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Tournament Information (Still open for suggestion)

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Keollyn

PostPosted: Sun Aug 01, 2004 8:00 am


Tourney types:

Exhibition - Fight with other's without gaining XP and prizes.
Xperience Tour - A non-tourney, non prize fighting arena. For XP only.
East North West and South Region - Take a region and fight to get to the Solis Finals. - Prizes won for region champs.
Koden Classic - A weekly/monthly tourney that is for excelled fighters. Have to had won a tourney previously. Valuable prizes are won here.
Suikoden Universe - Elite tourney fighters gather here. This is for champions of previous tourneys. Win Rare Prizes and gain high amount of XP here.

Tourney layout:

Xperience Tour - Up to 16 brackets. Best of 3 rounds
Regional Tournaments - Up to 16 brackets. Best of 3 rounds.
Solis Finals - Only Four Competitors here(from each region). Best of 3 first set, final set is one victory wins.
Koden Classic - Bracket Varies. Best of 5 rounds.
Suikoden Universe - Bracket Varies(usually 8 brackets). Best of 5 first round and goes down each set(best of 5 preliminary, 3 semis, etc)

Tourney Awards:

Xperience Tour - Gain 50 XP per round victory, 100 XP per Set victory. Champion of the Tour wins 200 XP.
Regional Tournament - Runes can be won here. 100 XP per round victory, 200 per bracket victory. Champion of the region wins 500 XP plus a rune of their choosing (out of the prize list)
Solis Finals - Runes that are in short supply can be won here. 200 XP per round victory, 500 per bracket. Champion of the Solis Finals win 1000 XP plus a rune of there choosing (out of the prize list)
Koden Classic - Rare rune will be awarded here. 500 per round victory, 750 XP per bracket. Koden Classic Champion win 1500 XP plus a rune of their choosing (out of the prize list) and 1000g of Gaian gold.
Suikoden Universe - True Rune can be won here only! Gaian gold awarded here also. And just straight bragging rights! xd . 750 XP per round victory, 1000 XP per bracket. Suikoden Universe Champion win 2000 XP plus a TRUE RUNE out of the list(only allowed one, if already own one, you have to pick a rare or other) and Gaian gold of 2500g.
PostPosted: Sun Aug 01, 2004 8:16 am


Implemented system

Stamina Points or SP - This is what will be used to detemine winners and losers. Basically everything that is done, att and defending to casting magic, will cost Stamina (think Chrono Cross). Once all of your SP is consumed, you lose. Therefore you will have to pic which move to use and what to do when a person attacks. It will be turned based, so you have to wait till the person responds before attacking.

EX:

*I cast Lightning bolt at Seth*, Next person, *I defended Keollyn Lightning bolt with my shield*, Now the defender goes, *I attack Keollyn with a Dancing flame spell*, and now Keollyn decides what to do on the defense, *I take hit knowing that the move is weak and my shield will waste more SP than I need to, I'll save it for a big attack.*

Experience points or XP - This is what is used to purchase everything! From more stamina points, to runes, you can use whatever XP you accumulated and get what you think will benefit you in the tournament.

Shops - This is where you can buy runes, extra rune slots, sharpen your weapon, and upgrade your shield.

Referees - So that all of these things are followed in the fight, and that no one cheats.

Update/Chracter info/Status page - Will show updates, the character info and what they are fighting with, and what tourneys they won.

Attack methods - Runes and weapon/hand-to-hand will have specific SP point already associated with them. Its up to you to decide what will be brought or upgraded.

Keollyn


Keollyn

PostPosted: Sun Aug 01, 2004 8:23 am


Base Point - The SP before any upgrade is made.

Basic moves
Stamina Point - Everyone Starts out with 50SP. Increases with SP purchase. Prices and amount of SP that can be brought will vary
Physical attack - 1 SP expended, 3 SP damage. Increases with weapon Sharpen.
Shield - 2 SP expended, reduces damage by 10%. Increases with shield upgrade.

Runes - There will be two moves to a rune (if you'd like more, vote for more). As with attack and defense, this to waste Stamina Points. Rune attacks obviously take out more SP but the price of your own SP is higher also. Therefore a balance is needed. Strategy will be key in this tournament. I will list all (or most) rune and give there moves and SP damge and deplete later.


