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Arafel
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PostPosted: Mon Oct 04, 2010 1:59 pm


Turner Herrick
I can help do some mock-up examples of what a kid's card might look like [the information on it], because it's a bit more in-depth, and there are different things to consider.

For instance, we need to agree on what each point marker means. Say we use a 1-20 scale, we need a way to make sure that my 10 and Jay's 10 are at least within a point of each other.


Superagreed. This is something I was worried about with the point system... But I know it would be too much for one person to do them all.

Turner Herrick
So, let's use Tyven as an example. If we ALL did a card for her, and compared/discussed the different point values we chose, we could come to an agreement on what makes a 11 versus a 13, and so on.

I think that, depending on how you use the scale, a 1-20 scale is much too large.

If you have 10 "Average" that makes it a different story. Then you could use the scale for anything. For instance, if you were using Tyven [sorry for the repeated example], she is sensitive to extreme cold.

So perhaps her card would have:
Hot/Dry: 15
Wet/Cold: 7

If we started at 0, I think that 1-20 may be too many points to assign, as the main way you get these points are through classes and training roleplays [Solos, Group, Private, etc], and at this point, they're on their second to last stage.

I like the idea of having an average... But maybe that can be obtained by a secondary color on the scale?
ie:
Hot/Dry: 7 = |||||||
Wet/Cold: -4 = ||||

As for second to last stage-- I do plan for there to be interactive scenarios for adults, in the form of "jobs" and bulitin boards. I think these would leave room for improving your scale... as at young-adult, you really should only be mediocre at things, but as adult its the time where they'll be fine-tuning their skills into REAL scenarios. So say, the teachers, would be at like 20s in their respective spots.

Though maybe something less drastic like... 1-15?
1-9 will be sort of the average set, and 10-15 will be the mastery skills.

Turner Herrick
I think it would be interesting to make specifications, based on type of student.

For instance, using Simon, he doesn't have much training, but he is very naturally strong. So, something like:

Skill: 1-10
Power: 1-10

With Skill being gained through training, and power being based in a kid's nature [DNA + Personality, such as being aggressive or determined].


I like this too...

So lets see...
There's skills/
Which will be the skills determined by the classes they've taken, and then rated.

Talents/
Skill - refers to your techniques in battle
Power - Refers to the overall strength of your movements in battle
Speed - refers to the ... well... speed.
Wit - Refers to "street smarts"
Intelligence - Refers to "book smarts"
Dexterity - Refers to your reflexes

Am I missing any?

There's environments/
Hot
Cold
Water
Land
Humid
Dry

And finally...
magic or Melee

I'm picturing different cards depending on your "class" maybe a red one and a blue one again here or something. xD
magic/
Healing
Fire
Ice
water
electric
Iunno... I imagine magic teachers can help come up with some sort of situation here?

melee/
Ranged
fists
blunt weapons
swords
daggers...

All in all, I'm thinking that these will have to be very specific to the children, as there's so many types of both.

Turner Herrick
As for different skills/fighting types, there can be general battle rules established prior to each fight, such as "No Weapons" or things like that, to keep it in the same range. Since cross-bow vs hand-to-hand is not fair, nor is it something most of the teachers would be willing to do...

Whereas, you could also have rules like "Melee and Defensive Magic only," and a number of other guidelines/handicaps for each individual battle.


I'm not sure about this... I know that I've always enjoyed the idea of being able to choose what your child prefers to fight with and leaving it open ended and available to character differentiation. But I do understand that these things can be difficult... But I think, overall, every one has its strengths and weaknesses, and the idea of going against another student would be to learn about using yours at its best in all situations.

To have just 'no weapons' would be unfair to those students who are no good at hand-to-hand, but excel at sword fighting. Pfft I have this problem in real life... xD can't land a punch to save my a**, but if I pick up a stick, I could own someone.

But regardless, safety precautions would be used. Rubber tipped arrows, boxing gloves, kendo sticks... Things that won't cause FATAL injuries while being used.

