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11-27-07 07:13 PM
BigBob85 is Offline
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Just wondering if we can/should change any of the rules defined in the official battle rules.
Originally posted by Davideo7 I like the idea of choosing who goes first by there speed, but on draws, deciding by higher post count.. Should it be by agility, or maybe strength. What does anyone else think? Any other rules need to be rechecked? Edit : What does agility actualy do? I thought maybe we could involve it in attacks as a partial random number. Attack Damage = (My Attack - Your Defence) + (random number betwee +agility and -agility) or something like that. Originally posted by Davideo7 I like the idea of choosing who goes first by there speed, but on draws, deciding by higher post count.. Should it be by agility, or maybe strength. What does anyone else think? Any other rules need to be rechecked? Edit : What does agility actualy do? I thought maybe we could involve it in attacks as a partial random number. Attack Damage = (My Attack - Your Defence) + (random number betwee +agility and -agility) or something like that. |
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(edited by BigBob85 on 11-27-07 08:45 PM)
11-27-07 09:57 PM
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*DOUBLE POSTS*
Here is a short chat log from IceWave04 and myselfs brief chat on Messenger. BigBob85 says: ~~~~~~~~~~~~~~~~~~~~~~~ Vizzed Battle System v0.1 ~~~~~~~~~~~~~~~~~~~~~~~ Successfuly loaded BigBob85.vbs. Successfuly loaded MichaelVash7886.vbs. Game Ready. MichaelVash7886 has higher speed. MichaelVash7886 attacks BigBob85 dealing 9016 damage. BigBob85 attacks MichaelVash7886 dealing 0 damage. MichaelVash7886 attacks BigBob85 dealing 9016 damage. BigBob85 attacks MichaelVash7886 dealing 0 damage. MichaelVash7886 attacks BigBob85 dealing 9016 damage. BigBob85 has been KO'd. MichaelVash7886 is the winner! BigBob85 says: it needs better vocab BigBob85 says: im gona discus some of the rules in a thread, as agility does nothing IceWave04 says: I can help with that BigBob85 says: maybe agility can effect attack as in IceWave04 says: It shoukd affect defence IceWave04 says: For ever XX points increase defence by XX% IceWave04 says: Or BigBob85 says: attack damage = (attack - other.defence) / (rand number from +/- agility) IceWave04 says: Add a % to evade BigBob85 says: the thing is, look at the log, vash did 9016 damage, surely it should vary his attack a bit BigBob85 says: well, something should battle looks boring if its all the same damage IceWave04 says: Alright... BigBob85 says: ill go post that in the thread IceWave04 says: Then the weapons need to do variable dmg IceWave04 says: Eg BigBob85 says: yeh IceWave04 says: Instead of saying 100 dmg BigBob85 says: but +/- by how much? IceWave04 says: For a weapon IceWave04 says: It should say 95 - 115 IceWave04 says: And stuff like that IceWave04 says: Depends on their weapon BigBob85 says: by percentage of weapon stats or something? IceWave04 says: Guns in games generally have small variable where mace weapons have high variables IceWave04 says: Sword class in inbetween BigBob85 says: weapons do have accuracy ay IceWave04 says: As in ability to hit? IceWave04 says: Yeah... mace class has highest, guns have lowest, swords inbetween... IceWave04 says: OR IceWave04 says: Instead of the weapons having variable dmg BigBob85 says: well, look at this IceWave04 says: The characters should BigBob85 says: most melee weapons have 100 accuracy BigBob85 says: sling shot has 75 IceWave04 says: Str + agi = high IceWave04 says: Str - weight = low dmg BigBob85 says: yeh IceWave04 says: Something like that on every character would be cool IceWave04 says: Than rand between that + weapon BigBob85 says: yeh BigBob85 says: ima think boutz it while i make toast Here is a short chat log from IceWave04 and myselfs brief chat on Messenger. BigBob85 says: ~~~~~~~~~~~~~~~~~~~~~~~ Vizzed Battle System v0.1 ~~~~~~~~~~~~~~~~~~~~~~~ Successfuly loaded BigBob85.vbs. Successfuly loaded MichaelVash7886.vbs. Game Ready. MichaelVash7886 has higher speed. MichaelVash7886 attacks BigBob85 dealing 9016 damage. BigBob85 attacks MichaelVash7886 dealing 0 damage. MichaelVash7886 attacks BigBob85 dealing 9016 damage. BigBob85 attacks MichaelVash7886 dealing 0 damage. MichaelVash7886 attacks BigBob85 dealing 9016 damage. BigBob85 has been KO'd. MichaelVash7886 is the winner! BigBob85 says: it needs better vocab BigBob85 says: im gona discus some of the rules in a thread, as agility does nothing IceWave04 says: I can help with that BigBob85 says: maybe agility can effect attack as in IceWave04 says: It shoukd affect defence IceWave04 says: For ever XX points increase defence by XX% IceWave04 says: Or BigBob85 says: attack damage = (attack - other.defence) / (rand number from +/- agility) IceWave04 says: Add a % to evade BigBob85 says: the thing is, look at the log, vash did 9016 damage, surely it should vary his attack a bit BigBob85 says: well, something should battle looks boring if its all the same damage IceWave04 says: Alright... BigBob85 says: ill go post that in the thread IceWave04 says: Then the weapons need to do variable dmg IceWave04 says: Eg BigBob85 says: yeh IceWave04 says: Instead of saying 100 dmg BigBob85 says: but +/- by how much? IceWave04 says: For a weapon IceWave04 says: It should say 