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Posted: Tue Aug 21, 2007 10:48 am
I've been playing around with this idea.
Name: Commander
Description: The player takes the role of a Commander of an army and as the Commander, the player controls troops. Health points are replaced with soldiers and the number of soldiers you have also affects how much damage one's army does. Soldiers = HP and damage. The Commander can also buy siege weapons which will increase attack power, but must put at least 5 soldiers in it. Buying armor and weapons gives it to all soldiers, including soldiers you gain later on.
Over time, the Commander can increase in ranks, thus increasing the amount of men he can command. I'm thinking if I should increase the ranks of the soldiers too. The stats might look something like this:
Commander: Disseverance Rank: Captain Soldiers: 20 Heavy: 0 Air:0 Power: 20 Armor: 15 Currency: 200 C
The numbers in parenthesis would be the unit count of your army. Soldiers, Heavy Artillery (Trebuechet), and Planes (Dragons) And then, if I wanted to buy Heavy Artillery (Trebuechet), I'd spend 150 C and 5 men. That would bring my stats to:
Commander: Disseverance Rank: Captain Soldiers: 15 Heavy: 1 Air: 0 Power: 25 Armor: 15 Currency: 50 C
In this system, one would win money instead of stat points. The strategy here is how to wisely use your money and men. I believe that there should be some kind of Rock, Paper, Scissors element so that people don't spam dragons. Troops beat Heavy, Heavy beats Air, and Air beats Troops. A player can only attack once, but can dictate which division of his attacks which division of his opponent's. Example:
'Captain Disseverance frowns as the enemy's AA guns give his pilots a free cremation. "Neutralize that AA gun!" he shouts to his men. The troops nod and hurry off to attack the nuisance. One man, Private Johnson runs up to the Captain.
"Sir! There's no way we can attack that! There's no way!" the panicked Private begged.
"Pull yerself togetha, man!" the Captain says as he shakes the Private back to reality. "Take this Rocket Launcher and make me proud, son!" At these words, the Private happily skipped back into the battlefield.
Soldiers attack Heavy.'
This way, no one has tons of Heavy and no Soldiers. This RPS system also affects how much damage a Commander does. For instance, if Soldiers attack the enemy's Heavy, they do extra damage because troops have an advantage over Heavy. If Troops attack Air, they do less damage since Air have an advantage over Troops. If Air attacks Air, then there are no bonuses. Same with Troops attacking Troops and Heavy attacking Heavy.
Here's the system in a nutshell:
-Units count toward the player's power and their health. -Purchased weapons and armor are given to all troops including future ones. -Troops beat Heavy, Heavy beats Air, and Air beats Troops. -A commander dictates which of his divisions attacks which of his enemy's divisions. -Purchasing Heavy and Air units requires money and Troops -Each Rank Up allows the player to command a larger amount of troops. -Players earn money from each win depending on the Rank of his opponent. -After each fight, the player is given all of his Troops, but not Heavy or Air. -If Heavy and Air units are lost during a conflict, after the the battle, the player gets back the number of Troops used to get them. -Alliances can be formed and encouraged. -If a player joins later in the game, he can become an Officer under a higher ranked player, adding his might to his Commander. -Officers can leave their Commander at any point outside of battle.
So that's it for now. Suggestions and critique are welcome.
EDIT: Skills and Items can also be used. However, they should be division specific. For instance, Air would do and Air Raid or Heavy would use Nukes and Troops would take control of enemy bases. Something like that. Take this skeleton and make it your own.
Strengths: Strategy as well as allowing players to grow more powerful. Multiplayer friendly.
Creator: Disseverance and Petrekov (my brother)
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Posted: Tue Aug 21, 2007 11:20 am
Delta 8O8 Well...it's a modified sort from mine...Modified for melee attacks only though. Which is good. Mine doesn't cover melee attacks all that well. Anyways...I forgot to mention what a vital area was. A vital area to an enemy/NPC would be chest shot to head shot, neck shot...anything quickly fatal. A vital area to us and our characters/NPCs would be a chest shot to a shot in the back, or some such. But it's not fatal. The reason for this is because since the dice are unpredictable (and the dice gods hate us all) it's quite often that one person takes a hit to the chest or leg artery more than once in one post, much more in one rp. This way your character could call out for help. Either a medic or another character can come in and treat the wound or carry them back to base. Now if you notice NPC shows up in both. When one thinks of NPCs it's mostly the gamers. Non-Playable Character. NPC means that and also means Non-Player Character. A Non-Player Character is someone no one really plays but if need be they can. Such as a Medic, or maybe a side character that always sticks with your main. With that said when someone thinks of a side character they think doubling up, as this concept has been around for...god knows how long. BUT when one rp's a modern war Rp it never really goes the way a war rp should because it focus's on the main characters. The NPC's are everyone else. Most of these NPC's are Non-playable characters, but some are Non-Player characters and just because they are titled that it doesn't mean they are less important or more important. They're equal. Being able to control more than one character allows you to rp actions of each person in your squad or platoon, and also rp the actions of the wounds they've received. The System I have provided above integrates both npcs and pcs where you can rp for all.