Crossbow vrs hand to hand would go something like this/

Y hops, skips and jumps
X shoots 3 rubber tipped arrows
Y gets hit with 1, but dodges the other 2, loosing 50 points
X gains 50 points, but has to reload
Y uses this time to get in close range
X is now has to find a way to get at long range again
Y lands a few punches, gaining 100 points
X looses 100
Bell rings

Final score: Y +50-100, X -50+100 = Y-50, X+50
X "wins" this round, X and Y review the round with their teacher to get some advice on how to properly execute what they were doing.
PostPosted: Fri Nov 12, 2010 4:45 pm


I think you risk making things a little more complex than they need to be.
I like the idea of having a dice system for fighting.

I also think a smaller scale is the way to go, if you think of a lot of video games you start with a number of aspects and a number of points to divide between them. As you go up the levels you get more points.

so say a kid starts off with five points to divide between aspects
Over all skill- 5

Power - 2
Speed - 1
Wit - 1
Intelligence - 0
Dexterity - 1

As kids gained experience they would gain more skill points. These skill points could then be converted in to dice rolls. say you roll two dice

2 dice with 10 sides.

The first dictates if you land a blow or not so 1-5 miss 6-10 hit and the other dice is severity or how good the blow is, so say 1-2 is a glancing blow,barley felt, 3-4 a minor scratch 5-6 ohh you definably feel that...ect ect. If the first dice indicates a miss however the second would be ignored.

Thats also where aspects come into play, say the person has plus 2 on power, the severity of the hit is increased by 2 so it the person throwing the punch had rolled 1 it would increase to 3.

To make it clearer I did a brief Mock fight between two made up characters.

Also I realise this would have to be adapted to magic and other weapons but really you can add in whatever handicap you like.

So say if have a water kid fighting in desert that automatically means -3 on their endurance and thus their hit points, I know this is far from perfect system, but I hope it gives you some ideas.

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PostPosted: Fri Nov 12, 2010 9:24 pm


So far i would agree, trying to make it less complicated the better. Cause lets face it people are lazy and if they can't catch on right away they tend to just not bother or try.

I like what you got Sacinda, at the same time some of the 'skills' need to also apply to other things. Intelligence = magic and the like.

Also: I think that YA growths should go in order. Oldest to newest. There are some people who have had their teens stuck at teen forever. Rolling I've never been a fan of as yes it does mix it up, at the same time people who could of just grown could grow again. Doesn't seem fair to me.
PostPosted: Fri Nov 12, 2010 11:08 pm


Strength: This will determine damage dealt and ability to lift
Agility: This will dertermine speed, as well ability to dodge
Stamina: This will determine hit points an endurance
Intelligence: This will determine ability to use spells as well how much dmg it deals to them
Wisdom: This determines 'street sense' or common sense. How well you react to situations.


Generic Stats:

Base stats all start at 5. You get 5 points to assign to any stat you wish. You may subtract points from stats and assign as you like. No single base stat can be more then ten points to begin with (exception being genetic bonuses shown with the * ). You can only subtract points at Pre-teen. Teachers can subtract stats if it merits it.

Example:

Pre-teen Chath Example:
Strength: 5 + 1 = 6
Agility: 5 + 3 = 8
Stamina: 5 +2 + 2* = 9
Intelligence: 5 - 2 = 3
Wisdom: 5 +1 = 6

Genetics: + 2 bonus agility in underwater combat
+ 3 bonus stamina underwater combat
*+ 2 stamina bonus for genetics

Miscellanious skills:
~ Regeneration of lost limbs

Training bonus:
Solo's including training every 5 solos allow you +1 stat point
Classes: All classes (Left to the teachers disgression), Teacher can assign +1 point where they feel the student has gain power or knowldge.



Going off of the general idea thta 20 is the ELITE of the ELITE. 10 being Good.

I think that pre-teens should start with the BASE stats. Once achieving to Teen status you get to assign 5 more base points.

