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Author Topic: kingdoms: web-based RPG  (Read 132998 times)

Girlinhat

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Re: kingdoms: web-based RPG
« Reply #945 on: December 30, 2014, 04:09:14 pm »

Putting them on the street is a free way to take them out of your party, and you can pick them up later, but it's riskier in uncertain ways.  If you need to offload party, really just put them in an inn.

This 5,000g quest took me into a level 3 dungeon.  Lesser demons, stone golems, greater demons, iron golems, revenants...  this is getting rough.  I'm able to force my way through, and the gold is incredible.  I gained 13,000 gold off of kills and a treasure room, where each of the 5 chests was like 1-2k gold.  It is though, of a significant size and challenge.  I burned all my Heals before I ran out of turns!  I'm going to shuffle my spell choices before heading back in tomorrow.

Zangi

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Re: kingdoms: web-based RPG
« Reply #946 on: December 30, 2014, 06:12:44 pm »

"Streets:
Mostly, their stuff gets stolen.  Which just happened to me, because I'm too cheap.  Well, I guess I'll take everyone's stuff and put it into 2-3 storage characters, who get the Inn treatment.
Rarely, your characters will get the shiv.

...  I'm also pretty sure I used to have potions on one my named Potions character, those are long gone now.  ...  I'm pretty sure I had more stuff on my aptly named Storage and Cargo characters too.  Maybe.
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TTHSK

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Re: kingdoms: web-based RPG
« Reply #947 on: December 30, 2014, 06:29:23 pm »

ANY character you own contributes rounds-per-day, including garrisons, inns, streets, or mayors.  I don't think dead characters do though.

I've also acquired a quest for 5,000-ish to dive a dungeon.  I'll be harassing this for a day or so, and when I can complete it I'll surely be party level 15 and travel forth to install myself as a mayor!  From there we'll begin the dwarven conquest.  It'll be in the lower right, closer to 100,100 side where there's not much kingdom claims.  Once I'm able to secure a town, I'll be working to push up barracks and train new recruits, so I can get more mayors more quickly.  Once I can finally establish 4 mayors, then we'll shift the other direction, and I'll move to primarily gold production so I can become a queen and start delivering player quests.  I'll be hiring you mooks to secure the land for me.

I'm debating building a real-life map for this as well, so I can keep track of towns and resources.  Something like a corkboard marked in a grid, and some pushpins for different items...  Any suggestions?

I'm not far from being able to have four mayors, so we could try the 'vote girlin's party to be in charge of the kingdom' thing if I make one, maybe?
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Reelya

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Re: kingdoms: web-based RPG
« Reply #948 on: December 30, 2014, 06:53:08 pm »

idk, it doesn't just need levels, it needs commitment and ability/willingness to communicate and work together. You've been in the game for 3+ years and have used ~5x the number of turns as I have in 1 week. How do we know you're going to stay active?

I'ts kind of bad form when you haven't been overly active, then someone pitches the idea for a kingdom and does a significant amount of organizing to get people motivated, and someone else jumps in with "vote for me!" - it feels like they're taking advantage of the groundwork that someone else laid. Sure, I'd love to make my own kingdom too, and I'm only a couple of weeks away from being physically able to do so, but I'm not going to usurp what girlinhat is trying to make - because infighting and powergrabs is what has destroyed many other bay12 initiatives in other games.

But then again, if you stick a kingdom up in the Northeast, that will draw attention away from one we make down south. If one new kingdom appears at once they might stomp on it, but if two pop up at the same time then that will be a bigger dilemma for the existing large nations. Most players are not aligned to any country. If you could get a number of free citizens to join a new northeast country then it could help keep the Red country in check in the North. Having been in the game for 3+ years might make that more doable. It'd be good if you and girlinhat coordinated the founding then, maybe you start a north country a couple of days before she launches the south one.
« Last Edit: December 30, 2014, 07:11:19 pm by Reelya »
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TTHSK

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Re: kingdoms: web-based RPG
« Reply #949 on: December 30, 2014, 07:15:06 pm »

idk, it doesn't just need levels, it needs commitment and ability/willingness to communicate and work together. You've been in the game for 3+ years and have used ~5x the number of turns as I have in 1 week. How do we know you're going to stay active?

I'ts kind of bad form when you haven't been overly active, then someone pitches the idea for a kingdom and does a significant amount of organizing to get people motivated, and someone else jumps in with "vote for me!" - it feels like they're taking advantage of the groundwork that someone else laid. Sure, I'd love to make my own kingdom too, and I'm only a couple of weeks away from being physically able to do so, but I'm not going to usurp what girlinhat is trying to make - because infighting and powergrabs is what has destroyed many other bay12 initiatives in other games.

But then again, if you stick a kingdom up in the Northeast, that will draw attention away from one we make down south. If one new kingdom appears at once they might stomp on it, but if two pop up at the same time then that will be a bigger dilemma for the existing large nations. Most players are not aligned to any country. If you could get a number of free citizens to join a new northeast country then it could help keep the Red country in check in the North. Having been in the game for 3+ years might make that more doable. It'd be good if you and girlinhat coordinated the founding then, maybe you start a north country a couple of days before she launches the south one.