True Rune and a few other runes are runes not purchasable. Won only at the Koden Classic or Suikoden Universe Tournament
PostPosted: Sun Aug 01, 2004 9:04 am


Rune - SP damage - SP expend - Describtion - XP Cost

Key Terms - ND = No Damage, SP = Stamina Point, XP = Experience Point

Example of "If equipped, lower SP base". Say you have 100 SP. You equip the violence rune for that battle and it says "by 20" You're SP in that battle will be 80. SO it won't be 100/100 it will be 80/80.

Support Runes

Alert - ND - 5 SP - Adds 10 SP to your magic attacks for 3 turns - 500 XP
Balance - ND - If equipped, lowers SP base by 10 - Blocks loss of turn by att/runes - 800 XP
Barrier - ND - 3sp - Increases Shield by 10% for 3 turns. - 350 XP
Champion - IF equipped, opponent SP is 50 points more than yours (only works on weaker opponents) - If victorious, you get double the XP - 2000 XP
Counter - TBD
Dryad - ND - If equipped, lowers SP base by 10 - Lowers the SP expend by 30% - 900 XP
Fire-Sealing - ND - If equipped, lowers SP base by 10 - Fire damage is void, but water damage is 50% greater - 750 XP
Fortune - ND - If equipped, lowers SP base by 20 - Doubles your XP earnings. - 2000 XP
Fury - ND - If equipped, lowers SP base by 10 - Increases your weapon damage by 30% - 900 XP
Gale - ND - 5sp -
Hazy - ND - 10sp - Avoids 20% extra of the incoming damage - 450 XP
Jongleur - Song of Serenity: Reduces opponent shield by 15% last for 3 turns expends 6sp, Song of Madness: Raises your weapon damage by 15% expends 6sp - 850 XP
Killer - ND - If equipped, lowers SP base by 5 - Increases your weapon damage by 15% - 300 XP
Knight - ND - If equipped, lowers SP base by 5 - When you reach 10 or under Sp, you automatically recover 15 SP - 500 XP
Medicine - ND - IF equipped, lowers SP base by 10 - Same as Knight but recovers 25 SP - 750 XP
Phero - ND - If equipped, lowers SP base by 15 - Halves all damage by the opposite sex. 1000 XP
Prosperity - ND - If equipped, lowers SP base by 10 - Doubles Gold obtained - 2500 XP
Shield - ND - Great Blessing: Restores 15 SP (3 turns only), Battlefield: Increases all magic (user only) by 15 SP; expends 5 - 1000 XP, Short supply
Spark - ND - 10sp - Allows user to go after ally (team battle only). One time only - 900 XP
Sunbeam - ND - If equipped, lowers SP base by 20 - Restores 10sp per turn - 3000 XP
Sword of Cyclone - ND - Sword of cyclone: Adds wind to your attack (10sp); expends 3sp, Wind amulet: Reduces wind damage by half expends 4sp - 500 XP
Sword of Rage - ND - Same as Sword of Cyclone except with Fire.
Sword of Thunder - ND - Same as Sword of Cyclone except with lightning
Sylph - ND - Varies - Transfer the amout of SP you desire to your ally - 800 XP
Turtle - ND - If equipped, lowers SP base by 10 - Nullifies status changes - 550 XP
Violence - ND - If equipped, lowers SP base 25 - At half Max SP, next attack will be 4x the normal SP damage. - 6500 XP
Waking - ND - IF equipped, lowers SP base by 15 - Loses first turn, next turn you are beserk with 30% weapon increase - 900 XP
Wall - ND - If equipped, lowers SP base by 15 - Shield SP increases by 45%+ but you can't attack - 2000 XP
Warrior - ND - If equipped, lowers SP base by 10 - Weapon attack increased by 25% - 1000 XP
Wizard - ND - If equipped, lowers SP base by 10 - Increases magic SP by 25% - 1000 XP