Teen Chath Example:
Strength: 6 +2 + 1** = 9
Agility: 8 +1 + 1** = 10
Stamina: 7 +2* = 9
Intelligence: 3 +2 + 1** = 6
Wisdom: 6 + 2** = 8

Additional:

Recieved Bonus points from classes:
** Kuyoja: +1 in strength, + 1 in agility
** Zyane: + 2 in wisdom + 1 in intelligence

(Keep in mind not ALL classes will result in there being points assigned, this is just a example)


Once you acheive Young Adult stage you get another additional 5 points to assign to base stats.

Young Adult Chath Example:

Strength: 9 + 1~ = 10
Agility: 10 +2 +1** = 13
Stamina: 7 +2* + 2 + 1*** = 12
Intelligence: 6 - 1** = 5
Wisdom: 8 +1 = 9


Additional:
~ Solos (6 total in strength training) + 1 strength
**Kuyoja: + 1 agility
**Zyane: -1 intelligence...
*** Battles fought: 2 wins 1 loss. Bonus of + 1 to any stat


What the stats values work:
Anything below 0 is bad. Not recommended unless you want to be horrible to your character.
1-4 is On the weak side
5 is average.
6-9 is above average
10 is good.
11-15 skilled
16-19 very skilled
20+ elite

Stamina: Base stat plus bonuses x 4 (pre-teen)
Base stat plus Bonuses x 5 (teen)
" " " " x 6 (Young adult)

Example: Chath at Pre-teen would have 7 + 2* (genetic bonus) + 2 (stat bonus) x 3 = 33 hit points
Chath at Teen would have 9* + 2 (stat bonus) x 4 = 44 hit points
Chath at Young Adult would have 12* + 3 (stat bonus) x 5 = 75 hit points


Having base stats over a certian amount of points will grant you bonus's in damage/effectiveness/dodging extra ext.

1 - 2
2 - 1
3 - 1
4 + 0
5 + 0 bonus
6 + 1 bonus
7 + 1 bonus
8 + 2 bonus
9 + 2 bonus
10+ 3 bonus
11 + 3 bonus
12 + 3 bonus
13 + 4 bonus
14 + 4 bonus
15 + 4 bonus
16 + 5 bonus
17 + 5 bonus
18 + 5 bonus
19 + 5 bonus
20 + 6 bonus


(just an idea on how to do stats)

jayoku
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PostPosted: Sat Nov 13, 2010 12:36 am


Well there's other reasons to keep it as simple as possible other than people being lazy.

Some people might look at a system and get overwhelmed by everything they need to do unless someone sits down and maybe itemizes it a bit instead of 'YOU WILL SIT DOWN RIGHT HERE AND YOU WILL DO THIS RIGHT NOW. ALL OF IT'.

I am one of those people that gets a bit overwhelmed by it.

Others might get stuck because they didn't get the result they ought to get and then they get all flustered and give up.

So yes it is better to keep everything as simple as possible though I can't think of a system that would help/be plausible for that goal other than to encourage more simplicity over actual large drawn out systems or even just tell people what they need to calculate and then tell them what it does after or at least give a very short description of what it affects so that they can make accurate decisions that suits their character/child's growth.

Considering that I am bad at math in general simplified 'formulas' are always best. I do not wish to figure out what Miranda's HP is while calculating the square root of Pi or something (exaggeration but you get my point).

As for stats ... some things can be combined or even omitted all together.

Example: Speed/Dexterity can be combined into just Dexterity, at least in my opinion. Speed and reflexes go hand in hand and it just seems redundant to have them both listed as a stat.

As for calculating things...There is also the when. It might be better to get people used to 'starting' or setting up at child stage and then add onto it through classes on up to their final growth because it just seems a sudden thing to just throw at people when they hit later stage. Not saying CHILDREN MUST LEARN HOW TO FIGHT but it'd give people a jumping point or a way to ease into it somehow. I dunno.

I just figure starting at child stage with stats and what not would also be a good way introducing one to the strengths and weaknesses of one's character statistically. It is when a child starts REALLY noticing what they can and cannot do and either improve/build on it or decides to just 'give it up' and endeavor to focus elsewhere.