95 - 115 IceWave04 says: And stuff like that IceWave04 says: Depends on their weapon BigBob85 says: by percentage of weapon stats or something? IceWave04 says: Guns in games generally have small variable where mace weapons have high variables IceWave04 says: Sword class in inbetween BigBob85 says: weapons do have accuracy ay IceWave04 says: As in ability to hit? IceWave04 says: Yeah... mace class has highest, guns have lowest, swords inbetween... IceWave04 says: OR IceWave04 says: Instead of the weapons having variable dmg BigBob85 says: well, look at this IceWave04 says: The characters should BigBob85 says: most melee weapons have 100 accuracy BigBob85 says: sling shot has 75 IceWave04 says: Str + agi = high IceWave04 says: Str - weight = low dmg BigBob85 says: yeh IceWave04 says: Something like that on every character would be cool IceWave04 says: Than rand between that + weapon BigBob85 says: yeh BigBob85 says: ima think boutz it while i make toast |
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(edited by BigBob85 on 11-27-07 10:06 PM)
11-27-07 10:00 PM
IceWave04 is Offline
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I also have a rule redefinition i wish to put forward, very large rule redefinition... yet more of a stat redefinition.
Ill use myself in the example. Attack: 2925 Lets face it, doing exactly the same amount of dmg every attack is boring, but with the new flash battle arena we dont have too!! I put foward that the Attack stat now be formed more along the lines of this! Attack: 2486 - 3377 Attack: (Attack - Strength) - (Attack + Agility) ** + (Weapon Damage) EG: for BigBob85 his stats would look like this Attack: 1584 - 2588 + 555 Attack: (2005 - 421) - (2560 + 314) + 555 I used '2005', as that is his attack BEFORE the weapon attack increase. Now, ill show again with a LOWER level's stats. Stephen Attack: (475 - 111) - (475 + 109) + 575 Attack: 364 - 584 + 575 This will create a variable in battles, and make them FAR less boring and scr This can apply to PAtk. Also, to be even MORE fun i think Agility needs to more than what brad suggested. It needs to contribute to Defence and PDefence as well as an Evade. for example, for every 100 Agility, it could create a 10% chance to evade. and for every 200 Agility raise defence by 10% These numbers are fair, and everyone will gain. Perhaps the possibility of Critical Hit should be considered. For ever 200 Agility there is a 10% chance to critical hit for 2 times regular damage. All of these make the game fairer, and more fun! ^^ if the idea of Evade/Critial/Raised Defence doesnt take ya, then ill also put forward the possibility for a Skill Tree Development. This would work as it does in most RPG's, you select skills based on points acquired from levels. The best thing is, it gives customization to peoples characters. People can choose to either be a stealthy, evasive ninja or a strong ultra defensed warrior. plus more and more. Of course im just giving a rough over view. If you REALLY like the idea of a skill tree, than Bob and I could put something together in Flash, however i think the battle arena is first priority so i would start on graphics on the Skill Tree project (my idea, do i get Project Leader?) Remembering, this is just an idea (and i really hope the idea is liked ^^) EDIT: Instead of (Attack - Strength) - (Attack + Agility) I thought of a more effective way EG: if strength < agility then use Strength Attack: (attack + strength) - (attack + agility) else Attack: (attack + agility) - (attack + strength) Basically, it takes the lowest stat of the two and makes it the Lower Damage, than it takes the other stat and makes it the higher damage. Reason for the change: i dont see why people should be penalise for having high strength... If anything Agility should set the lower damage and Strength should set the higher damage, if this new system is apporoved i put forward the 3rd system (underlined). EDIT2: added fine touching to make it easier to read. Ill use myself in the example. Attack: 2925 Lets face it, doing exactly the same amount of dmg every attack is boring, but with the new flash battle arena we dont have too!! I put foward that the Attack stat now be formed more along the lines of this! Attack: 2486 - 3377 Attack: (Attack - Strength) - (Attack + Agility) ** + (Weapon Damage) EG: for BigBob85 his stats would look like this Attack: 1584 - 2588 + 555 Attack: (2005 - 421) - (2560 + 314) + 555 I used '2005', as that is his attack BEFORE the weapon attack increase. Now, ill show again with a LOWER level's stats. Stephen Attack: (475 - 111) - (475 + 109) + 575 Attack: 364 - 584 + 575 This will create a variable in battles, and make them FAR less boring and scr This can apply to PAtk. Also, to be even MORE fun i think Agility needs to more than what brad suggested. It needs to contribute to Defence and PDefence as well as an Evade. for example, for every 100 Agility, it could create a 10% chance to evade. and for every 200 Agility raise defence by 10% These numbers are fair, and everyone will gain. Perhaps the possibility of Critical Hit should be considered. For ever 200 Agility there is a 10% chance to critical hit for 2 times regular damage. All of these make the game fairer, and more fun! ^^ if the idea of Evade/Critial/Raised Defence doesnt take ya, then ill also put forward the possibility for a Skill Tree Development. This would work as it does in