Was that in response to me? I was suggesting we do the handover thing via parties voting for an alternate leader so we can get a kingdom up quicker with girlin in charge, I don't want to organise anything and am probably disappearing sooner rather than later anyway 'cause I'm getting bored again...
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Reelya

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Re: kingdoms: web-based RPG
« Reply #950 on: December 30, 2014, 07:17:17 pm »

Oops sorry it seems I totally misunderstood what you meant. Yeah, I thought you were saying we should vote on leader and that you were suggesting yourself.

Girlinhat

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Re: kingdoms: web-based RPG
« Reply #951 on: December 30, 2014, 07:30:22 pm »

Yeah, that sounds fine.  I've bought some tools to make a map in my house, so I'll probably mark out who owns what cities and claiming territory so I can try and like, get people covering solid areas and not spread over too wide an area.  If people are mayors of neighboring cities, they should have an easier time in their own cluster.

TTHSK

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Re: kingdoms: web-based RPG
« Reply #952 on: December 30, 2014, 07:36:10 pm »

Oops sorry it seems I totally misunderstood what you meant. Yeah, I thought you were saying we should vote on leader and that you were suggesting yourself.

Yeah, it's all a bit confusing. I think to do it I might need to kill my party, since that might be the only way to have an 'npc' in charge. I might make a kingdom just to see what they can actually do, in the hope that I can do a handover (I'm assuming I can at least abdicate and leave an npc in charge so we can put girlin in control, but... ?_?). On the other hand I'm not sure I want to risk being unable to ... destroy it (and thus being stuck with a pointless kingdom) if I can't do anything useful to it x-x
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #953 on: December 30, 2014, 07:39:25 pm »

You should be able to disband a kingdom, or at least you leave the kingdom and leave it as an NPC puppet that we can eat.

Zangi

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Re: kingdoms: web-based RPG
« Reply #954 on: December 30, 2014, 11:11:54 pm »

The kingdom can die off, so don't worry to much about that.  History shows that it is possible...
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etgfrog

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Re: kingdoms: web-based RPG
« Reply #955 on: December 31, 2014, 01:22:52 am »

Hm...weapons that do elemental damage...are really nice.

To put it simply, I found a sling that is indestructable and has level 1 fire damage, it does an additional 1-4 fire damage on hit and a chance of splash damage on others
« Last Edit: December 31, 2014, 01:31:11 am by etgfrog »
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Tiruin

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Re: kingdoms: web-based RPG
« Reply #956 on: December 31, 2014, 02:53:42 am »

I'm a bit confused on a few...tiny things.
One is: What determines combat with creatures? In the overworld, I can choose to fight enemy groups--even those which can kill my party in one round ._.
In the sewers, its...a case of either/or first initiative.

Next: What purpose is the Inn? What I get is that I can rest my adventurers there...or..leave them there maybe? I'm still confused a bit.

Next is Attack/Defense factor: What do they really mean? Like, comparing a broadsword and a long sword--there's a minor difference in each-...or as a better example: a pike and a spear; the spear has a higher AF yet lower damage, and vice versa for the pike. And I've no idea what they mean (the help page doesn't clarify it that well..for my understanding :-[ )
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Reelya

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Re: kingdoms: web-based RPG
« Reply #957 on: December 31, 2014, 03:00:28 am »

It happens in the overworld too, occasionally you will have be forced to fight or flee instead of being able to check strength. It's more common in the dungeons but that's perhaps because dungeons are more closed in so you're easier to spot. Personally I think the "fight or flee" page should list your odds, and Mutant should remove the "check" button altogether (just print the odds in it's place), that would be more helpful and one less button to click.

The Inn is a safe place to store extra characters. You can go over your party limit and the resting characters heal up while the others are out adventuring.

"Attack" is the chance of scoring a hit, "damage" is how hard you hit. The opposing stats are defense (reducing the chance of getting hurt) and hitpoints (how much punishment you can take).

« Last Edit: December 31, 2014, 03:03:24 am by Reelya »
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #958 on: December 31, 2014, 03:06:38 am »

Basically, Attack is Accuracy, and Damage is Damage.  The way I understand it from my observations, your weapon has a damage value of, say, 1-50.  When you attack, you roll your attack value vs the enemy's defense value.  So if you roll a 50 and the enemy rolls a 40, then you've got a result of 10, which means you'll deal 10% of your value on a scale of 1-50, thus ~5 damage is dealt.  When your defense is suitably high, the enemy cannot roll high enough to hurt you, and when your attack is suitably high, you'll hit closer to max damage.

This is my conjecture, but seems to be accurate.  From what I've observed, this is more or less how the mechanics work.

Tiruin

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Re: kingdoms: web-based RPG
« Reply #959 on: December 31, 2014, 03:07:31 am »

"Attack" is the chance of scoring a hit, "damage" is how hard you hit. The opposing stats are defense (reducing the chance of getting hurt) and hitpoints (how much punishment you can take).
Ahh, thanks!
...So that means the pike, while being high damage for a reach-(ish?) weapon, has a hard probability to hit?


...Also Girlinhat is still near ~100,100, right?

Ninja'd: Thanks a ton o_o

Also as a tiny next-newbie question: How is movement factor computed? I've heard it has some connection to a character's Constitution, but haven't found a direct solution to it.
And on Encumberance: is there only a hard-limit penalty to it (meaning: Any number below the limit means no decrement to anything like Movement factor or speed or..such?)
« Last Edit: December 31, 2014, 03:13:39 am by Tiruin »
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