I HOPE THIS ALL MAKES SENSE.
PostPosted: Sat Nov 13, 2010 1:15 am


you feel overwhelmed , I know that I will need to bug someone to do it forme XD, @_@

edit:
I think simple will be good as for example I got very very afraid of this new point sistem if I had to do it but If I only need to add the point that teachers give is better for me
example:
when a new todlerd is give in the file a start basic then the teacher when sumit the class final add the point it give to the children and when it grow up you post the new stat , this mode I only need to add the points and if you dont rp, you only get the grow up stats, its a bonus for rp owners.

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PostPosted: Sat Nov 13, 2010 1:26 am


-Petpets Pi-sama.- XD

I'd help if I'm able to but I am not that great at explaining. : )

PostPosted: Sat Nov 13, 2010 3:41 am


thanks Pales *hugs*

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Lunaur

PostPosted: Sat Nov 13, 2010 12:52 pm


I like this battle system so far, it sounds like it would really work and I like that the solos/classes help you to change your childs stats. I was in a pet guild once where after a RP for stats you would roll a die (1-5) and you could apply however much you rolled to the stat that was the focal point of the RP so something like that could work. But at the same time it seems more fair if the teacher awarded the stat change since some kids have a better work ethic than others and it would suck to have a great class then roll a 1.

But one thing I was wondering about is what about the kids who dont want to fight. I think I saw something about this earlier in the thread but I think we could expand on some "games" for kids and dragons who dont nessisarily want to fight. maybe obstacle courses or some kind of soccer to get a team spirit as opposed to solo combat. Hech it could even be capture the flag which could allow teams of kids to exploit each others abilities for the best benefit. I k now group RP's are hard sometimes so it might be modified but I would like to see the games expanded a bit since it would add more to the whole system in my opinion.

PLUS the games would be a good way for the younger kids to increase their stats without having to fight since it seems the younger kids tend to not like fighting till the teen-ish stage. This might also be fun to incorporate the dragons and it could be a dice system as well. Like for capture the flag you could roll a die after an encounter and whoever rolls the highest number steals the others flag and then everyone goes and chases them or something lol.
PostPosted: Sat Nov 13, 2010 1:53 pm


Wee! Lots of replies to go through! Thank you all. x3

Simplify! Got it :3 I like the idea of having basestats to divide up and later get awarded more by teachers.

Maybe depending on how well you do in the class... Pass = 1-5, fail = 0 ... great student gets 5, student who barely participates gets 1.

When I do put it up I'll be sure to explain the system step by step! I know English isn't your first language right pi? xD I'll be happy to explain out any questions you have.

Jay, thank you for breaking it down! I'll go over it laaaater and probably use almost everything you listed. xD That really helped...

Two things I feel I need to answer though:
1. YA growth priorities:
First off, its really hard to grow from teen to young adult right after you've just grown. If you've managed to do that, you deserve to be at the top of the list with everyone else. It includes 12 classes, 6 PDs (though those can be carried over) 4 journal entries, and 3 optional. Its a pretty extensive growth to get, and it usually takes some time. I doubt anyone who has just grown is going to be able to do all 12 classes right off.

Secondly, I have no way of knowing for certain who's been waiting longer than who. Yes, I could go in order of the time the child was created, but then that leaves the problem of people who finished say a year ago growing after people who just finished their requirements.

Third, I'm not expecting a whole lot of them... There will be a pretty good influx of kiddos, but I'll go from there once the growth forms open and they're posted. Once I see just how many there are, I could possibly consider things like prioritizing them

The only one I know right now is that Lucia is coming first, because she was the first to complete YA reqs waaaay back when! But the classes weren't ready and I had to delay it.



do dee doo!