most RPG's, you select skills based on points acquired from levels. The best thing is, it gives customization to peoples characters. People can choose to either be a stealthy, evasive ninja or a strong ultra defensed warrior. plus more and more. Of course im just giving a rough over view. If you REALLY like the idea of a skill tree, than Bob and I could put something together in Flash, however i think the battle arena is first priority so i would start on graphics on the Skill Tree project (my idea, do i get Project Leader?) Remembering, this is just an idea (and i really hope the idea is liked ^^) EDIT: Instead of (Attack - Strength) - (Attack + Agility) I thought of a more effective way EG: if strength < agility then use Strength Attack: (attack + strength) - (attack + agility) else Attack: (attack + agility) - (attack + strength) Basically, it takes the lowest stat of the two and makes it the Lower Damage, than it takes the other stat and makes it the higher damage. Reason for the change: i dont see why people should be penalise for having high strength... If anything Agility should set the lower damage and Strength should set the higher damage, if this new system is apporoved i put forward the 3rd system (underlined). EDIT2: added fine touching to make it easier to read. |
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(edited by IceWave04 on 11-27-07 11:29 PM)
11-27-07 11:27 PM
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I sapose I could make a settings file, so you import that and it will contain equations for differnt battle styles. That way we can try all different types of setups.
Download Vizzed Battle System v0.2 here. Download Vizzed Battle System v0.2 here. |
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11-27-07 11:30 PM
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^^ i like that idea. Plus, even if a skill tree was made, and the var battle stats were agreed we could have it so the battling people choose their own rules...
EG: Include Skill Tree or not Have variable Damage or not ect or not EG: Include Skill Tree or not Have variable Damage or not ect or not |
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11-27-07 11:55 PM
BigBob85 is Offline
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Wait.. what did you mean by skill tree?
As in melee weapons have certain advantages over ranged weapons and vice versa? As in melee weapons have certain advantages over ranged weapons and vice versa? |
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11-28-07 12:21 AM
IceWave04 is Offline
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No.
Skill Tree as in, at each level you get a point that you can spend in this tree, certain skills unlock at certain levels, and the more points you spend on particular skills the more effective they become. Also, some skills would require a skill to be learn before that one can be, so you can just throw points into everything. But even before that trees would be split into categories or "classes". The great thing is, we can add unique abilities to the battle such as "Damage over Time" effects and crippling effects. Depending on your skill tree... A smart person would choose a particular skill tree and focus on it. And as you progress further down the tree the skills become more powerful... Haven't you play WoW, Diablo or Diablo 2... No... cause you suck! And its not like we're ripping off anyone... Skill trees are used by everyone so dont feel guilty David... heck if ya want we can call it something else... Skill Bush... Skill Lighting... Skill Board... Skill Vizzed... Skill David... you know, it doesnt have to have a title... (Y) Skill Tree as in, at each level you get a point that you can spend in this tree, certain skills unlock at certain levels, and the more points you spend on particular skills the more effective they become. Also, some skills would require a skill to be learn before that one can be, so you can just throw points into everything. But even before that trees would be split into categories or "classes". The great thing is, we can add unique abilities to the battle such as "Damage over Time" effects and crippling effects. Depending on your skill tree... A smart person would choose a particular skill tree and focus on it. And as you progress further down the tree the skills become more powerful... Haven't you play WoW, Diablo or Diablo 2... No... cause you suck! And its not like we're ripping off anyone... Skill trees are used by everyone so dont feel guilty David... heck if ya want we can call it something else... Skill Bush... Skill Lighting... Skill Board... Skill Vizzed... Skill David... you know, it doesnt have to have a title... (Y) |
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11-28-07 01:01 AM
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Ah yeh. I know exactly what you mean now. Hmm.. Its all up to david though. |
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11-28-07 05:23 PM
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Come'on david, dont fail me now... <3 man <3! |
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11-29-07 12:59 PM
Davideo7 is Online
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I’m currently developing a card game and how I have it in the card game is that if 2 people have the same speed stat, to determine who goes first, the person with the highest energy goes first.
