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Post by deviantsword on Feb 14, 2015 4:55:21 GMT
Alright folks, I have created this topic for us to all come together and decide EXACTLY how we want the arena to work.
While RNG makes things fair, assuming both parties are equal in skill and equipment, It doesn't allow for much customization.
I want the arena characters to actually feel important to you, and I made abilities for them for a reason. We need to figure out a way to utilize these abilities.... for example, Joan is super fast, but very brittle... and when I do RNG numbers, it doesn't account for that sort of thing.
So here is what we should do...
1. Everyone needs to state if they like the RNG or if they want it to be more personal. 2. Everyone must help create a battle system that is more balanced and doesn't allow those who are winning to just win more out of default. 3. Everyone needs to decide exactly how much detail the arena needs, seeing as it is a daily activity.
Let me know what everyone thinks, and together we will make the Arena something that is functional, fair, and fun.
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Post by lonewander on Feb 14, 2015 5:09:38 GMT
I like some RNG, I'd just like the odds explicitly stated at the end to see if there's any discrepancies. I'd like to have general plans set for our fighters. Maybe some RNG in the arena stage, like Pokemon Stadium where it could change after each battle. These stages can potentially give more challenge to those deemed more powerful. Maybe a system where one fighter is far stronger than others can lead to restriction battles where their opponents have some advantages/ 2 v 1s?
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Post by Bloodmancer on Feb 14, 2015 5:14:45 GMT
Maybe a system involving basic stats. Not very creative, I know, but something like needing extra defense/speed to up against Evergreen do to his strength. And each character having Pros and cons.
The RNG could still be useful for equal opponents.
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Post by lonewander on Feb 14, 2015 5:22:33 GMT
Maybe a win Streak NPC Challenge after 5 straight wins in a row? Makes it so that people actually upgrading their units actually face a worthy foe? Just throwing out ideas.
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Post by deviantsword on Feb 14, 2015 5:30:23 GMT
I like the stats idea, I can work with that.
Hp (defense) Attack (damage) Speed range? anything else?
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Post by lonewander on Feb 14, 2015 5:51:05 GMT
Accuracy?
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just14
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Post by just14 on Feb 14, 2015 14:29:02 GMT
Well, let's look at it like this. Prestige or Level, (makes more sense as level to me,) could affect the characters like this. Each character starts with 10 points to place into each stat. So like if I wanted to do Volug for example...
Volug Wolf Pikguz Level 1 HP: 2 Attack: 4 Defense: 2 Speed: 4 Skill: 2 Accuracy: 2 Size: 2 Ability: Critical Hit - Has an activation chance to deal bonus damage on opponent when attacking. Equipment: None Info: Volug is a special Wolf Pikguz found while Micaiah was traveling through a desert. He doesn't talk very much, but he is a very strong and fast fighter. He cannot stay in wolf form however long he wants though, as he must transform back into Pikguz form at times. He is stronger when in wolf form, but not helpless when he isn't.
Equipment will give stat bonuses such as Pikguz Armor +2 Defense. Extra abilities can be bought and will be added to the store with the same cost as equipment, just be fair about it. Strengths and weaknesses will be made clear with stats and any other important info that could affect battle should be included in the info section. Below is an explanation of all stats. Please keep in mind every character starts with each stat at one BEFORE adding additional points.
HP: This is how many points you have until defeated. Once they hit zero, you're out. Easily determined by the strange technology Pik Gates created Attack: Your pure power placed into attacks. More of this means that the opponent will take more damage per hit. Defense: Your pure endurance used to block damage. More of this means you take less damage per hit. Speed: This determines how fast you are. The faster you are, the easier it is to dodge attacks and hit multiple times. Skill: Decides how often abilities activate when fighting. Accuracy: Decides how often you hit an opponent that's dodging attacks. Size: A set stat that does not change. It is useful information to know a character's size though. On a scale of 1-5, 2 being Pikmin sized, how big is your character?
At each level up, the character gets two points to add to their stats. So it still affects them, but does not make them undefeatable. Also, there are tactics you can assign. They will be explained below.
Go All Out: The fighter will stay on the offensive and avoid protecting or dodging. Stay On Guard: The fighter will wait for the opponent to attack so they can block attacks. Only will attack every once in a while. Use Abilities: The fighter will focus mainly on trying to activate their abilities. Normal attacks will be used less and there will be less focus on blocking or dodging. Dodge Attacks: The fighter will focus on dodging attacks, completely avoiding blocking attacks. Uses light and fast attacks to deal damage. Keep Your Distance: The fighter will try its best to stay away from the opponent and attack from far away. Try Your Best: The fighter will use a mix of everything in the fight.