Magic Runes
Blinking - Ready!: Removes opponent use of one rune for 3 turns; expends 20SP, Set!: SP damage of 30; expends 10SP - 4000 XP
Blue Gate - Pale Palace: SP damage of 25; expends 10SP, Empty World: SP damage of 50, expends 20SP - 5000 XP
Cyclone - Storm Warning: Think the reflect move in FF (last for 3 turns); expends 20SP, Shining Wind: Restores 35% of SP and damages same amount to opponent; expends 10SP - 3500 XP
Darkness - Stealer of Souls: Lowers opponent SP base by 20 (last for entire battle); expends 10SP, Black Shadow: SP damage of 40; expends 20SP - 3000 XP
Earth - Clay Guardian: 25% shield addition; expends 10SP, Canopy Defense: Blocks magic for 2 turns; expends 15SP - 1500 XP
Fire - Flaming Arrows: SP damage of 20; expends 10SP, Blazing Wall: SP damage of 35; expends 15SP - 1500 XP
Flowing - Kindness Rain: Restores 30SP to you and/or ally (2 uses only), Silent Lake: Cancels use of runes (everyone!) for 3 turns; expends 20 SP - 3500 XP
Lightning - Berserk Blow: SP damage of 20; expends 10, Bolt of Wrath: SP damage of 35; expends 15SP - 1500 XP
Mother Earth - Earthquake: SP damage of 40, expends 20SP, Guardian Earth: Reduces all damage by an extra 30% - 3500 XP
Rage - Explosion: 40 SP damage; expends 15SP, Final Flame: 50 SP damage; expends 20SP - 3500 XP
Resurrection - Yell: Restores life to ally one time only with 30% SP restored; expends 20SP, Charm Arrows: SP damage of 35(45 to undead races); expends 15SP, Scream: Restores 25SP to you and/or ally (2 uses only) - 4000 XP
Thunder - Thor Shot: SP damage of 45; expends 20SP, Thunder Storm: SP damage of 60, expends 35SP - 3500 XP
Water - Kindness Drops: Restores 15SP (3 uses only), Protect mist: Blocks magic for 2 turns, expend 15SP - 1500 XP
Wind - Wind of Sleep: Opponent loses one turn; expends 15SP, Healing Wind: Restores 15SP (3 uses only) - 1500 XP

Attack Runes
Clone - 25SP + Base damage - expends 15SP + base EX - 1500 XP
Chimera - ND - Transfer negative status to opponent - expends 15SP - 800 XP
Conquerer - Once opponents SP falls to half, you have control over opponent for 2 turns - 10,000 XP
Double Beat - SP damage is a combination of att + att or att + rune - Allows two attacks in one turn - expends a combination of the two attacks - 4000 XP
Double-Strike - SP damage given and received is 20% - expends 10SP - 800 XP
Gozz - Axe user only. 20SP + Base damage - expends 10SP + Base EX - 800 XP
Great Hawk - Bow user only - 20SP + Base damage - expends 10SP + Base EX - 800 XP
Kite - Range user only - 15SP + Base damage - expends 5SP + base EX - 500 XP
Lion - Sword User only 15SP + Base damage (adds poison to attack one time) - expends 10SP + Base EX - 800 XP
Pixie - TBD
Titan - Sword User only - 20SP + Base damage - expends 10SP + Base EX - 800 XP
Unicorn - Spear User only - 20SP + Base damage - expends 10SP + Base EX - 800 XP
Viper - Sword User only -

Weapon Runes
Down/Sleep - While attacking, makes the opponent lose a turn (one time only) - expends 10Sp + Base Ex of attack - 1000 XP
Exertion - If equipped, lowers Base Sp by 25 - Adds 10SP to attack each turn - 5000 XP
Fire-Lizard -(Attacks are fire based) Deals and receive fire damage of 20%+ - Expends 10SP + Base EX - 1000 XP
Hunter - When opponent SP goes below 20, you can steal their rune! (one time only) - expends 20SP - 10,000 XP
Kindness - When equipped, lowers SP base by 20. Everytime you defend, your att power increases by 5SP - 2000 XP
Magic Drain - Lowers opponent magic att by half for 3 turns (1 time only) - expends 20SP - 3500 XP
Poison - Adds posion to att (1 time only) - expends 15SP + Base SP - 2000 XP
Silence - Opponent can't use rune for 2 turns (one time only) - expends 15SP - 2000 XP
Technique - When opponent SP goes below 20, you can steal their XP! (one time only) - expends 20SP - 10,000 XP

