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Posted: Mon Jan 10, 2005 1:52 pm
Alright. I want to update our Mech Battle System so that it's overall better. What changes I want to make is the Accuracy roll. That thing's like... a bit too screwy. o_o; Varies too much, and the damage dealt depends too much on it, even if it hits.
Also, when on the defensive side, or recieving an attack from the opponent, we are changing it to have either an option of returning fire, defending for double the defense, or evading for double the evasive rate. These options are given when it is your opponent's turn's move, and not when you move. When it's your turn, you just choose a move like before, and that would be it.
Even after attacking on your turn, you can choose any one of those 3 options when it is your opponent's turn, and when they are attacking you.
That should add more to the strategy within our battles.
More to come.
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Posted: Thu Jan 13, 2005 2:39 pm
Alright. As of this point, we will need to adjust the Battle System for the new, and improved version for better battle strategy efficiency.
Will those of you who understands the current battle system post your opinions and what we should do with them to balance them out for the new battle system, on the following topics?
Accuracy Roll. Possible actions on opponent's turn. Anything else that you believe can use some adjusting.
If I know you know how this is like, and haven't posted anything yet, I'll probably end up IMing you for your opinions.
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Posted: Thu Jan 13, 2005 3:39 pm
Also did you want to talk about Vanguardian Apartments?
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Posted: Thu Jan 13, 2005 4:07 pm
Leowen Also did you want to talk about Vanguardian Apartments? Sure, but I'd like to work on the new battle system, since very very soon, there's going to be the biggest battle ever, so far.
And we can't really do much for the Apartments yet until it's actually released. o_o' We wouldn't really know too much on how it would work and stuff yet.
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Posted: Thu Jan 13, 2005 4:21 pm
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Posted: Thu Jan 13, 2005 6:43 pm
C'mon, people. Post. I want to start working on so many things, but can't until I get some things done. >_<
Btw, check out the trading cards on Pixel Sage's sig. I want to make something like those with the Vanguardian Axis Trading Card Game. Perhaps an animated one with Flash that flips around and stuff to show it's back-side and stuff.
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Posted: Thu Jan 13, 2005 7:38 pm
Card System.....Sounds interesting.
edit: I just checked on Pixel Sage's sig. He is very good...
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Posted: Thu Jan 13, 2005 8:35 pm
I think I've seen his cards, I could do somthing like that I beleive...
anyways about the apartments, im not talking Gaian, this whould be a an exclusive Vanguardian Axis system where the RPers could buy furniture and such. Originally I was thinking that a second guild could be purchased so that each apartment could have it own thread without interfereing with the other major RP threads in this guild. So any comments? questions? ideas?
and yes I know the battle needs to be completed first but still, ideas ahead of time whould speed things up
--leowen
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Posted: Sun Jan 16, 2005 9:20 pm
Hello all,
I'd just like to introduce myself. The name is Jeyal, I'm 22 and a Pisces razz
But seriously, I'm not really familiar with how things go around here. So consider this as my introduction. I have no idea where this is going, so I'm going to stop here.
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Posted: Sun Jan 16, 2005 9:24 pm
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Posted: Tue Jan 18, 2005 2:03 pm
Accuracy 1~20 = 0% Miss 21~30 = 25% Scrape 31~40 = 50% Weak Hit 41~50 = 75% Light Hit 51~70 = 100% Normal Hit 71~90 = 125% Direct Hit 91~100 = 150% Critical
Alright, since no one is suggesting anything, I'll try something.
That above, is what we have had for the past. The damage dealt on the opponent is waaay too dependent on that number though. So we're going to cut down on a few things there. This is what I have in mind as of now.
Accuracy Roll 1~50 = 0% Miss 51~100 = 100% Hit
A separate, Critical Hit Roll 1~80 = 100% No Critical 81~100 = 125% Critical Hit
or to completely use a different system, coming straight from a videogame instead, since I have the formulas right here. Pretty complicated, and we don't have all the stats that we need for this to take place yet though.
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Posted: Tue Jan 18, 2005 2:39 pm
Locke Trufeld Accuracy 1~20 = 0% Miss 21~30 = 25% Scrape 31~40 = 50% Weak Hit 41~50 = 75% Light Hit 51~70 = 100% Normal Hit 71~90 = 125% Direct Hit 91~100 = 150% Critical Alright, since no one is suggesting anything, I'll try something.
That above, is what we have had for the past. The damage dealt on the opponent is waaay too dependent on that number though. So we're going to cut down on a few things there. This is what I have in mind as of now.
