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Author Topic: A Quick Combat System and Character Creation Test [Need 6 People + Suggestions]  (Read 30752 times)

Draignean

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Okay, well I'm having difficulty writing up the flavor. I'd intended to just slam something out so I could get back to working on Small Mercies, but simultaneous action is bloody hard to write when language is designed for the expression of linear sequences. Essentially, most of what I come up with becomes a rather useless read if it isn't directly integrated into the combat sequence itself. So, instead of flavor, you'll get a summary and the ability to read the details.

Overall, I think I'm going to keep playing with the formatting of the play-by-play options to make it a little better. The creation of the table just takes too damn long, much as I like the ease of reference.





Round Summary

Shorn took 7 Damage from Axe Bandit 2's Light Attack
Shorn has gained 2 Union of the Old Flesh charges, for a total of 2.

Miles took 2 Damage from Knife Bandit 3's Light Attack

Axe Bandit 2 took 11 damage from Mile's combined attacks.
Axe Banit 2 is Staggered (3 Frames Lost)

Nhin has gained 5 power within charges, total 8.

Spoiler: Text Log (click to show/hide)
Spoiler: Event Table (click to show/hide)

Spoiler: Enemies (click to show/hide)

Spoiler: Bandit Stats (click to show/hide)

Spoiler: Miles (click to show/hide)

Spoiler: Shorn (click to show/hide)

Spoiler: Nhin (click to show/hide)
« Last Edit: March 01, 2017, 06:44:11 pm by Draignean »
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OceanSoul

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After the second frame, I can use Nine Souls to remove pretty much all cooldown from one of our skills. Blazing Doubleshot and Unspeakable Revelation would be good targets for it, but I wouldn't be able to remove all frames unless I don't use it until next turn. Want to wait another round, or do you want me to use it this turn?
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

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Criptfeind

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Unfortunately blazing doubleshot doesn't actually have any cool down. Just a large frame cost. Deadshot has a big cool down... But. It's. Really not worth the opportunity cost. Frames are a lot more valuable then cooldown, so trading your frames for my cool down isn't worth it. Honestly we probably don't really have a good skill for that.

By the way, a bit of clarity on patterns, what decides the difference between melee and ranged? It's not being literally in melee, which makes sense given how melee attacks now have a long range now, do they have to pick melee if it's possible to hit someone with a melee attack in that turn if they don't move, or can they chose between the two whenever?
« Last Edit: March 01, 2017, 03:06:04 pm by Criptfeind »
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OceanSoul

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Well, looks like I mixed them up. Guess I'll just "1-5. Charge Power Within" for now. Might be able to spend those points on Heaven's Garden soon.
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

Criptfeind

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Is Beacon of Glory permanent? Or, rather, maybe a better question with a less obvious answer is, how long does Beacon of Glory last?
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Draignean

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After the second frame, I can use Nine Souls to remove pretty much all cooldown from one of our skills. Blazing Doubleshot and Unspeakable Revelation would be good targets for it, but I wouldn't be able to remove all frames unless I don't use it until next turn. Want to wait another round, or do you want me to use it this turn?

Blazing double shot doesn't have a cooldown per se.

A cooldown is the number of consecutive frames until you can use an ability again.
A frame cost is the number of frames that must be sacrificed (in total) before/after using an ability, as one would with an attack.

So Blazing Double shot takes 5 frames. You can select one of those for the attack, but the rest are just the charge up/slump down from the attack itself and are not subject to modification by nine souls.

Unspeakable revelation, likewise, takes five frames, but it also has a cooldown of 10. A properly charged nine souls could ensure that the ability would be usable immediately on the next round, but it can't remove the frame cost.

Nine souls works well with abilities that have high cooldowns but low frame costs. Unfortunately, you're really the only member of the party that has an ability like that. Hau would also have benefited rather well, but that's in the same unhelpful basket.

Unfortunately blazing doubleshot doesn't actually have any cool down. Just a large frame cost. Deadshot has a big cool down... But. It's. Really not worth the opportunity cost. Frames are a lot more valuable then cooldown, so trading your frames for my cool down isn't worth it. Honestly we probably don't really have a good skill for that.

By the way, a bit of clarity on patterns, what decides the difference between melee and ranged? It's not being literally in melee, which makes sense given how melee attacks now have a long range now, do they have to pick melee if it's possible to hit someone with a melee attack in that turn if they don't move, or can they chose between the two whenever?