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Posted: Tue Aug 21, 2007 3:37 pm
Disseverance I've been playing around with this idea. Name: Commander Description: The player takes the role of a Commander of an army and as the Commander, the player controls troops. Health points are replaced with soldiers and the number of soldiers you have also affects how much damage one's army does. Soldiers = HP and damage. The Commander can also buy siege weapons which will increase attack power, but must put at least 5 soldiers in it. Buying armor and weapons gives it to all soldiers, including soldiers you gain later on. Over time, the Commander can increase in ranks, thus increasing the amount of men he can command. I'm thinking if I should increase the ranks of the soldiers too. The stats might look something like this: Commander: Disseverance Rank: Captain Soldiers: 20 Heavy: 0 Air:0 Power: 20 Armor: 15 Currency: 200 CThe numbers in parenthesis would be the unit count of your army. Soldiers, Heavy Artillery (Trebuechet), and Planes (Dragons) And then, if I wanted to buy Heavy Artillery (Trebuechet), I'd spend 150 C and 5 men. That would bring my stats to: Commander: Disseverance Rank: Captain Soldiers: 15 Heavy: 1 Air: 0 Power: 25 Armor: 15 Currency: 50 CIn this system, one would win money instead of stat points. The strategy here is how to wisely use your money and men. I believe that there should be some kind of Rock, Paper, Scissors element so that people don't spam dragons. Troops beat Heavy, Heavy beats Air, and Air beats Troops. A player can only attack once, but can dictate which division of his attacks which division of his opponent's. Example: 'Captain Disseverance frowns as the enemy's AA guns give his pilots a free cremation. "Neutralize that AA gun!" he shouts to his men. The troops nod and hurry off to attack the nuisance. One man, Private Johnson runs up to the Captain. "Sir! There's no way we can attack that! There's no way!" the panicked Private begged. "Pull yerself togetha, man!" the Captain says as he shakes the Private back to reality. "Take this Rocket Launcher and make me proud, son!" At these words, the Private happily skipped back into the battlefield. Soldiers attack Heavy.' This way, no one has tons of Heavy and no Soldiers. This RPS system also affects how much damage a Commander does. For instance, if Soldiers attack the enemy's Heavy, they do extra damage because troops have an advantage over Heavy. If Troops attack Air, they do less damage since Air have an advantage over Troops. If Air attacks Air, then there are no bonuses. Same with Troops attacking Troops and Heavy attacking Heavy. Here's the system in a nutshell: -Units count toward the player's power and their health. -Purchased weapons and armor are given to all troops including future ones. -Troops beat Heavy, Heavy beats Air, and Air beats Troops. -A commander dictates which of his divisions attacks which of his enemy's divisions. -Purchasing Heavy and Air units requires money and Troops -Each Rank Up allows the player to command a larger amount of troops. -Players earn money from each win depending on the Rank of his opponent. -After each fight, the player is given all of his Troops, but not Heavy or Air. -If Heavy and Air units are lost during a conflict, after the the battle, the player gets back the number of Troops used to get them. -Alliances can be formed and encouraged. -If a player joins later in the game, he can become an Officer under a higher ranked player, adding his might to his Commander. -Officers can leave their Commander at any point outside of battle. So that's it for now. Suggestions and critique are welcome. EDIT: Skills and Items can also be used. However, they should be division specific. For instance, Air would do and Air Raid or Heavy would use Nukes and Troops would take control of enemy bases. Something like that. Take this skeleton and make it your own. Strengths: Strategy as well as allowing players to grow more powerful. Multiplayer friendly. Creator: Disseverance and Petrekov (my brother) This is a good battle system. But it's in a wide scale basis. Like an RTS (Command and Conquer, Warcraft, Starcraft, etc). Not a lot of RP's go to that kind of scale, much less the war based ones.
