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X Bone Daddy X
Vice Captain

PostPosted: Sun Feb 14, 2010 6:22 pm


EDIT:Oh yeah, Nathan made a good point. The dice thing would just be for event battles, not for the other role plays or the regular "forest area" thread or for the CB thread. Fights in those places would be normal like everyone is used to.

Unless, of course, a member starts a new role play and they want the dice to be used in their RP.


Changes to the fighting system are being considered for the sake of time with the events in mind.
I've seen fights where one person goes all super, and the other does the same. Then the first goes super-er and of course the other does the same. Then the first goes super-omega-er ... and then the other does the same.
Fights like this can go on for days until one loses intrest.
And
That
Is
Bad.
Or at least it is when you're trying to retain interest to fighting.
Then people get bored with it and don't fight for a while.
More people lose interest.
Then bam.
We're where we are right now. :/

SO the idea of a dice-roll system has been introduced.

Each opponent gets to roll one dice for each attack.
The effect of the attack vary by the number on the dice.
For example:
If you roll a 1 - 3, they get to dodge.
4 - 5 means it causes a small amount of damage.
6 - 7 means it causes a good amount of damage.
8 - 9 means heavy, staggering damage.
10 means it's a one-hit kill.

Of course, these may change before the system is implemented.
PostPosted: Sun Feb 14, 2010 8:24 pm


That sounds reasonable

I_am_no_Savior
Vice Captain


System C O R R U P T

PostPosted: Mon Feb 15, 2010 10:26 am


Eh, it's one way to do it... but maybe we should just make going super against the rules? Look at successful roleplays like Rosso's Place... they have many members, an engaging plot line and quality roleplays. I've watched them fight, and they DON'T go all super in their fights. Maybe it just needs to be apart of the rules... ?
PostPosted: Mon Feb 15, 2010 6:31 pm


Ok, the dice system is a bit more involved than that. I'm still trying to work out all the bugs and stuff to make it fair, yet still simple enough to understand. Here is the basic idea...

For example, say we start with two meters: one is health, one is stamina.
Each meter starts at say, 20 points is full health.

Say we roll three dice with 6 sides. The first dice number is the "move" (weapon attack hit, weapon attack miss, ability attack hit, ability attack miss, heal health or heal stamina.)
The second dice number represents the power or strength of the move.
The third dice number determines the strength of you defense.

Missing with an attack and defending takes up stamina.

Ok, so me and you are at full health and we start battling.

You roll 3, 5, 5.
3 = ability attack hit. So you use one of your abilities and it hits me.
5 = strength of hit. So I get 5 damage from your attack.
5 = strength of defense. You went first so you had nothing to defend against.

Your HP:20. Your SP:20


I roll 5, 2, 1.
5 = Heal HP
2 = how much HP I get back.
1 = how much defense I used against your attack. Used up 1 stamina.

My HP:18. My SP:19

End of round one.

So your attack did 5 damage to my health but since I rolled a 1 for defense, the damage was 4, leaving me with 16 health points. Then I add that I got to heal myself for 2 points. Since I defended against your attack with 1 defense, it took up 1 stamina point.

I haven't worked out all the bugs yet, but this is basically the idea. People write their fighting post, roll the dice and the rolls determine health points and stamina points. If the health points run out first, they are dead until revived or the event ends. If the stamina points run out first, they are passed out and are captured as a prisoner until a teammate saves them, or the event ends.

What do you think?

iCamo
Vice Captain

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iCamo rolled 3 6-sided dice: 4, 6, 4 Total: 14 (3-18)

iCamo
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PostPosted: Mon Feb 15, 2010 6:58 pm


Testing....

Ok, since I went last,we'll say this roll was your turn:

4 = You attacked with an ability and it missed.
6 = strength of attack, since it was a miss, instead of doing 6 damage to your opponent (me), it takes away 6 stamina points from your meter.
4 = strength of your defense. Since I healed myself last round and did not attack you, you have nothing to defend against so no stamina points are lost for defense.

So now your HP:20 and your SP:14


There are several other factors I'd like to try and work into the system. Such as speed. Say if the total number of your dice roll equals more than 15, then you get to attack twice in a row. So if all of your dice adds up to 15, 16, 17, or 18. You will get to attack again before your opponent's next move. But to keep it fair, if you roll over 15 and attack again but your next roll is also over 15...then you can't attack again. Just two times in a row and that's it.

Also, we kinda of mentioned boss fights in event in the Agents Versus Creatures thread. Since everyone on a team would be fighting against the boss, the boss HP and SP levels would be way more than the normal fighter. maybe, 100. So the boss would make a move and if it's a weapon attack hit the boss will pick one person on the team it's fighting for the damage to affect. If it's an ability attack hit, the damage will effect everyone on the team. If it's a weapon attack miss that the boss rolls, then the damage is taken from his stamina like normal. But if its an ability attack miss then whatever the damage roll is, it is multiplied by however many team members there are that the boss is fighting and that many points are taken from his stamina.

To beat the boss, both HP and SP meters of the boss need to be drained. If the boss' stamina meter runs out before its health does, it cannot attack until it rolls a 6 (for stamina heal) because it will be considered "knocked out." But everyone can continue to attack it if it is "knocked out" from no stamina.
So, even if the boss is "knocked out," it will continue to post and roll but no attacks will be effective until it rolls a 6 for stamina heal.

Makes sense? (I know this is a lot of text to read, but I want to make everything as easy to understand as possible.)

Please comment with your input to this system and ideas to help make it work, or with any questions you have.
PostPosted: Mon Feb 15, 2010 9:48 pm


Oh yeah, Nathan made a good point. The dice thing would just be for event battles, not for the other roleplays or the regular forest area thread or for the CB thread. Fights there would be normal like everyone is used to. =)

iCamo
Vice Captain

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System C O R R U P T

PostPosted: Tue Feb 23, 2010 1:58 pm


iCamo
Oh yeah, Nathan made a good point. The dice thing would just be for event battles, not for the other roleplays or the regular forest area thread or for the CB thread. Fights there would be normal like everyone is used to. =)


Yeah, sounds more like an RPG than an RP.

If you want an RPG, just buy RPG Maker xD
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