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Post by Billy Bangles on Sept 24, 2014 13:34:45 GMT -5
I'm just using this thread to blather about some theory involving the combat system I'm going to try to use for UGEC. It's going to be reminiscent of tabletop RPGs, with dice rolls and all that fun stuff. I might talk a little bit about the classes too if I think of anything involving that while I write this. Feel free to ask any questions you might have about the huge mess that I'm about to type out.
There's no way I'm using real dice for this. The Wizards of the Coast website has a web-based dice rolling application that allows you to use dice that don't actually exist, like d5, d7, d63, things like that. The combat system will use a d10 for attacks, whether they be physical- or magic-based. It'll probably be something like 30% chance to miss, a 70% chance to land a hit at all, and 20% to crit (maybe there might be something that causes you to hit multiple times, that'll be like 10% of the crit chance). To put it simply, you have to roll a 1-3 to miss, 4-10 to hit, and 8-10 to crit. If you crit, a d3 will be rolled to determine your modifier. If you get a 1, your attack will multiply by 1.5, if you get a 2 it'll be x2, and if you get a 3 it'll be x2.5 or x3 (I haven't decided yet). It'll be possible to use items in your inventory (if they aren't plot critical) for attacks. It'll depend on what the item is to determine what kind of die to roll and whether or not you get to keep it. Essentially it just depends on how nice I'm feeling to you. Sorry.
I'll reply to this thread as I think of more things. I'll probably talk about classes in a little bit here.
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Post by pigottfence432 on Sept 24, 2014 13:38:50 GMT -5
That seems fair, except the crit chance is pretty high, honestly. Like a 10% crit chance would be good. Also a 30% chance to miss is quite high. Also if you roll a one it should just be a normal hit.
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Post by Billy Bangles on Sept 24, 2014 15:00:14 GMT -5
I'll play with the numbers once the game actually starts. Just think of this as an example for now. More thoughts: Let's talk about classes, hm? So far I've thought about 3. - A warrior type class. Players of this class will either get a lower miss chance or a higher crit chance for physical attacks (another thing I haven't decided). They will get abilities based on offence, which will do things like raise the crit modifier or chance and things like that. They lose their ability to use magic attacks, but still have mana that they'll use to pay for their abilities (it'll probably be called stamina or some cliche crap like that.)
- A mage-type class. This one is basically the same as the warrior-type class, but they get increases in magic attacks rather than physical. They are still capable of physical attacks, but they're pathetic. Their abilities will be defence based (raising opponent's miss chance, make them hit themselves, etc.). I'm toying with the idea of letting them choose a magic path where with every level up they can choose a offensive or defensive ability (ingame it'll be like schools of magic or something).
- A thief-esque class. This class doesn't get any modifiers to physical attacks, but it is very adept at using items. By adept I mean that they either do more damage (throwing a stone is more like throwing a bowling ball) or have more beneficial effects (drinking some energy drink might raise health along with stamina). Their abilities will include what you might expect: stealing things and doing other defensive things. If they do have any sort of magic, they might be psychic/telekinesis based.
Talking about items brings me to another thought: Weapons. If I decide to have a limited inventory (which I probably won't because that'll get kinda annoying for the players), weapons will get their own special slot that doesn't count towards inventory space. There'll be four kinds: - Weak weapons. These weapons have modifiers against you because they're garbage. These include things like small objects (excluding blades), items that boost magic power, and being unarmed.
- Normal weapons. These weapons don't have modifiers. Basically things that you'd actually expect to use as a weapon (i.e. swords) or things practical enough to use as a weapon (i.e. crowbar). I might give the warrior-type class an ability that makes unarmed a normal weapon instead of a weak one.
- Strong weapons. These weapons give you helpful modifiers. These are things that you probably wouldn't find in your own home, like laser swords or power hammers, fun things like that. There are no strong weapons that are beneficial to mage-types. The only equivalent is normal weapons.
- Ranged weapons. It's obvious what weapons fit under this category, things like guns and thrown weapons (items that you lose when you use them fit under this category). These items have a higher damage value or crit chance, but also a higher miss chance. Thief-types might get a skill that lowers this miss chance.
That's all I have for now. If you have any recommendations as to what these classes might be called, I'd love to hear them. And as always, your comments and criticisms are always welcome.
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Post by pigottfence432 on Sept 24, 2014 18:09:00 GMT -5
I like. Very fleshed out.
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Post by Billy Bangles on Sept 24, 2014 22:12:27 GMT -5
Jeez, I am cranking out these ideas like no one's business.
This one isn't so much a combat mechanic as it is a general housekeeping thing. Player information will be kept on a seperate thread from the game itself. Here you can find all the good stuff: name, class, current health, current mana/stamina, abilities, inventory contents, and equippable weapons. When you unlock new abilities, you will be told what that ability does. You will not be reminded ingame, so descriptions for all of your abilities will be available in your character page.
While we're on the subject of abilities, here's how I've decided to deal with them. Every time you level up, no matter what class you are, you will be given the choice between two abilities. These will have similar effects, bur not the same. For example, you could be given the choice between an ability that replenishes health or an ability that replenishes mana. Like I said before, a description of the abilities you choose will be available on your character page.
To wrap this post up, I wanna briefly mention status ailments. If I do them, I think I'll do them Pokémon style (poison, paralyzed, sleep, etc.).
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Post by pigottfence432 on Sept 25, 2014 9:28:58 GMT -5
I see. This is very in-depth and I like it.
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Post by Billy Bangles on Sept 29, 2014 11:26:54 GMT -5
I'm starting to navigate into more general game mechanics now rather than combat. I recently remembered the concept of UNVRSLhacker. In the original, this was a program capable of editing the source code of the universe, as the name somewhat implies. Here's how I'm thinking I'm going to manage it. Starting out, the player will have no knowledge of how to use UNVRSLhacker. They can learn more about it through an app on the PDA, one that provides tutorials. Since UNVRSLhacker is so powerful, reading these tutorials has a price to it. The more useful the function, the more it costs. For example, the tutorial for generating a picture of an object will cost more to view than the tutorial for calling items into existance (a feature which is super OP and will need to be toned down. Perhaps you can only call into items that you've seen (excluding key items), or that you have to know where the item is, or both). I've yet to decide how these tutorials are paid for. Perhaps you can grind down objects to generate resource points, or maybe you get these points as XP when you level up. I'm not 100% sure yet, nor am I yet sure about the full scope of UNVRSLhacker's ability. This, just like everything else, I'll think of on the go I suppose.
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Post by pigottfence432 on Sept 29, 2014 13:06:01 GMT -5
This is in-depth.
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Post by space on Sept 29, 2014 13:39:53 GMT -5
I think you would be better off just using mana for any scripts you make in the program. Maybe make it so that more complex items use more mana, sometimes more than the player has so they can't have op weapons at their level. You could also have it so that you have to use the program to scan any items you want to before you are able to make it. I'm just saying to avoid making the system overly complex because I don't think anyone wants to spend their time grinding for exp in a forum game.
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Post by Billy Bangles on Sept 29, 2014 13:45:05 GMT -5
Yeah, I feel you there. I'll probably just tack on UNVRSLhacker knowledge along with your chosen ability when you level up.
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Post by space on Sept 29, 2014 13:46:15 GMT -5
That's a good idea
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