We send in a tactic each day and if we don't send one, it will default to Try Your Best. Do these sound good?
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Post by deviantsword on Feb 14, 2015 14:40:43 GMT
I like this set up. With the set up we can do battles like you would in the normal fire emblem game. It will be easy to determine with a 20 sided die. We can definitely make that work. I do not know how the tactics would apply, but if you can make it work mathematically then I am not opposed to it.
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Post by lonewander on Feb 14, 2015 14:43:43 GMT
Looks like a good system. If anyone wins too much I still think there could be a 2 v 1 matchup on long win streaks. Also thinking of a crowd charge system (Really bad name, need help on that.) Where every 20 days each faction get's a charge point which amps up the crowd for one battle giving a temporary boost in stats. Should one use it in an even matchup to get an edge or at a disadvantageous one to be on the same level?
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Post by deviantsword on Feb 14, 2015 14:47:28 GMT
Maybe temporary stat adjustments based on stance... like...
Go all out: +2 attack, +1 Speed, -3 defense Stay On Guard: -2 speed, -1 attack, +3 defense Use Abilities: +3 skill, -1 attack, -2 defense Dodge Attacks: +3 speed, -3 defense Keep Your Distance: +4 accuracy, -2 defense, -2 attack Try Your Best: No stat Alteration
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just14
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Post by just14 on Feb 14, 2015 15:01:29 GMT
Sounds good. I'm not sure how charge points would work though. I'll look into it a little. Maybe there's something I could do there. It seems to be that getting the crowd excited results in CAPs though. Perhaps there could be something that increases CAPs earned like stylish attacks in Paper Mario.
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Post by deviantsword on Feb 14, 2015 15:03:44 GMT
I love the idea of an amp system. We could call it "Charisma Bonus", cause it's catchy and used in other games already. (If you like arena games, try swords and sandals 1-5). Let's say, if you get a 5 win streak, you are pitted against an uneven matchup, where if you win you get 2 CAPS, but if the opponent wins they each get 1 CAP (assuming there are only 2 of them.) We should keep in mind that we need to reward those who have invested in their gladiators, such as purchasing level-ups. Soooo... lets lay out the ground works in terms of mathematics....
Let's assume 20 is each stat's cap, with exception of EXP which will continue to rise in the event your gladiator gains additional levels. With this being said, let's go through the math for what does what...
HP: Your life force, when it hits 0 you die. Defense: For each point in this, you can deflect 1 point of attack damage. Example, if you have 10 defense, and the opponent has 11 attack, they will only do 1 damage to your HP. (This can get unbalanced at lv 20, so we can say the minimum damage inflicted will always be 1. That way we do not reward defense stacking TOO much.) Attack: For every point in this, your character will deal 1 extra damage before armor calculation. Accuracy: This will be hard calculated against speed. Example, if you have 10 accuracy and your opponent has 10 speed, you will have a 50% chance of hitting them. For every point difference, the percentage will move 10%. This means, if you have 11 accuracy, and they have 10 speed you will have a 60% chance of hitting, likewise if they have 11 speed and you have 10 accuracy you will have a 40% chance of hitting them. This doesn't need a check or balance because at max stats, you will always have 50% chance. Speed: Plays a role in hitting, but also has a secondary effect. If you have 2 times the speed of your enemy, you will attack twice for every one attack they do. Example, if you have 10 speed and they have 5, you attack twice. If they have 8 speed and you have 10, you will each attack once. Skill: For each point in skill, you have a 2.5% chance to proc your active special ability. (Important, because this means at max level, you will have a 50% chance. More than enough, but not to high to be considered OP).
If everyone likes this system, as well as the tactics system outlined earlier, I can go ahead and revamp the gladiators.
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Post by lonewander on Feb 14, 2015 15:05:38 GMT
Boost points might be more accurate, trying to find a a way to give fighters a chance with large power discrepancies once new gladiators come in. I'd say extremely close fights or a flawless victory when evenly matched could give more points.
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Post by deviantsword on Feb 14, 2015 15:07:04 GMT
As for the "charisma bonus", we could do something of this nature...
Because the crowd likes blood, every time you inflict a point of damage to your opponent, you gain 1 stack of "Charisma". When you get to 10 stacks, you get a CAP at the end of the fight, no matter who wins or losses. (this is a huge incentive to get a single gladiator to max level, rather than multiple gladiators to low levels to "Farm" CAPs. This style would also be more realistically like an Arena, where those who do damage are praised by the crowd.)
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Post by deviantsword on Feb 14, 2015 15:09:46 GMT
I'll do a mock-up battle using the bones of this system to let everyone get a "feel" for how everything would work... give me 15 minutes and it will be posted here.
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