively simple forum game that I imagine (it's up to FS, ultimately), this would make individual battles horribly unbalanced. But still, even if it ends up as a longer endeavour, I don't think that it's a great idea to overcomplicate things for the sake of ... making things complicated. I've never really liked elemental systems for any games. (Besides maybe Pokemon) I would rather have more character customisation and skills, etc.
Terrain battles, NPC's, those are all really cool ideas, but they're all very GM dependent. What happens now is that no battles can take place without a GM being there. The beauty of FS's little system is that it is so simple that two players can duke it out without any GM supervision. Not to mention, that puts an additional workload on the GM(s).
Anyway, those are just my thoughts.
I think I would like more skills, but they can cost different points. There can be skills that don't have very effective abilities, but cost fewer points, which would open up some options. Going into Zen's team battle idea, "splash damage" could cost 5 or 10 points, or something.
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Posted: Sat Mar 03, 2007 8:40 pm
Yeah I realize that the majority of this stuff require a good team of GM's and I for one would be more than happy to be GM seeing how I suggested most of the stuff. I would alos suggest tat if we do, we should take the time to recruit GM's as well, making sure who is selected will be reliable and online a decent amount.
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Posted: Sat Mar 03, 2007 8:43 pm
Hmm, reading the first post, it looks like FS planned for there to be a GM at every fight, anyway.
But if we keep the whole thing simple, there is no need for that. Both players fight publicly and can keep each other in check easily.
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Posted: Sat Mar 03, 2007 9:00 pm
Ok, I just completely emptied out that guild of the wasted posts I put up. If you want to keep things cleaner with all this stuff in there(and possibly have the developement kept out of sight until it's ready).
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Posted: Sat Mar 03, 2007 9:09 pm
I am in, I just posted my info in the Forsaken thread and completly missed this. ~goes to get~ Great idea FS sounds like a load of fun.
-Edits In-
Name: Seaphron HP: 50 Speed: 30 Atk 1: Writers Block: 20 Atk 2: Middle Finger Salute: 0 Atk 3: Thrust Punch: 25 Atk 4: Scribble: 15 Atk 5: Yawn of Bordem: Cure Atk 6: The Nutcracker: 30
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Posted: Sun Mar 04, 2007 2:26 am
Okay, I'm back.
@Zen: There are some great ideas there, but as Gonbe said, I would really like to keep the whole thing as simple (but fun and challenging) as possible.
I do like the idea of team battle, and one of the tournaments could be a team based one. I think that defending is sort of covered in the abilities, such as protect, I am going to add more effect and one of them could be Defend, a weaker/cheaper protect.
Leveling up sounds cool, but again it's not the direction I want to take the game, same with NPC's (Maybe I could make a few NPC's, and players could practice against them in private).
I was thinking of including special abilities too, everyone can choose one and name it whatever they want. The powers would activate once the circumstances are right.
As for elements and terrain, I think I'd rather not put them in. However, elements might be plausable in some shape of form, perhaps each attack could have an elements (maybe a little complicated)
Sorry, for not accepting alot of your cool ideas, but like I said, I want to keep this simple (remember the type of people who are going to play this, some of them won't even understand the simple rules xd , jk)
@Gonbe:
If you buy "Poison" you can only use it on one move, if you want to use it again, you have to buy it again.
I like the idea the GMs don't always have to be involved (If I build up a nice team of GM's anyway, then there would always be someone around anyway)
Okay everyone, this is what I need from you:
Ideas for more effects Feedback on the total points you are allowed (too much/too little) Ideas for Special Attacks (For use when the circumstances allow)
Once everything is ready, I'll give someone a test fight.
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Posted: Sun Mar 04, 2007 4:00 am
Here's a revamp of the rules, what does everyone think?
Grand Battle System
Welcome to the Nintendo Cults Grand Battle System. This is a simple fighting game, where players create a profile and enter tournaments.
Rules-----
Creating Your Profile-----
Creating your profile is one of the most important parts of GBS, careful planning and care is what is needed, if you want to up your chances of victory. You may have two profiles, one for single battles and one for team battles, if you wish.
Example Profile-----
Name: Your Avi Name (eg. ForsakenSwordsman) Alias: This is your fighting name. (eg. The Masked Muchacha)
HP: 85 (Your health) Speed: 10 (Determines who starts the battle)
Attack 1: Mega Hammer : 40 Attack 2: Twister: 20 Attack 3: Stinger: 10 razz oison Attack 4: Nerve Jab: 10 Attack 5: Holy Salvation: Cure Attack 6: Dance :0
Final Attack: N/a
Stats----- Every player gets 250 points to distribute amongst their stats.
Players need to share the points carefully amongst all of their stats. (Important: All numbers used, must be multiples of 5)
This includes: HP, Speed, Attacks, Special Effects, and Final Moves. Important: Maximum health is 150, minimum health is 30. Maximum Speed is 100, minimum speed is 5. You do not have to have any effects or a final move.
Creating your six attacks-----
Every player get's six attacks. Important: A minimum of four attacks must have more than 0 attack power.