Anyway, agility is the ability to dodge attacks and such. I was thinking about having another shop called “Attack†shop where you can purchase attacks. Some attacks would have certain requirements such as “Need atleast 300 speed†or “Need atleast 100 strengthâ€. These attacks would be additional attacks you could do per turn. However, we would have to make it so you could own multiple items in this “Attack†or “Commands†shop and before we do that, we still need to implement the feature of being able to own more than 1 item per a shop (me and bigbob discussed this earlier; with the equipment shops, you could own more than 1 but can only have 1 equiped – with the “Commands†shop and accessories, you don’t actually equip them). IceWave: I’m not to sure about your idea of leveling up a certain skill per a level up. Maybe we can find a different way at rising specific stats? For now lets not do this unless you can convince me otherwise because it’d be a big and difficult implementation that it’d be something to consider further down the road. Anyway, agility is the ability to dodge attacks and such. I was thinking about having another shop called “Attack†shop where you can purchase attacks. Some attacks would have certain requirements such as “Need atleast 300 speed†or “Need atleast 100 strengthâ€. These attacks would be additional attacks you could do per turn. However, we would have to make it so you could own multiple items in this “Attack†or “Commands†shop and before we do that, we still need to implement the feature of being able to own more than 1 item per a shop (me and bigbob discussed this earlier; with the equipment shops, you could own more than 1 but can only have 1 equiped – with the “Commands†shop and accessories, you don’t actually equip them). IceWave: I’m not to sure about your idea of leveling up a certain skill per a level up. Maybe we can find a different way at rising specific stats? For now lets not do this unless you can convince me otherwise because it’d be a big and difficult implementation that it’d be something to consider further down the road. |
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11-29-07 04:01 PM
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What if, instead of the skill tree then, people choose their own class. And it will automatically adjust their stats to suit that. Once chosen they cant change it.
EG: Say you choose "Rogue" (Ninja, Assassin) Per level you would gain an Agility bonus, which you could use in this command shop... Could even, as well as a stat requirement make it so particular Classes can use particular commands... Just another random idea EG: Say you choose "Rogue" (Ninja, Assassin) Per level you would gain an Agility bonus, which you could use in this command shop... Could even, as well as a stat requirement make it so particular Classes can use particular commands... Just another random idea |
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11-29-07 04:21 PM
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I actually like that idea...still need to put thought into it though. |
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11-29-07 04:26 PM
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Command shop should also contain things like learning different heal abilitys such as meditate and stuff.
Owning more than 1 item would be pretty easy I think. Owning more than 1 item would be pretty easy I think. |
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11-29-07 04:54 PM
Davideo7 is Online
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Yeah the "Command Shop" would contain more than just attacks, it could basically contain any abilities we would think of. |
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11-29-07 05:09 PM
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But were strictly no magic right? |
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11-29-07 05:40 PM
Davideo7 is Online
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Davideo7
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Yeah no magic, someday if we are ever to make a game based on it, I'd want it to be realistic. |
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11-29-07 06:10 PM
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Ok more thought...
First off we have to decide on Classes... and what they will be called. Rogue/Assassin/Ninja Warrior/Fighter Amazon/Hunter Than what kind of stat bonus they will recieve... Rogue + 2 to Agility every level Warrior + 2 to strength to every level Hunter + 1 to strength and agility to every level. Also, if you dont want magic then why a "Power Heal"? i think letting one useful magic slip by and not other, useful, magiks is kinda odd... First off we have to decide on Classes... and what they will be called. Rogue/Assassin/Ninja Warrior/Fighter Amazon/Hunter Than what kind of stat bonus they will recieve... Rogue + 2 to Agility every level Warrior + 2 to strength to every level Hunter + 1 to strength and agility to every level. Also, if you dont want magic then why a "Power Heal"? i think letting one useful magic slip by and not other, useful, magiks is kinda odd... |
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11-29-07 06:46 PM
BigBob85 is Offline
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I've always thought of power heal as more of a mediation thing.
I think he means as in, we shouldnt be able to create fire with our thoughts. I think he means as in, we shouldnt be able to create fire with our thoughts. |
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11-30-07 08:23 AM
Davideo7 is Online
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Yeah power heal can be thought of as some sort of meditation.
Anything that is the slightest bit possible (even with extreme technology) will be possible for battle. Anything that is the slightest bit possible (even with extreme technology) will be possible for battle. |
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11-30-07 06:37 PM
IceWave04 is Offline
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Alright, what if i had a... nope i got nothing... so no magic, just technology and stuff... Fair enough. |
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