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Posted: Tue Aug 21, 2007 7:34 pm
Delta 8O8 But it's in a wide scale basis. Like an RTS (Command and Conquer, Warcraft, Starcraft, etc). Not a lot of RP's go to that kind of scale, much less the war based ones. But those games rock so HARD! Oh well, back to the drawing board. sweatdrop xp
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Posted: Wed Aug 22, 2007 6:48 am
Disseverance: about what you suggested for my system, I like it. I could implement a leveling system. After attaining 6 points one would go to the next level. And to address your other suggestion for the system. I will make it so that each time one levels up, their attack power would increase by 1 as well.
sweatdrop I suppose I could make it one hp bar with vital hits being "criticals" or something doing double damage.
as for your System. It is a good idea and having a war system is probably something that also needs work on. But as I have understood, your system doesn't have a way to "defend" an attack. Like give some sort of defense bonus to the defending side. and another thing, as in most RTSs, you should have a way to retreat if one thinks his opponent is killing too many troops. This way, you prevent the "someone defeated me and I have no troops left" sort of thing. You can trim the rough edges on this suggestion but i'm just saying.
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Posted: Wed Aug 22, 2007 7:31 am
Well, there is armor and the rock,paper, scissors thing. I would like to add home field advantage, but I'm not sure how that would work. It could depend on the rp before or a specific forum in a sub-forum. I think that would be interesting if a sub-forum had several forums that represented certain areas. There would be two opposing forces where one force fights his way down to his enemy's base and the enemy fights up the forums to the other's side.
Joe's Republic Base (Fights down to destroy Bob's Lair) Capital of Tarkas Large Open Field Forest Place Huge Cave Bob's Evil Lair (Fights up to destroy Joe's Base)
Just an example of course. Each time a battle takes place in an area, it becomes under the winner's rule and therefore giving him the home field advantage there. Of course there are other players who help Joe and Bob, such as Officers or Alliances.
Anyways, about retreating. I completely forgot about a Retreat command. Retreat how ever the GM deems acceptable. Dice roll, automatic, etc. I'll make it so that there's no penalty for retreating, but your opponent still receives the reward for winning.
I made it so that nobody will be left with nothing after a fight. You get your troops back and even refunded troops that you spent on more advanced units that may have died during the battle.
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Posted: Wed Aug 22, 2007 7:53 am
you mean you want the game to be more like RISK (board game) where there are areas conquered and such?
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Posted: Wed Aug 22, 2007 9:34 am
hmm...so....instead of totally being conquered your terra gets smaller and you're a lot more weaker but you still have stuff to use...Sounds like me slowly killing off my multiplayer enemies by setting up Siege tanks and artillery all around their bases setting up a set place where he could build which is like...a couple buildings at first then slowly make the space smaller sweatdrop but that's just me
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Posted: Wed Aug 22, 2007 10:17 am
Personal System: Fusion
This system is DM dependant, but it can work very nicely. Basically, the character can do whatever they want. They say what they want to do, and the DM provides the difficulty, the effectiveness, etc. It also allows for lots of improvising with the environments or other players.
Essential Stat: AP
AP, or Action Points, are the essential statistic for this form of fighting. The more AP you have, the more things you can do in a turn. Say you want to do a wall run (2 AP unless you're skilled at it, in which case it would be 1 AP), then flip off of the wall (1 AP), aim (1 AP), fire at an opponent from above (1 AP), and then land in a roll (1 AP). This would take 6 AP. For all of the games I make, characters start off with a 3 AP base, and from then out they're dependant on Str. or Dex. for more AP.
Pros: Freedom, flexibility, improvisable, works in any setting
Cons: Heavily DM dependent, heavily stat dependent, hard to balance and regulate
Premade System that I don't see done much: the D20 system
Come on guys, you all know the D20 system. It's already all there for everyone to use, and it's tried and true.
Pros: Stable, balanced, still provides much freedom, effective, works in combat and non-combat situations
Cons: Heavily DM and stat based, complicated, large quantities of stats
Often used system: Total Freedom This is my view on the often used system of free-style roleplaying.
Pros: Gives total freedom, no mucking about with stats, fun and easy
Cons: Prone to godmodding and auto-hitting (this is especially a problem in PC vs PC fights. In NPC vs PC fights, unless the NPC is really skilled, the PC can use their better judgement and figure out if their attacks hit or not, and how the NPC will counterattack), depends on user judgement, caught between the need for a realistic RP and the need for "PC security," and all the other problems.