Example attack:
Number: 1 (The number relates to the numbers of a six sided dice) Name: Onion Shot (The name of the attack is up to you) Power: 30 (Use Stat points to decide on the attack power of each attack) Important: maximum power is 40 Effects: Poison (Using the table below, players can add additional effects onto attacks. Each attack can only have one effect on it. Players must pay every time they wish to use an effect, eg: Even if you pay for poison on attack 1, if you wish to use it on attack 2, you must pay for it seperatley)
Effects----- As mentioned above, effects can be applied to moves to make them more powerful:
Poison (Cost: 30) :Once poisoned, the opponent loses 5hp every turn. A player who is already poisoned cannot be poisoned again, unless the original effect is removed. Paralysis (Cost: 30) : Your opponent misses their next attack. Swift (Cost 30) : You may attack again. Counter (Cost 30) :If you take damage from your opponents next attack, you may inflict the same amount of damage onto them. Cure (Cost 30) : Can only be used on an attack which has no attack power. Restores 30hp. Absorb (Cost 30) : Restore 10hp Protect (Cost 30) : Your opponents next attack deals no damage or effect to you.
Technically, Protect,Swift and Paralysis do the same thing, it is up to you which one you prefer. All effect need editing to ensure they work well.
More effects will be added once they are approved.
Final Move-----
Players may have a single final move, which activates under set circumstances. Final moves can only be used once per battle. Unlike Effects, you may name your final move anything you like (the names used below are examples)
Example: Name : Finishing Blow (All final moves have a name already, which can be changed to suit) Type: A (This is the second name of the attack, This is used to remind everyone which attack it is, even once the original name has been edited) Cost: 20 (Stat points cost) Details: Can be used at any time. Deals 10 damage to the oppnent. (This tells you what the attack does)
List of final moves:
Finishing Blow (A) (Cost: 20) Can be used at any time. Deals 10 damage to the opponent. Finishing Strike (B) (Cost: 50) Can be used at any time. Deals 30 damage to the opponent. Luck of the Ancients (C) (Cost: 30) Can be used when your HP drops below 50. If you are unhappy with a dice roll, you may roll it again two times. You must use the final roll you made to determine the attack. Focus Mind (D) (Cost: 70). Can be used once your HP drops below 40. You may decide which attack you use next without rolling a dice.
More Final Moves will be added.
Team Moves----- Team moves are used in team battles. They cost stat points like anything else, some of them are like effects, and are added onto moves. Whilst others are like Final moves. They will be added in time.
Fighting-----
Once your profile is complete, you are ready to fight. Battles are quite simple.
Use speed stat to determine who goes first (in the case of a draw, a dice roll decides).
The player who goes first rolls a dice (d6). This decides which attack of their six they will use this turn. Deal damage and effects accordingly.
Player 2 takes his turn, rolling a dice to determine which attack he will use.
Play continues in this manner, until one player is defeated. Final Moves can be used when available to aid the player.
In a team battle, the same rules apply. Turn order is decided by speed, or dice rolls (in the case of draws). Players then take it in turn to attack. Unlike single player mode, players must declare their target when rolling the dice.
Tournaments----- Players can take part in tournaments, which will be held by myself (monitored by a team of GM's). Players can practice their fighting in a sperate thread.
Ideas are needed for types of tournies etc. I also require ideas for types of effects, final moves, and group attacks/effects.
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Posted: Sun Mar 04, 2007 4:17 am
Sorry FS it took me so long to see this but this looks really interesting and sounds fun
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Posted: Sun Mar 04, 2007 6:05 am
Ideas for additional gameplay elements.
New Effects:
Regen (Cost: 40) Applies regen to youself. Every one of your turns you may regain 5hp. If you already have regen on your player, then it has no effect. Extreme Power (Ext) (Cost: 40): Doubles the attack power of the move that this effect is attached to. You take damage equal to half the total attack power done by this attack.
New Final Moves:
Preperation (E) (Cost: 40) Can be used at any time. Double the attack value of your next attack.
Group Effects:
Toxic Fog (Cost: 40): Deals the poison status to all opponents. Cure All (Cost: 20): Cures every player (including the enemy) restores 20hp to all. Dmg All (Cost: 40) : This attack hits all enemies. Cure Ally (Cost: 30): Cure an ally for 30hp. Can only be applied to a move which has zero attack. Mega Cure (Cure: 60) : Restore 40 hp to both yourself and any allies. Can only be applied to an attack with zero attack.
Group Final Moves:
Rock Wall (A1) (Cost: 40) Can be used at any time. Until your next turn, any damage you, or your allies, recieve is reduced to zero. Status effects still apply. Twilight Crux (B1) (Cost: 70) Can be used at any time. You and your allies declare a target. Then you all roll a dice to determine an attack each. Combine these attacks into one and apply them to the target. (FS Attacks with Combo punch, dealing 30d, SS attacks with Shimmer dealing 10d and poison. The opponent takes 40d and is poisoned)
That's all for now, any more suggestions?
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