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Author Topic: Mushroom Kingdom Wars RTD: So long, a-bowser!  (Read 222599 times)

Dwarmin

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Re: Mushroom Kingdom Wars RTD: Turn Sadface: Lend some ideas to Freeform!
« Reply #945 on: November 03, 2011, 01:40:38 pm »

Oh no. I think I had a prophetic dream about this happening. :(

I suppose putting the game in official stasis is a Hell of a lot better than shrugging off updating it cause you don't feel it anymore, but can't admit it to your players for pride...because thats exactly how my Order of the Kai RTD died. I didn't admit my limits, and I dissapointed everyone, even myself. So...don't do that!

Take what time you need-I don't know about the others, but this is seriously one of the most enjoyable games I've ever played on the forum. If you PM me in a month or whenever you are ready, I'll be more than happy to continue playing.

As for suggestions, I can't really help. I've got plenty of ideas lately, but not the willpower to put them into action.
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freeformschooler

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Re: Mushroom Kingdom Wars RTD: Turn Sadface: Lend some ideas to Freeform!
« Reply #946 on: November 03, 2011, 01:44:06 pm »

As for suggestions, I can't really help. I've got plenty of ideas lately, but not the willpower to put them into action.

Shoot some off! It might inspire me. And thanks for the understanding. I don't want this to die like nearly every other forum game.

By default if I decided on a theme or idea for another forum game myself there is a 100% chance it would also be video game or existing media based, because that makes it more fun to run IMO.

EDIT: Wait I think I have the perfect idea for a game.
« Last Edit: November 03, 2011, 01:53:37 pm by freeformschooler »
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SeriousConcentrate

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Re: Mushroom Kingdom Wars RTD: Turn Sadface: Lend some ideas to Freeform!
« Reply #947 on: November 03, 2011, 02:00:22 pm »

Perhaps something straightforward and simple. Contra? You'd only have to worry about what type of gun each player has and how many lives they have since one hit kills everything except bosses... :P Seriously though I do recommend using the NES version of something. My CvRTD is mostly Cv3 based because A: it's hard to mess up an 8-bit game when translating it to an RTD and B: Hueg library of Cv canon to draw upon. :3 Here's a short list of NES games you could use:

Contra (as stated)
Punch-Out!! (Everybody gets to be an insulting stereotype and beat the crap out of each other!)
Megaman (A lot to draw on here. Players can make their own robot masters and go up against any from the series. Plus everybody can get equipped with Bubble Lead.)
Wizards & Warriors (Knights get to traipse across the kingdom hacking their way through demons to save the princess from evil wizard Malkil. :3)
Battle of Olympus (Would require a bit of adaptation since the original was about trying to rescue the hero's wife from Tartarus, but if you simply made it where Hades is trying to take over the world you could draw on a lot of mythology.)
Final Fantasy (Of course. ^^^ Fairly easy though; you'd just have Fighter, Thief, Martial Artist, Red/Black/White Mage to worry about, and the only thing you'd have to think about plot-wise is whether it should just be the four fiends and a few dungeons or if there should be something else beyond those four.)
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freeformschooler

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Re: Mushroom Kingdom Wars RTD: Turn Sadface: Lend some ideas to Freeform!
« Reply #948 on: November 03, 2011, 02:10:30 pm »

Those are all good ideas for a player-character type game, also I am starting right this minute in the regular FG&R board. I have the PERFECT idea.
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freeformschooler

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Re: Mushroom Kingdom Wars RTD: Turn Hiatus: Wait for Freeform to come back
« Reply #949 on: November 16, 2011, 08:31:28 pm »

IT'S BACK

That was quick. But trying and failing to make an interesting ISG has taught me what I need to know, and I've gotten my thoughts together.