Special Rune (One of a kind!)
Angry Dragon - Att power by 3x (one time only, unlimited times when beserk) - expends 15SP
Boar - Glove fighters only. Att power by 3x (loses next turn/unbalanced) - expends 15SP
Boranda Hawk - Bow user only - 30SP + Base damage - expends 10SP + Base EX
Comet - 2x damage to area. Unbalanced
Devil's Doll - Fire dmg. 40SP + Base damage - expends 15SP + Base
Double Tusk - Att power x3 (loses next turn/unbalanced) - expends 15SP + base
Falcon - One-handed sword users only. 3x att power - expends 15SP
Full Moon -
Groundhog - Att with Bonaparte. 2x att power + poison - expends 15SP
Hate - Att x2 (In beserk, power is x3) - expends 15SP
Howling -
Isshin - Att x2 + opponent/user loses next turn/unbalanced - expends 15SP
Mallet - Att x2 User loses balance
Mayflower - Similar to Double-Beat minus the Att + rune - expends the combination of the att + att
Pheonix - One-handed sword user only (loses balance) - Att x 3 - expends 10SP + Base
Rabid Fang - At half life, user can transform into a werewolf, increasing att and defense by 50% for 3 turns (one time only) - expends 20 SP
Red Rose -
Ripple - 2x att power + poison - expends 15SP
Shrike - 2x att power
Sickle-Weasel -
War Horse -
Wrath - Heals 50% of HP and user becomes beserk (30% dmg). Usable once - expends 20SP

True Runes

Beast
Black Sword
Bright Shield
Rune of the Beginning
Blue Moon
Rune of Change
Circle
Dragon - Dragon Summoning. Allows dragon to fight in your place (with half of your stats). Last until dragon is defeated. Only one time per battle.
Eightfold -
Back
Front
Gate
Rune of Life and Death
Night
Rune of Punishment
Sovereign
True Earth
True Fire
True Lightning
True Water
True Wind

Keollyn


Keollyn

PostPosted: Sun Aug 01, 2004 9:06 am


Shop

Runes - XP Cost - Amount Available


Blacksmith
Weapon Lvl - XP Cost - SP increases to
Taking a page from Suikoden (obviously), you upgrade weapon the same way. You go by level and levels cost XP. There brought in order. Ex or Expended SP will be half of your new SP.
Lvl 2 - 50 XP - 6SP, 3ex
Lvl 3 - 100 XP - 9SP
Lvl 4 - 150 XP - 12SP
Lvl 5 - 200 XP - 15SP
Lvl 6 - 250 XP - 18SP
Lvl 7 - 300 XP - 21SP
Lvl 8 - 350 XP - 24SP
Lvl 9 - 400 XP - 27SP
Lvl 10 - 450 XP - 30SP
Lvl 11 - 500 XP - 33SP
Lvl 12 - 550 XP - 36SP
Lvl 13 - 600 XP - 39SP
Lvl 14 - 650 XP - 42SP
Lvl 15 - 700 XP - 46SP
Lvl 16 - 800 XP - 50SP

Shield
XP Cost - SP increase amount
5% extra shielding for 500 XP for a maximum of 50% total.

Rune Slot
Slot - XP Cost -
LH Slot(If N/A) - 800 XP
RH Slot(If N/A) - 800 XP
Head Slot - 1200 XP
Weapon - 500 XP

Stamina Point
Amount increased by - XP Cost
5 - 400 XP
10 - 700 XP
15 - 1200 XP
PostPosted: Sun Aug 01, 2004 10:09 am


Note

This is not complete! It just gives you an idea of what will take place on the forum tournament. If you have any idea or revision to this style, post here!

Keollyn


Brad Meine

PostPosted: Sun Aug 01, 2004 11:11 am


How are you going to keep people from godmodding this? You know, you can godmod still taking turns... lemme give you an example (very simple).

Brad thrusts at Koji with his blade.
Koji jumps out of the way and stabs Brad in the neck.
Brad just.... dies.

BTW, get in the channel Keo!
PostPosted: Sun Aug 01, 2004 11:15 am


Brad Meine
How are you going to keep people from godmodding this? You know, you can godmod still taking turns... lemme give you an example (very simple).

Brad thrusts at Koji with his blade.
Koji jumps out of the way and stabs Brad in the neck.
Brad just.... dies.

BTW, get in the channel Keo!


Yeah. As I add more info I'll state what can or can't be done. I'm thinking of just using the "take a hit, or use shield" idea. But more will come, I'm just tired right now. And Tired = No ideas

Keollyn


Keollyn

PostPosted: Mon Sep 06, 2004 6:51 pm


Well here is the tournament information. It still needs alittle revision. Also it still is open for suggestion.
PostPosted: Tue Sep 07, 2004 11:43 pm


Keollyn
Implemented system

Stamina Points or SP - This is what will be used to detemine winners and losers. Basically everything that is done, att and defending to casting magic, will cost Stamina (think Chrono Cross). Once all of your SP is consumed, you lose. Therefore you will have to pic which move to use and what to do when a person attacks. It will be turned based, so you have to wait till the person responds before attacking.

