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Posted: Sat Sep 18, 2010 1:26 am
"Stamina draining" Since our battle system uses PP not explicitly but as a rough gauge, PP expenditure has to have more of an effect than simply limiting the number of times spells can be used. Therefore, in my posts with Maewen, I've been tying pp directly in with physical stamina, even if such a mechanic isn't in the original game. I know Rayl's been doing something similar.
(Watery Grave) In the case of Watery Grave specifically, high pp cost alone is not enough to balance the attack. It doesn't matter that she can only use it three times when using it once is enough to end most battles/conflicts. If you can follow the stamina draining concept, then I have no problem leaving Watery Grave as it is.
Psynergy Costs This point is very true, and I do agree with you that more complex and powerful psynergies exist. I do not however believe that they should be available to characters from the beginning.
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Posted: Sat Sep 18, 2010 2:03 am
Then give me some guidelines to work with, please. I want to find some way to work this out without completely removing the heavy combat damaging focus from her. She isn't supposed to be your typical caster.
And while YOU guys may not be using the PP limits, I intend to. I made those stats for a reason, and even if the others are kinda for show, that stat certainly wasn't in my case.
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Eloquent Conversationalist
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Solid Snake in the Box Vice Captain
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Posted: Sat Sep 18, 2010 1:17 pm
If you keep to pp costs rather than our stamina system, doesn't that sorta mean you aren't on the same battle system as us? On a related note, it's not so much stamina that Rayl is using ( which he is but I'm going for a typical boxy smart remark here.) It's more of smashing himself into walls and breaking his knees from Rock-et Jumping. >_<;
Anywho, perhaps we should put up more guidelines to the battle system to help prevent any future mishapes. I plan to put some of these guidelines into the rule thread to prevent confusion, most notably because we don't have the discussion of that battle system up anywhere where it's easily accessible, Such as how we are on, in terms of psynergy and PP, a stamina system ( The games never were really clear if it was tied in with some spiritual force like Mana, or what.)...speaking of which where was the battle discussion at again, or did you delete those from sol sanctum?
EDIT: It's still there, and after scanning the pages, it's safe to say we are on a casual battle system based on the honor system. I'll begin writing up some rules and guidelines for battles and maybe some to profile regulations.
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Posted: Sat Sep 18, 2010 2:11 pm
If heavy damage is the goal, then make her pure offense. Or perhaps, make normal Saiya pure defense, and yami saiya pure offense. Normal Saiya has no offensive psynergy and yami saiya has no defensive psynergy. And her physical abilities aren't clear from the bio, but the focus on her psynergy should mean she's not physically robust. If not, then make watery grave consume all of Saiya's PP. It's meant to be a finisher so it shouldn't matter if she doesn't have pp afterwords because the enemies should all be dispatched, no? That would be sufficient balance in my opinion.
As Boxy said, since we're doing combat more casually (there is a degree of the honor system in place), I can't give you discrete quantitative guidelines of what and what isn't reasonable. That is not to say though, that I don't intend to use PP as a limit on how many times characters can use specific psynergies, one just has to be open minded when it comes to psynergy usage outside of predefined spells, such as a lot of what Maewen's been doing lately. With the statue, she was only casting frost, but because she was wielding it more intricately than just creating a pillar, the cost of that single spell increased to consume the majority of her PP.
Boxy: my apologizes, it was actually Gale in her offshoot thread that seemed to show the most 'stamina draining pp' effect thinger as far as I was able to interpret at least. That might have been more what I was thinking of, if you haven't been playing it that way thus far.
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Eloquent Conversationalist
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Posted: Sat Sep 18, 2010 2:55 pm
I'll meet you halfway on the draining effect. I don't want to be able to spam attacks as many times as I please just because of the stamina drain or whatnot. By placing the PP Limits on myself, I am forced to think more tactically about how and when I use my abilities.
What I WOULD like to do is this. Basically, I use my PP stats that I prepared to determine the uses of my abilities. But, since everyone else won't be using that, if I choose to go beyond my PP limits, I'll effectively drain from my HP as opposed to PP to keep using abilities.