Because of the increased fluidity of combat, I'm probably going to remove the 2 Ranged/3 Melee pattern idea and just go with a 4 pattern system. Most enemies will have a heavy attack pattern, a light attack/defensive pattern, a mobility pattern, and an ability use pattern.

It made more sense before we started using move sets, but now... There's not really a reason for them to exist. Better to randomly select one of their four general purpose patterns and substitute move actions as needed.

Is Beacon of Glory permanent? Or, rather, maybe a better question with a less obvious answer is, how long does Beacon of Glory last?

Beacon of Glory lasts for the round it was activated on.
EDIT: Which is honestly pretty weak for the cost. If it exists later, it'll probably be reworked along with Union of the Old Flesh, which is also terrible atm.
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OceanSoul

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Not sure how I got the two confused. Guess I just misread the text an one point, and ended up confusing the meanings later.

For balance, maybe you could raise the cost a little and make it +3. Maybe make it +2 for 2 rounds, or the same, but only +1 on the next round. As for Unison, maybe make it only cost 1, and limit it to 3 or 4 uses a round.
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

Criptfeind

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Power Within as a whole is a very bad ability to actually use, the benefits are small and frames are worth a lot more then you're getting out of it. It seems like it's real use is to pump in dead frames that you have nothing better to do with, and then maybe after like 10-20 turns (which... Combat probably won't last that long) you'll have enough to get some minor benefit. Also it doesn't help that his other natural combo is 2 frames charging into 3 frames to shoot, leaving him no room to actually charge power within.

Edit: I think I need a reset on my position between these two dagger assholes, but Shorns getting fucked by axe guys. Tough position, what you guys think?
« Last Edit: March 01, 2017, 03:43:24 pm by Criptfeind »
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Draignean

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Power Within as a whole is a very bad ability to actually use, the benefits are small and frames are worth a lot more then you're getting out of it. It seems like it's real use is to pump in dead frames that you have nothing better to do with, and then maybe after like 10-20 turns (which... Combat probably won't last that long) you'll have enough to get some minor benefit. Also it doesn't help that his other natural combo is 2 frames charging into 3 frames to shoot, leaving him no room to actually charge power within.

The cooldown is still 5 though on dancing blossoms, which means you need a burst of Power Within in order to combo it properly. 

Power within was meant to be used to eat waste frames and temporarily give heavy boosts to damage. Granted, it's currently only able to deliver a +4 to damage and +2 to evasion checks for a single round.

So, to make it more effective, should it deliver 2 charges per frame spent?
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Criptfeind

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Can't it just give +2 damage and +1 evasion per round? Unless you mean he could burst it all right now for +4/+2, which. Yeah. But that's, I'm pretty sure, not worth the frames he's spent on it so far.

Anyway, ah. Aye... I. See. The high cool down on dancing blossom. Well, that makes that skill worse. I'm not sure if it makes power within better persay...
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Draignean

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Can't it just give +2 damage and +1 evasion per round?

Per round? As in make it a passive ability with no charging, or that it works based on thresholds that stay on once activated?
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Criptfeind

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No, I meant if you spend a round charging it and then expend it it'd give that much yeah?
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Draignean

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No, I meant if you spend a round charging it and then expend it it'd give that much yeah?

Personally I prefer it giving resistance instead of evasion, for both the thematic purpose of the ability, and because it pairs a little better with Nhin. Still, I'm opening to increase the base level buff. So, with 2 pot + 1 resistance, she'd be able to get a max of +20 Damage +10 Resistance for one round if she dropped a full stack.
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Criptfeind

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Sorry, there's been a disconnect here. I'm not making a suggestion for how it could be, I'm just trying to respond to previously when you said "able to deliver a +4 to damage and +2 to evasion checks for a single round." I was trying to figure out what you meant by that, I thought you mean't every round, not after two rounds of charging up. I figured it out a few posts ago and now I've been trying to clarify that.
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IronyOwl

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Edit: I think I need a reset on my position between these two dagger assholes, but Shorns getting fucked by axe guys. Tough position, what you guys think?
I'll be fine. Probably. Lemme try dancing around and going full defense, we'll see what that does. You guys are poking them down fine, right?

1. Block
2. Move N
3. Active Block (Light) against northern axe bandit
4. Defensive Roll 1, Move S
5. Defensive Roll 2

I was wrong about the summary. "You take 7 damage" is an incredibly vague and confusing summary of 5 frames.
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