EX:

*I cast Lightning bolt at Seth*, Next person, *I defended Keollyn Lightning bolt with my shield*, Now the defender goes, *I attack Keollyn with a Dancing flame spell*, and now Keollyn decides what to do on the defense, *I take hit knowing that the move is weak and my shield will waste more SP than I need to, I'll save it for a big attack.*

Experience points or XP - This is what is used to purchase everything! From more stamina points, to runes, you can use whatever XP you accumulated and get what you think will benefit you in the tournament.

Shops - This is where you can buy runes, extra rune slots, sharpen your weapon, and upgrade your shield.

Referees - So that all of these things are followed in the fight, and that no one cheats.

Update/Chracter info/Status page - Will show updates, the character info and what they are fighting with, and what tourneys they won.

Attack methods - Runes and weapon/hand-to-hand will have specific SP point already associated with them. Its up to you to decide what will be brought or upgraded.

How do we determine which player hits first? As well, what keeps a person from using say, his Fire rune, repeatedly until the other player is dead? I could see this to be a potential problem, especially if the fire user goes first.

Brad Meine


Keollyn

PostPosted: Wed Sep 08, 2004 2:11 pm


Brad Meine
Keollyn
Implemented system

Stamina Points or SP - This is what will be used to detemine winners and losers. Basically everything that is done, att and defending to casting magic, will cost Stamina (think Chrono Cross). Once all of your SP is consumed, you lose. Therefore you will have to pic which move to use and what to do when a person attacks. It will be turned based, so you have to wait till the person responds before attacking.

EX:

*I cast Lightning bolt at Seth*, Next person, *I defended Keollyn Lightning bolt with my shield*, Now the defender goes, *I attack Keollyn with a Dancing flame spell*, and now Keollyn decides what to do on the defense, *I take hit knowing that the move is weak and my shield will waste more SP than I need to, I'll save it for a big attack.*

Experience points or XP - This is what is used to purchase everything! From more stamina points, to runes, you can use whatever XP you accumulated and get what you think will benefit you in the tournament.

Shops - This is where you can buy runes, extra rune slots, sharpen your weapon, and upgrade your shield.

Referees - So that all of these things are followed in the fight, and that no one cheats.

Update/Chracter info/Status page - Will show updates, the character info and what they are fighting with, and what tourneys they won.

Attack methods - Runes and weapon/hand-to-hand will have specific SP point already associated with them. Its up to you to decide what will be brought or upgraded.

How do we determine which player hits first? As well, what keeps a person from using say, his Fire rune, repeatedly until the other player is dead? I could see this to be a potential problem, especially if the fire user goes first.


Well it was explained further in this topic but rune allocate SP points to. So you couldn't just continue to use a rune attack without wasting your own SP. Now onto the first attacker, I actually didn't think of that one. So you have any ideas?
PostPosted: Fri Sep 10, 2004 1:05 pm


I really have no clue, Keo. I'm just waiting on what you have to say.

Brad Meine


Brad Meine

PostPosted: Sun Sep 12, 2004 12:30 am


What about rune sellback? Is that going to even be allowed? And if so, at what rate?

If you want my opinion, I say the sellback should be 2/3 or 66.6%.

Concerning attacking, maybe (to extinguish the problem of 'who goes first') whoever attacks first does not get the opportunity to block the opponents move (since they are going first) but whoever goes second can block then counterattack. Then, next round, it is the 2nd player's turn to attack first, allowing player 1 to block/counterattack as he/she chooses.

Example:
Quote:
Battle Begins.
*Player 1 attacks Player 2 (base of 30 damage)
*Player 2 blocks (taking 10% less damage (27 total!)) and counterattacks for 20 damage.

Round 1 Standings:
Player 1 - (50 - 20 - 15 (15 sp))
Player 2 - (50 - 27 - 10 - 2(block) (11 sp))

*Player 2 attacks Player 1 (base of 20 damage)
*Player 1 blocks (taking 10% less damage (18 total!)) and counterattacks for 30 damage.

Round 2 Standings:
Player 1 - (15 - 18 - 15 - 2 (block) (-20 sp))
Player 2 - (13 - 30 - 10 (-27 sp))

Player 1 wins!