Problems with MKWRTD, and how I propose fixing them:

Art needs improvement.
-I can fix this by getting better over time. For now I'll stick with unrealistic/chibi-ish characters. I'm working on drawing people every single day right now, but I still suck.
Player characters are way too powerful.
-I have a few ideas for this, too. For one, stop holding everyone's hand. Instill the fear of danger into the players.
--To do this, I need two things. One is that I need to make larger, scarier enemies, and more of them. Two is I need to make the system scale to make the players appropriately not powerful.
---For the second one, I have an idea: Change the roll system. 1d6 is FAAAAR too restrictive. Combat rolls will now primarily be 2d6 (e.g. a scale of 2 to 12).
Combat does not scale properly. Magic is too similar to physical attack and not really worth using.
-The 2d6 system comes into place here. I will have two (three as explained soon) seperate rolls per attack: one for determining whether or not the attack hits or misses (vs. a difficulty a level somehow, I'm not sure if I should create a NEW stat or repurpose AC for this), and one for damage. Attack roll (hit or miss) will always be 2d6, whereas damage roll will be based on the attack (so that a dagger can be 1d4+1 and a broadsword can be 1d8+2).
-Due to this system, there will be much more variation per attack, and magic can have wildly different effects at the mere cost of MP.
-Another change to magic will be the haywire system, explained soon.
Defense-based abilities are not worth using, rendering strategy a series of all too similar attacks.
-Now you don't even get a defense roll unless you choose to defend. If you don't defend, the only thing protecting you is your AC or whatever the heck number is used as a difficulty number. Defense roll will be made as a bonus to your difficulty number. However, in addition to getting a defense roll, when you defend and an opponent's attack misses, you get an instant-success counterattack!
-Defense rolls now only apply to attack rolls, not damage rolls. This does render the current AC system a bit inadequate against dealing with higher-damage weapons, so I need advice on that.
-Defense-based abilities (like the Koopa Shell Cover) will become bonuses on top of a regular defense roll.
Way too many critical hits and misses. At the same time, a 1d12 attack roll system would reduce the chances of critical hit/regular miss to nil.
-So I propose a new system. Actually, the exact same one used in the homestuck RPG ruleset: if both dice roll exactly the same number during a 2d6 attack roll (two 2's, two 4's, etc.), a new effect called "Haywire" happens. When Haywire is triggered, a 1d10 will be rolled. If the result is 5 or below, the action automatically fails. If the result is 6 or higher, the action is automatically a critical success, with widely varying results. If no critical success effect is specific for the action, I'll come up with one - probably usually involving doubling the damage roll.
The art makes turns tedious.
-Turns will now be primarily text-based, and I will focus harder on creating more entertaining sentences and text! Pictures only during important events, flashes only during REALLY important events, if even that.
The plot is too tiny.
-Each dungeon will now have its own mini-plot, perhaps linked to the main plot in some way. More minor NPCs.
The turn system is disorganized.
-Looking back on it, it's actually fine. I don't mind.
Updates are too irregular.
-I will try to be quicker with them.
The 2d6 system is inefficient for non-combat rolls.
-Thus I will keep the 1d6 rolls for this specific case.

I need more suggestions though, plus help looking over this and how it affects the metagame.
« Last Edit: November 16, 2011, 08:34:06 pm by freeformschooler »
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Taricus

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Re: Mushroom Kingdom Wars RTD: Turn BACK: Freeform needs ideas!
« Reply #950 on: November 16, 2011, 08:44:39 pm »

Do I still get to be hugely overpowered? :P
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Bdthemag

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Re: Mushroom Kingdom Wars RTD: Turn BACK: Freeform needs ideas!
« Reply #951 on: November 16, 2011, 08:45:40 pm »

Two words, Alternate Universe.

You know you want to.
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freeformschooler

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Re: Mushroom Kingdom Wars RTD: Turn BACK: Freeform needs ideas!
« Reply #952 on: November 16, 2011, 08:46:58 pm »

Oh God, the Neverwas. Man I don't even know.

There is an alternate way around this: Split the attack rolls into attack+damage, use AC as a defense against attack rolls, come up with some different method of damage reduction in general, and leave attack rolls as 1d6. Damage rolls will still very.