That way, I limit myself by numbers, and ALSO have a more direct drain on my stamina if I continue to fight with psynergy. In effect, the vague draining effect over time is made up for by the unapparent effect of the drain with PP and the very hard drain on HP. It basically looks like this...
Most people - Vague drain over time based on psynergy use and complexity.
Proposed - No major apparent drain other than concentration/highly impacting drain on HP if going over PP limits.
In addition, If I choose to "charge" my attacks for more power or added complexity, I'll drain additional psynergy to compensate, making the drain that much more heavy on my self-imposed limits. Double the power means double the cost etc.
As for Blue/Red Saiya having different abilities, I can go for that. Normal Saiya might have healing, buffing, and the most basic of attack spells, while "Red" Saiya would have maybe one healing spell and all the more major attacking spells. Both of them would share Watery Grave as a finisher, draining all remaining PP, and it's power, then, would be more linked to PP remaining.
Does all of that sound reasonable to you?
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Posted: Sat Sep 18, 2010 3:09 pm
Another quick note...
Both of Saiya's barriers can only effect one target for the specified time. They don't target the entire party like the Djinn do. In order to get a similar effect, she'd have to cast it on multiple people.
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Eloquent Conversationalist
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Posted: Sat Sep 18, 2010 3:27 pm
Yes, that all works well.
As far as the draining effect, perhaps we didn't quite understand each other, or we just haven't had enough combat yet to really test it's limits. I intended to do that very similarly as far as pp goes. It does definitely limit how many times I can use what attacks, though since I was not intending to quantitatively track HP over the course of the RP, I never thought of HP drain, though even as far as other paradigms it makes sense. HP/stamina would be dealt with just in writing, if you've sustained so many attacks, you're familiarity with your character is enough to tell you whether you think he or she should still be conscious or alive and their condition limits options of what actions they can take in any given situation.
Either way what you say you're going to do is fine.
A charge option for some to increase power/complexity, but also how about some that simply have a required charge/build up time, and some that have a required cool down during which you either can't take any actions or just can't use any other psynergy. I hadn't thought of a charge time, that's a good idea.
As the story progresses and stuff happens, Saiya will get stronger, she'll be able to overcome some of those restrictions and pull on these abilities and new ones more efficiently. I realize now that Saiya wasn't too powerful a character, she was too powerful for a beginning character, even if you marked her up a few levels. The original range and scope of her psynergies were more appropriate for a 'mid-late game' player.
With the new limiters though, it gives a better impression that her abilities are still premature and consequently she will fit in better with the other characters from a balancing perspective.
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Posted: Sat Sep 18, 2010 4:01 pm
Since I just disappeared from the conversation I'm not going to say much in regards to Saiya's character, because in all honesty the only thing I found iffy was that whole thing on watery grave ( but that was because we were all on the wrong page biig time.) but only in regards to two things kitty said:
First off if he was to have the split personalities have split psynergies, wouldn't that essentially be two entirely different characters in one body? I dunno but something about that seems iffy.
Also I on the stamina system we've both been using it, with such examples as Maewen passing out form healing Saito or form making that statue, or from Rayl's simple psynergy (seeing as he isn't skilled in it.) and mixed in with his rock-et jumping ( because I love that term.) can be somewhat of a comparison with Ryugi's concept of HP drain. Anywho, off to let you finalize things. Kiedy, why don't you put up the battle guidelines in the creative license thread? So we all have a clear cut view of how this whole thing works.
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Solid Snake in the Box Vice Captain
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Posted: Sat Sep 18, 2010 8:27 pm
Actually, while I still have other opinions about this character, I believe a balance has been achieved, and I am satisfied in how it turned out. Two characters in one body is more limiting than just plain having two characters, like many of our RPers already have, so I don't see an issue there.
And I'll see what I can do, but these things aren't clear cut so it boils down to a judgment call on the RPers and the mods. It's more or less the same section that I wrote up for God-modding.
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