2. Kids who don't want to fight:
D-corp itself REQUIRES you to know the basics of self-defense, at the very least. The best way to show this is through sparring, whether you want to or not. Children who don't do this would be considered a liability knowing the adversaries of D-corp! SO its very important to the company itself the kid does this.
Now, the kid doesn't have to like it, or want to, or even do very good at it! (This is where things like gettign 1 extra point come in rather than 5) Along with pairing these kids with others at their same skill level so they don't like... die...
But don't worry, younger children won't be participating in any of these. You have to be teen-stage for the class, so on so forth.

There is, however, something closer to this... It got pushed aside for a while, but it might be fun to work it open again. xD A program for younger kids called D-scouts-- and its just what you think it is!

D-corp
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PostPosted: Sat Nov 13, 2010 2:22 pm


As for the battle stuff... really... I don't know what to add that everyone else hasn't. I am sure I can figure out whatever system is implemented since I have played a lot of random table top RPGs. I just thing that the simpler the better for all the people out there who DON'T want to play DnD and just want to RP their D-Corp kids. *nods* <3

*edited* >_>
PostPosted: Sat Nov 13, 2010 2:25 pm


Stat Cards: I REALLY like the idea of starting new toddlers with stats. Those can be based purely off the animal, and really, it can be brought into play in any number of RPs [I mean, how many of us would it have helped during RPs that included a bit of a tussel?], even in playful sort of situations. I also like points being awarded after classes, since some students take a LOT of extra classes, and it would be a way to reward them, since they don't roll-over, like PDs [Chath, Tyven, Geia, for instance].

YA Growths: To be honest, I think this is becoming a slightly bigger issue than it is, at current. There are far more preteens waiting to become teen than there are teens waiting to hit YA, so really, I think you're going the right way about it, Ara. Opening the growths and seeing who signs up might be the way to do it. You could close the growths at a certain point [say you're only taking 3 YA growths or something], and then just prioritize those by whatever criteria [such as longest waiting, etc], finish those, and then open more.

Kids Not Wanting To Fight: Sounds like a plot point for them, haha. Since, D-Corp created them for a REASON, so they're going to have to get with the program. ;D

D-Scouts: Uh... This sounds AWESOME. I'd love to help with that.

THAT IS ALL.

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Lunaur

PostPosted: Sat Nov 13, 2010 2:28 pm


oooo I like the idea of the D-scouts xD maybe they can have obstacle courses and the like lol I do hope there is a way to incorporate the dragons into this system as dragon/child vs dragon/child teams because it just seems like it would be such a good bonding experience and a good way of getting them to practice.

I think I'm just looking at it weird since I assume D-Corp would want the dragons combat trained as well. lol I LOVE the dragons in this shop so I just want to make sure they dont get left out of all this jazz.
PostPosted: Sat Nov 13, 2010 2:41 pm


Cassi: ... o.o I have to fight? *sobs*

I remember D-scouts~ Though, I think it had already died when I got here..... ^^" I remember seeing it, though!! ... This makes me feel old. XDD

I THINK RP REQUIRED TEENS SHOULD GET PRIORITY BECAUSE WE HAD TO ACTUALLY WORK INSTEAD OF PAY MONIES TO GROW THEM! *shot* *iskiddinganywaysdon'thurther*

Nikiana

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PostPosted: Sat Nov 13, 2010 2:43 pm


I don't know about that. Geia isn't RP required but I have done all of his requirements and then some in waiting for a chance to grow him. I think activity should be a big priority along with how long ago the kid last grew. I bought off the requirements of my kids so in case something unforeseeable happened I wouldn't have to worry about losing them.

Edits:

I know it will sound kind of... biased on my part and really... there is no way that it could not but I think that YA growths really should be based on activity as well as how long people have been waiting and when they last grew. Geia has had his requirements done as long as Lucia if not longer, he grew last back in '06 and since hes grown this is what his requirements look like:

Geia Requirements

The only thing that has kept him from growing was that the chance to grow to the next stage was only ever opened the one time and it went to someone else via a roll. So I can't really say I so much think that YA should go by rolls to begin with.

I'm going to put this back, even if I sound a bit grouchy I really do want to speak my mind so... here it was. >_>
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