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Posted: Sun Feb 18, 2007 2:35 pm
Abilities are a nice thing in KH so i was wondering if they're going to be used in the rp too? If so... Should they be like magic and you have to learn them? Should you collect something (like orbs or something) to gain that ability? Or are they just going to be something that the person gives their character?
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Posted: Sun Feb 18, 2007 4:54 pm
*pokes Parami's face* Actually I think all three could be a possiblity. In Kingdom Hearts, magic could be learned or given to Sora. Abilities are unlocked as you gain levels however, I am sure that we will want to go with the game's way of learning abilities which would be learning through gaining levels. However, with sometimes maybe there will be exceptions to the rules. 3nodding
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Iron Chef Toran Itugo Crew
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Posted: Sun Feb 18, 2007 6:08 pm
Characters shouldn't be able to just give their players abilities cuz you would have to worry about god moding. If it was a common ability, like glide or tornado, you should collect an item but if it is a unique ability, it should be learned by levelling up.
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Posted: Thu Feb 22, 2007 8:06 am
BurakkuRose *pokes Parami's face* Actually I think all three could be a possiblity. In Kingdom Hearts, magic could be learned or given to Sora. Abilities are unlocked as you gain levels however, I am sure that we will want to go with the game's way of learning abilities which would be learning through gaining levels. However, with sometimes maybe there will be exceptions to the rules. 3nodding -wrinkles nose from the pokeing of the face...- Ok well since there are oviously possibility(S) to this maybe we sould list some abilities so it can possably help with character creation and maybe help aid in the way people want to go with their characters? Anyone one have a nice little list ? -poke burru's other lists... and begins to make hiw own-
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Iron Chef Toran Itugo Crew
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Posted: Fri Feb 23, 2007 9:26 am
I don't have a list but I know the more common ones:
Dodge Roll Guard Scan Counterattack Vortex Combo Plus Air Combo Plus Aerial Sweep Sonic Slash Strike Raid Ars Arcanum Ragnorak MP Rage Rage Treasure Magnet Jackpot Lucky Strike Blitz MP Haste
That good enough for you?
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Posted: Fri Feb 23, 2007 2:08 pm
Do I need to put definitions or has everyone played the first kingdom hearts? (grumbles about more work)
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Iron Chef Toran Itugo Crew
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Posted: Sat Feb 24, 2007 12:11 pm
Several of those are self-explanatory, so it's okay. About half the ones that are not may need to be revamped for the RPG.
Skills like Jackpot and Treasure Magnet are related to videogame mechanics more than actual physics, lol, and we're not really sure what we'll do about enemies dropping items and munny. Other abilities may be removed, like Dodge Roll - it doesn't mean we can't use it, like in KH2, but it seems logical anyone can do a simple somersault. It makes sense, though, that characters would learn abilities from others or through ingenuity. Since skills like High Jump and Combo Plus are amplified versions of natural abilities, it also makes sense certain abilities can be gained by exercise. And don't be afraid to submit ideas for totally new abilities.
Enemies dropping stuff is what I'd like to understand. Will they drop anything? I've always wondered why a random beast would be carrying 42 gold and a magic fire ring. But if any of them DO, what do they drop and how do we go about getting it?
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Posted: Mon Aug 06, 2007 12:30 pm
Yes, I know a very, old, dead topic randomly being commented in. However, I do feel it needs to be done. Item Drops. A very, very important topic. Now there are several ways to go about getting an to a goal here.
Step One: Kill the enemy (the easy part xd )
Step Two: Roll a d100--- now this is where it gets more difficult and is totally up to Moose and the other mods to decide upon. We could simply do it the easy way would would be 1-49 they don't drop anything 50-75 they only drop munny, 76-89 they drop munny and a simple item like a potion or tent, 90-100 they drop an item. Then there would be a scale that the crew knows or would post somewhere listing what items or how much munny members would get for the certain number that they rolled. I could create it no sweat but that is only one option, and would need to be agreed upon before that is discused more. Or it could simply be a choice of a crew member to give out munny and items based on how well someone RPed a fight with a certain creature. The better and more unique the battle the more munny and items are obtained. Then based on that...
Step Three: The person looks up on the item scale to see what item they get, or are simply told what they recieve from a crew member.
And just to make things fair crew members cannot recieve their own munny or items if the second choice is choosen as the way to get items. Example: If I were to get a Heartless and we were going off of second choice where we get items based on skill and uniqueness. Lets say I did good, I beat the heartless but I didn't do anything too awesome, I did a few basic moves and won I then cannot say that I get one thousand munny and a ribbon because I think that I RPed the battle very well and differently, I would need to wait for another mod to cast judgement on the battle and tell me what I earned.
So what does everyone think?
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Posted: Mon Aug 06, 2007 1:00 pm
Interesting ideas. And you're right about the crew - one mod should never supervise him/herself. For a mod to participate in anything that requires mod-supervision, another should be there to make sure they don't cheat. *wags finger at imaginary bad mod* I kinda like the list idea, but we can only roll one type of dice for each post. If dice rolls are used in battle (see Battle sticky) it could - I repeat - could complicate matters.
We could also randomly place munny and items in the enemies mods control (heartless, nobodies, thugs, etc.) and tell people if they got one that was carrying something.
(don't forget the Spell/Ability sticky, either)
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Posted: Mon Aug 06, 2007 1:49 pm
It could make things more difficult however, if we were to create a mod sub-forum we could have a rule book that has a list of items and how to obtain them, such as the list idea or if a mod controls the enemy what sort of item we can give out based on what enemy we are playing. Or we could go with a total different approach and have a system where a character when fighting an enemy must do a certain series of attacks or actions which will merit special rewards. Such as using a ice spell to make a water pipe hardend then strike the pipe with their weapon causing it to shatter, then as the water sprays out cast a fire spell to make the water come to a boil in turn creating steam and a fine myst, at that point the character uses his/her weapon to direct the water at the enemy and then for good measure flips upward onto the pipe they just burst and uses the mist and steam to hide which would then give them an attack of operotunity on the enemy because it doesn't know where they are. The reason the person would get a great item out of this battle even if they were fighting a heartless is because they not only did something unique BUT the did a series of well thought out actions that utilized what they had around them...they froze the pipe to break it easier, they heated the water to hurt the enemy while at the sametime creating an escape route if they needed it, then even after hurting the creature they hide to confuse it then struck again to finish it off from their hiding spot which was aided by their first two actions. Confusing maybe, but over all I really think that people who are creative and unique but don't over exert their character or do things that are just...unlogical should get rewarded for thinking outside of the box and making game play more entertaining for everyone.
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Iron Chef Toran Itugo Crew
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Posted: Mon Aug 06, 2007 1:59 pm
hmm. item drops need to make sense and should occur more often than 1%. But strategy should be rewarded. Like fighting a water monster with lightning. Or using Cure on a zombie. And we need a crew subforum. *donates gold*
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Posted: Mon Aug 06, 2007 2:01 pm
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Posted: Tue Aug 07, 2007 9:18 pm
Sweet. I like the thinking, too. Very cool example, btw. Star and I were talking about that one boss you can 1-hit KO with a Phoenix Down. XD Priceless.
Yeah, something really creative should be rewarded. Particularly if it's effective against a really tough opponent.
[insert crew-forum]
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