Two words, Alternate Universe.

You know you want to.

Even the words themselves fill my heart with glee.
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Toaster

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Re: Mushroom Kingdom Wars RTD: Turn BACK: Freeform needs ideas!
« Reply #953 on: November 17, 2011, 10:39:31 am »

A rebalance of damage/HP ought to do it.  Keep attack and dodge rolls as the trusty 1d6, but you can branch off to whatever with damage.  You could vary damage reduction while you're at it.  (Xd2 damage reduction per level of Shell Armor, for example.)
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freeformschooler

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Re: Mushroom Kingdom Wars RTD: Turn BACK: Freeform needs ideas!
« Reply #954 on: November 17, 2011, 10:46:15 am »

A rebalance of damage/HP ought to do it.  Keep attack and dodge rolls as the trusty 1d6, but you can branch off to whatever with damage.  You could vary damage reduction while you're at it.  (Xd2 damage reduction per level of Shell Armor, for example.)

Good idea, actually. Though I would like all players to have some sort of defense/counterattack option... either way, I'll figure this out by the next battle. Turn sometime within the next week hopefully!
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SeriousConcentrate

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Re: Mushroom Kingdom Wars RTD: Turn BACK: Freeform needs ideas!
« Reply #955 on: November 17, 2011, 11:13:05 am »

Hmm. Boos could 'fade out' for defense, and Bob-Ombs could take a 'get ready to blow up' stance so if they get hit they detonate as a counter. Podoboos could divide around attacks like a fire version of the T-1000. Not sure about the other races. ^^^;
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Re: Mushroom Kingdom Wars RTD: Turn BACK: Freeform needs ideas!
« Reply #956 on: November 17, 2011, 11:27:07 am »

Toads and Goombas are hard to get a solid hit on, being small.  Humans... get more benefit from armor?  I don't know- they don't need damage reduction.  Boost something else to compensate, though.
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Darvi

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Re: Mushroom Kingdom Wars RTD: Turn BACK: Freeform needs ideas!
« Reply #957 on: November 17, 2011, 11:31:28 am »

Humans can shout random phrases in an Italian accent to inspire fear in their enemies.

That is until those enemies get a closer look and notice the lack of a red cap.
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freeformschooler

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Re: Mushroom Kingdom Wars RTD: Turn BACK: Freeform needs ideas!
« Reply #958 on: November 17, 2011, 11:43:11 am »

The problem with damage reduction is with varying damage, it needs to be able to compensate. Or... maybe it doesn't! It IS hard damage reduction, after all. I'm probably going to make that a seperate stat that can't be increased quite as easily as AC.

Perhaps this:

Every regular attack follows a specific forumula.
Attack roll: 1d6. 1 is automatic miss, 6 is critical hit. If the roll is not higher than the opponent's AC (barring critical hits), it's also a miss/failure.
Defense rolls: Can only be made when defending, which should replace attack actions when used. 1d6 plus bonuses (Shell Cover for example). Acts as a bonus to AC when defending against an attack. If your opponent's attack roll ends up being lower than your AC+Defense rolls, or you get attacked and roll a 6 on your defense roll, you make an automatic (no attack roll) counterattack.
Damage roll: will be dependent on a seperate stat added to each weapon. This is partly so that we can have weapons with high precision (Attack Roll bonus), low damage (1d4+2?) and a so-so ability, or some other combination. Of course, the enemies will be getting way better equipment, due to being outnumbered for the sake of speedy battles.

As for the other things...
Haywire: nahh. I'll keep critical hits to double damage or made-up effects. Magic will be rebalanced to be worthwhile (certain spells doing lots of damage with great hard bonuses, ETC)
The rest of the stuff: I'll rebalance it too.

Seems like this could really work.
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Darvi

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Re: Mushroom Kingdom Wars RTD: Turn BACK: Freeform needs ideas!
« Reply #959 on: November 17, 2011, 11:56:08 am »

Seems good to me. Maybe you should bring it to the testing thread to check it.
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