Example 2:
Quote:
Battle Begins.
*Player 1 attacks Player 2 (base of 12 damage)
*Player 2 blocks (taking 10% less damage (11 total!)) and charges their Fire Rune.

Round 1 Standings:
Player 1 - (50 - 0 - 6 (44 sp))
Player 2 - (50 - 11 - 0 - 2(block) (37 sp))

*Player 2 casts Blazing Wall on Player 1 (base of 35 damage)
*Player 1 blocks (taking 10% less damage (31 total!)) and counterattacks for 12 damage.

Round 2 Standings:
Player 1 - (44 - 35 - 6 - 2 (1 sp))
Player 2 - (37 - 12 - 15 (10 sp))

*Player 1 attacks Player 2 (base of 12 damage)
*Player 2 doesn't have enough SP to block ((12 total!)) and counterattacks for 12 damage.

Round 3 Standings:
Player 1 - (1sp - 12 - 6 (-17 sp))
Player 2 - (10sp - 12 - 6 (-8 sp))

Player 2 wins!

Lastly, you should not be able to use a rune unless you have the necessary SP remaining when you begin to charge the rune, and likewise goes for blocking an attack. So if I have 10sp and I want to use a rune that costs 15sp, I should not be allowed to perform with the rune. Likewise, if I have 1sp and I want to block and blocking costs 2sp, I shouldn't be allowed to do that either.
PostPosted: Sun Sep 12, 2004 2:32 pm


Brad Meine
What about rune sellback? Is that going to even be allowed? And if so, at what rate?

If you want my opinion, I say the sellback should be 2/3 or 66.6%.

Concerning attacking, maybe (to extinguish the problem of 'who goes first') whoever attacks first does not get the opportunity to block the opponents move (since they are going first) but whoever goes second can block then counterattack. Then, next round, it is the 2nd player's turn to attack first, allowing player 1 to block/counterattack as he/she chooses.

Example:
Quote:
Battle Begins.
*Player 1 attacks Player 2 (base of 30 damage)
*Player 2 blocks (taking 10% less damage (27 total!)) and counterattacks for 20 damage.

Round 1 Standings:
Player 1 - (50 - 20 - 15 (15 sp))
Player 2 - (50 - 27 - 10 - 2(block) (11 sp))

*Player 2 attacks Player 1 (base of 20 damage)
*Player 1 blocks (taking 10% less damage (18 total!)) and counterattacks for 30 damage.

Round 2 Standings:
Player 1 - (15 - 18 - 15 - 2 (block) (-20 sp))
Player 2 - (13 - 30 - 10 (-27 sp))

Player 1 wins!

Example 2:
Quote:
Battle Begins.
*Player 1 attacks Player 2 (base of 12 damage)
*Player 2 blocks (taking 10% less damage (11 total!)) and charges their Fire Rune.

Round 1 Standings:
Player 1 - (50 - 0 - 6 (44 sp))
Player 2 - (50 - 11 - 0 - 2(block) (37 sp))

*Player 2 casts Blazing Wall on Player 1 (base of 35 damage)
*Player 1 blocks (taking 10% less damage (31 total!)) and counterattacks for 12 damage.

Round 2 Standings:
Player 1 - (44 - 35 - 6 - 2 (1 sp))
Player 2 - (37 - 12 - 15 (10 sp))

*Player 1 attacks Player 2 (base of 12 damage)
*Player 2 doesn't have enough SP to block ((12 total!)) and counterattacks for 12 damage.

Round 3 Standings:
Player 1 - (1sp - 12 - 6 (-17 sp))
Player 2 - (10sp - 12 - 6 (-8 sp))

Player 2 wins!

Lastly, you should not be able to use a rune unless you have the necessary SP remaining when you begin to charge the rune, and likewise goes for blocking an attack. So if I have 10sp and I want to use a rune that costs 15sp, I should not be allowed to perform with the rune. Likewise, if I have 1sp and I want to block and blocking costs 2sp, I shouldn't be allowed to do that either.


Sounds about right. It looks like how I wanted it. The idea of who goes first sounds good, well it definitely better than anything I've came up with. Oh, and about the "not allowed to attack", you are able to take no action if you want on that turn. This system really leaves it up to what you do with your stamina points. Anyway, next time you are on, lets have a practice match in the Testing area

Keollyn

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