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Posted: Wed Aug 22, 2007 10:37 pm
The major problem with DM dependent games is that the players cannot play the game unless the DM is there. While it may be fun, there are times when players cannot be there for a session. (Work, out of town, WAD's, etc.) Therefore, missing out on the fun and falls behind his more powerful comrades.
This forum was made to find a fun and easy battle system to replace Total Freedom. So suggesting it here will get you nowhere.
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Posted: Thu Aug 23, 2007 10:26 pm
This is going to get long. ( really long)
Name: CustoMAX Description: This is a system that is created to be stat-free. And it offers a unique level of customization while still making things fun for both sides of the fight. But sacrifices realism just a bit. Here’s my explanation:
First off, I will have people roll 2 10-sided dice. When rolled, the first die is going to determine if your Character blocks your opponent’s attack or not. And the second die is going to determine what attack you are going to execute.
Ranks: I am going to have 3 different ranks in this system, Rank C ( lowest rank), Rank B, and Rank A (highest rank). When people join the rp, they are going to start in Rank C. The way to achieve different ranks is going to be determined your place on the rank ladder:
5 Rank A 4 3 2 Rank B 1 0 Rank C
The way to go up or down on the rank ladder is by winning fights. When at 0 on the rank ladder, you need 2 wins to achieve Rank B, and 3 wins after that to achieve Rank A. But just how you can go up the ladder, someone can also go down the ladder. When someone loses a fight they will go down the ladder one step. (The differences between ranks will be explained further down)
Blocking: Determined by the first die, blocking is a way to see if the opponent’s hit is going to land or not. There are 3 different blocking builds: you can have a 50/50 blocking build, a 60/40 blocking build, a 70/30 blocking build. These blocking builds are going to be based on ranks. If the two people fighting are in the same rank then both of them will have the 50/50 blocking build. But if one person is 1 rank above the other person, then a 60/40 blocking build would be used. And lastly if one person is 2 ranks above the other person, then a 70/30 build would be used. For Example:
Player A: Rank C Player B: Rank C
Both players will have: 1-5 block 6-10 opponent hits
Player A: 1 rank above Player B Player A: 1-6 block 7-10 opponent hits Player B: 1-4 block 5-10 opponent hits
You get the idea right? If player A is 2 ranks above B then he will get 1-7 block and 8-10 opponent hits, while B will get the exact opposite.
Attacking: Just a recap, this is determined by the second die. attacking will be divided into 2 different categories: CONDITIONALS and FINISHING MOVES. But for my system, its going to be based on the fact that all players are able to do both melee and magic moves. Here is a basic build for starting characters.
1 Dispel (Can’t be customized) – removes the oldest condition 2 Disarm (Can’t be customized) – see below 3 Conditional (must have 3 magic and 3 melee at the start) 4 Conditional 5 Conditional 6 Conditional 7 Conditional 8 Conditional 9 regular hit ( just a non-conditional hit) 10 regular hit
Killing an opponent: to kill an opponent you must use a finishing move, there’s no other way to kill someone. And to use a finishing move, you must first complete all of it’s requirements, which are going to be in the form of Conditionals.
Conditionals: these are skills which are not finishing moves (obviously). These are the regular hits, if you will. But what makes them special is that, if they hit, they give you a condition. Which means if you get hit by them you will be affected by one of the conditions.. Just to name a few:
Blinded (Magic)– the non-blinded person’s blocking ratio goes up to 8/10 Bleeding (Melee)– gets, weakened ( no changes other than that ) Deep Wound (Melee)- blocking ratio goes down to 3/10 Poisoned (Melee)– non-poisoned person gets hit ratio to 8/10 Panic (Magic)– cant block. Vital Strike - next hit is 100% accurate Dazed: opponent cant use magic, or any magical skills ( including finishing moves) Disarmed - can’t attack using melee, or any melee skills. ( including finishing moves) Burn (Magic) – opponent burns up and gets significantly weakened.
You will choose what method of hitting the person ( depended on the weapon your character has ), if you are a sword fighter, then your hits will be sword slashes, if you are a caster then you will be fighting with energy balls. If you’re both, then you’ll be fighting with both. but whatever you choose the hit to be, the end result will be the status change.
A player can have only 3 conditions on them at any given time, and when a player that has 3 conditions gets another one then the oldest condition gets replaced first. So its like a cycle.
