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Author Topic: Legends Return [Coop RPG]: Base thread  (Read 15250 times)

SOLDIER First

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Re: Legends Return [Coop RPG]
« Reply #135 on: January 22, 2015, 04:33:58 pm »

Or it could be like this:
Every weapon has a type, and you can only carry a certain number of weapons with that type.
Like, a rifle (Primary Weapon), an RPG or something (Special Weapon), and one or two pistols (Sidearm).
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Re: Legends Return [Coop RPG]
« Reply #136 on: January 22, 2015, 04:41:14 pm »

Maybe rate weapons as Huge, Large, Medium. Small, and Tiny. A cap based on an arbitrary amount of strength for total of each type carryable and a max cap that's seperate from the strength cap that says "No, you can't carry three bazookas and a minigun. You don't have enough room to hold them."
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escaped lurker

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Re: Legends Return [Coop RPG]
« Reply #137 on: January 22, 2015, 04:48:12 pm »

Well, I would presume that the mentioned "Gear" does not include misc stuff like kevlar vest, night googles or somesuch. Or rather, what I would coin "Equipment".

Obviously for the later there would also need to be some sort of limit, because even with straps multiple sets of medikit, extra ammo, grenades & somesuch, would get rather silly at some point. Actually, considering how little they weigh / take space, even knife and pistol might be considered standard equipment that everyone just wears. Not like we are bound to use such weak weapons in any favourable situations either.

Either way, having 5 pieces of combat oriented equipment is actually already plenty. One for each of the different combat-ranges, actually. Too bad that I would bet switching weapons won't be a free action... ;3
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Re: Legends Return [Coop RPG]
« Reply #138 on: January 22, 2015, 04:50:26 pm »

Could be a free action if you drop your current gun and grab a small one purrhaps?
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sjm9876

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Re: Legends Return [Coop RPG]
« Reply #139 on: January 22, 2015, 05:05:39 pm »

Hmmm.... tempted to go with SB actually and just say some larger pieces of equipment take up multiple slots. Probably the simplest and most balanced system.
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Re: Legends Return [Coop RPG]
« Reply #140 on: January 22, 2015, 05:18:29 pm »

Makes sense.

Sorta like XCOM: UFO Defence's system?
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kj1225

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Re: Legends Return [Coop RPG]
« Reply #141 on: January 22, 2015, 06:03:15 pm »

Too bad that I would bet switching weapons won't be a free action... ;3
Well, I think that it should be a free action at a certain level of dexterity.
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Shadestyle

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Re: Legends Return [Coop RPG]
« Reply #142 on: January 22, 2015, 06:06:21 pm »

Yeah, but you all realize at some point we might be able to juggle basically anything at a speed that boggles the mind right? Like, literally juggling bazookas in the air while firing them.
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Re: Legends Return [Coop RPG]
« Reply #143 on: January 23, 2015, 01:53:36 am »

That would be amusing.
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sjm9876

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Re: Legends Return [Coop RPG]
« Reply #144 on: January 23, 2015, 09:47:08 am »

Right, I think I'm going to go with a system of 1 L slot, 1 M slot, and 2 S slots. Each can be downgraded to 2 of the lower tier (so max would be 8 S slots) but not upgraded.

On the note of potentials, there are certain traits that are predefined for certain potential levels - any above that will require further working out, and those that already possess similar traits may receive upgrades.

Spoiler: Traits (click to show/hide)

More specific traits will likely be gained every time a multiple of 20% attunement is reached.
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

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Criptfeind

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Re: Legends Return [Coop RPG]
« Reply #145 on: January 23, 2015, 11:26:57 am »

Are those for potential levels, or based on Attunement?
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Re: Legends Return [Coop RPG]
« Reply #146 on: January 23, 2015, 12:14:46 pm »

Are those for potential levels, or based on Attunement?

Er... - unless I am sorely mistaken, kinda "both".

Your attunement is a procental worth of your complete possible capabilities, stat-wise. So, at 100% attunement, Vampire Kyle - a good example for this - who has 100 in each stat, will be able to use each of these ultimate skills.

Others, who have more stats in a single attribute, might already reach one of these ultimate skills at 70% attunement - but in return, won't get all of them.
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sjm9876

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Re: Legends Return [Coop RPG]
« Reply #147 on: January 23, 2015, 12:26:57 pm »

Ah, apologies. these are for the effective stat cap. So Potential x Attunement.

And there is the potential for further traits based on V.high stats, but they haven't been worked out yet.
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

~Neri

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Re: Legends Return [Coop RPG]
« Reply #148 on: January 23, 2015, 01:01:01 pm »

Interesting traits.
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Criptfeind

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Re: Legends Return [Coop RPG]
« Reply #149 on: January 23, 2015, 01:03:48 pm »

Alright cool. And a few more questions: is Attunement a flat stat that effects all stats, or is there a separate Attunement stat for each other stat? Like can I have 7% Attunement in strength and 6% in dexterity, or will I always have the same Attunement in every stat. (I'm a bit confused, because in same cases it seems like it talked about as a single stat, and in other cases like there is a separate Attunement for each...)

Also at one point you mention that you changed the rules to make a desperate gamble testing your willpower more attractive, but actually reading the rules I don't see any mechanic for purposefully testing willpower, it's just something that is going to happen. I was wondering if there was intended to be some type of gamble involved that isn't there now?

What is the needed number on a willpower check to succeed?

Lastly, does attunement effect willpower?
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