Accuracy Roll 1~50 = 0% Miss 51~100 = 100% Hit
A separate, Critical Hit Roll 1~80 = 100% No Critical 81~100 = 125% Critical Hit
or to completely use a different system, coming straight from a videogame instead, since I have the formulas right here. Pretty complicated, and we don't have all the stats that we need for this to take place yet though. That sounds good. Only other option I can think of would be: 0-40% Miss 41-80% Normal Hit 81-100% Critical Hit That would cut down on a dice roll, but also make the damage more dependent on the one you have. Kinda a Catch-22 I think.
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Posted: Tue Jan 18, 2005 3:11 pm
Here is the formula for the stuff in the games.
First, accuracy.
Attacker's Basic Accuracy = Pilot's Accuracy Stat * Attacker's Environment Compatibility + Weapon Accuracy Bonus + Any other special bonus + 130
Defender's Basic Evasive Rate = ( Pilot's Evade Stat + Mech's Agility ) * Defender's Environment Compatibility + Any other special bonus
Distance Variable = ( 5 - Distance between Attacker and Defender ) * 3
Final Accuracy Percentage = ( Basic Accuracy - Basic Evasive Rate ) * Defender's Area Bonus * Defender's Mech Size Bonus + Distance Variable + .. An unknown variable that I can't figure out..
That was just the formula for accuracy. @_@ And here's some charts and stuff required to complete this formula.
Environment Compatibility "Points" S = 4 A = 3 B = 2 C = 1 D (-) = 0
There is a stat for both Pilot and Mech to have environment compatibilities, so you add both points together.
For example. Say Arc that has an Environment Compatibility of A in Space, and is pilotting the Azure Thunder with an Environment Compatibility of S, you do 3 ( Arc's compatibility ) + 4 ( Azure Thunder's compatibility ) and result with 7.
Now, with this "point", you can determine your Environment Compatibility Bonus.
7~8 = 110% 6 = 100% 4~5 = 90% 2~3 = 80% 0~1 = 40%
Now, as for the Mech Size Bonus. This is simple. It just gives you a simple chart that's fairly easy to follow.
Target Size Bonus
LL = 140% L = 120% M = 100% S = 80% SS = 10%
Okay. @_@ That's all for Accuracy. I think we need a full example though.
Arc's Basic Accuracy = 180 ( Arc's Accuracy Stat ) * 110% ( 3 + 4 from Arc's and Azure Thunder's compatibility in space ) + 40% ( Weapon Accuracy Bonus on Multi Missile attack ) + 0 ( For goodness sake, let's not have any special bonuses yet. ) + 130 Which totals to... Basic Accuracy = 368
Zenk's Basic Evasive Rate = 157 + 90 ( Zenk's Evade Stat + Mech's Agility #Note1#) * 100% ( Zenk's and his mech's Environment Compatibility ) + 0 ( No special bonus here either ) Basic Evasive Rate = 247
#Note1# - Note that the agility stats from our standards and these games' standards are off. Our's is just their's * 10.
Distance Variable = ( 5 - 3 ( Let's say they're 3 spaces away from each other, if they're on one of those grid maps. ) ) * 3 Distance Variable = 6
Final Accuracy Percentage = ( 368 - 247 ) * 85% ( 15% accuracy down, due to being in an Asteroid Field ) * 80% ( Let's say Zenk's pilotting a S sized mech ) + 6 + .. An unknown variable that I can't figure out.. ( I'll.. test this out.. ? )
As of now, the Final Accuracy Percentage will equal.. 88.28%
Now that we know the accuracy, all we'd have to do now is do a standard roll of a 100 sided die, and we can determine whether if Arc's Multi Missile attack hit Zenk's S sized mech or not.
1~88 = Hit 89~100 = Miss
It's a bit odd, now that the Hit and Miss is reversed, but heck. It's easier to do this instead of having to constantly calculating at what number it'd break, even if it's small. x_x; Us judges already have too much work to do. LoL. Bleh. Doing the Damage Calculations later..
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Posted: Tue Jan 18, 2005 3:54 pm
Well that sounds all good in theory but like I said, if you give people the ability to have pilot stats then they're gonna start wanting more and more s**t to go with it...though it does sound nice to have that added realism of differnt pilots special abilities and such....just manageing all of it would be a real b***h...we like need to hire a fricking staff to run all of this stuff...
--leowen
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Posted: Tue Jan 18, 2005 5:37 pm
Actually, I just downloaded JCreator, a Java program making thinger. o.o Except.. I just can't seem to work it up right now, since I'm missing some components or something. I need help with this because all the links and stuff are dead on all these sites...
So... someone who can help me with getting everything I need for the program can help with all that. All we'd have to do is set up the rest of the stuff much more in detail and that's about it. As of now, I just need this Java application running.
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