Finishing moves: these are special moves and are the only way a person can kill another person. To use them requirements have to be met first, and proper conditions need to be given to the opponent. Once all the requirements are met, the person must use a finishing move, ( I don’t know why any one wouldn’t). All finishing moves will act like regular hits and are subject to blocking, (although in most cases the opponent won’t be able to block anyways). Person will at all times have 2 Finishing moves. chosen from a list of finishing moves.
Rank differences. The biggest differences between ranks is Finishing moves. When someone achieves a higher rank, then he can chose to change his finishing move to a higher rank finishing move. Difference: Rank C move: reqs 3 conditions Rank B move: reqs 2 conditions Rank A move: reqs 1 condition
This will give a higher ranked person a better advantage of winning against a lower ranked person.
Customization: the big hallmark of this skill is the customization. Not only can the person chose which two finishing moves people can start with. But also the ability to choose their conditionals. At most a person can have up to 2 of each skill. And to further this customization when someone defeats another person, the winner has the option to “over-ride” any skill that he has and replace it with one of the defeated person’s skills, (including the finishing move). But remember a person can only have 2 finishing moves at the most.
At the beginning of each fight: I will have people declare their rank and display their skills and finishing moves along with their requirements. And show how many wins and losses they have.
To regulate fights, and to prevent Rank As killing Rank Cs, beginning of each fight if one person doesn’t want to fight the other person he can choose to Dice Run. In which both sides may choose to roll a 20-sided die and the person with the higher roll will get his way whether he chooses to have a fight or not. In cases of a tie, it will be on the side of the person not wanting the fight. And when its decided not to have a fight, the person wanting fight may not fight the other guy before fighting someone else first.
Strength: Whew, finally here, lol. sweatdrop Anyways the strengths of this system is that it will eliminate the stat-system and remembering large numbers. It will offer all people unique chances to hit the opponent while still rewarding people of higher rank. This system is heavily based on PVP. And can be fun. Creator: S1N1ST4
((lol, quite the novel eh? XP xp . there still are a lot of bugs to fix and rough edges to smooth. But I’ve just had this idea stuck inside my head, and it would a shame to let it go to waste. See anything you like me to fix, tell me))
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Posted: Sat Aug 25, 2007 3:42 pm
(plz don't let this thread die) crying
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Posted: Sun Aug 26, 2007 1:20 pm
Woohoo, I love this thread. I want to learn more about these types of battle systems. I've always been too lazy to make or join an RP with a stat system. I'm good at math but the numbers don't stay in my head, and so I find keeping track of it all quite tedious. sweatdrop But lately I had commissioned my sister to make a database for me for the SDRP b-day party. If you haven't seen it and don't know what I'm talking about, you can see how I used it here. Now I'm thinking that, even with that simple database, I could see myself joining or even running a (simple) stat game. Even with this simple system, I could replace the items with powers/skills and give my players stat points to buy powers with. What do you guys think? If your stats could be even partially automated, would that reduce cheating and mistakes? How much time do the GMs and the players usually have to spend keeping track of the system and the numbers?
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Posted: Sun Aug 26, 2007 3:39 pm
Hmm... whether to automate or not automate.... This is a very hard decision. If you fully automate the fight sequence you will be sacrificing creativity for fairness (this means the entire thing including all dice/chance rolls) unless of course you have a really advanced program that also enters an rp posts, (in which case, ill be more than willing to join mrgreen ).
Here, let me explain--People will have fair fights but they won't be able to RP the entire thing out. there will be no inner feelings for the fight, or thinking, or even simple reactions and dialogue. (everything is automated)
But, if you have a semi-automated, it will only give a slight convienience. but it won't really solve the problem of cheating. In a case where someone rps and enters his stats on a stat-tracker, people may cheat by entering the wrong stats. Accidents may also happen.
Well its all up to the program, and how advanced it is. But if you do decide to automate, make something like GoogleFight (googlefight.com). mrgreen
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Posted: Sun Aug 26, 2007 3:48 pm
That's a good suggestion S1N1ST4. Easy and the only thing players will have to keep up with is the skills and ranks. I like it.
Just one thing though. This is strictly a 1v1 system which would make it difficult if there are multiple battles. I think that the ladder would make people feel like they're fighting in an arena instead of role playing with a story and everything. Multi-person battles would be better as there are usually more than just two people in role plays.
I think we're going at this all wrong. All of our ideas before were luck driven. A battle system that incorporates the player's skill would be awesome. I'm currently working on a system that does just that.
It might be a good idea to test these ideas out too.
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