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Commando Omnipants
Captain

PostPosted: Thu May 03, 2012 4:22 pm


Stats
Strength = Physical Might; Lifting/Punching/Etc Power
Defense = Durability to direct physical damage
Speed = Movement and Attack Speed
Stamina = How long you can fight. Stamina hits '0' and you're exhausted.
Accuracy = How accurate your attacks are. Or how accurate your dodging is.
Intellect = How smart your character is. How strategic they are, higher int. = can be outsmarted less easily. Needed for some jobs/roles.
Spirit Strength = How strong your spiritual offense is.
Spirit Defense = How strong your spiritual defense is.
PostPosted: Thu May 03, 2012 4:43 pm


Okay I like this general set up. Accuracy balances out a lot of the problems that we would normally have with people being fast. Because in Elites that was always one of the easiest solutions: "Oh Im fast so I can dodge and hit faster than you." So it was practically auto dodging/hitting. But with accuracy it means that you might still screw up, that you are fast but inaccurate with your abilities.

Spirit Strength/Defense is awesome. Because that does two things in my mind. First, it means that all things spirit dont relate to one stat. Its harder to single-stat build. It gives more balance to it overall. Cause again, accuracy and speed still balance it out. Second it makes it impossible to just sub spirit in for any stat you are low on. Because spirit has its own, clear uses.

Thats really part of what I want to avoid in this guild. I wanna see more balance. I think that Beyond the Era comes close in that respect. Cause you can focus on stats but generally its at least a trio of stats. I want to avoid having what we have in elites where its like, "Uses attack speed for power."

Finally it might be nice if we set up some general comparisons for people to go off of. So that people have an idea of how stats compare. Like anything less than 2x is still on the same general playing field. 2x-3x is getting more difficult to dodge/defend/hit. 3x-4x is almost impossible, requires some serious abilities and careful RPing to pull it off and you'll probably still take some damage. 4x+ is almost always considered god modding. Something like that might help.

Also boosters shouldnt be a thing. I like Beyond the Era and their simple Addition, with boosters coming into play slightly only at higher levels. We can have multipliers on abilities, but they will have to take out a cost in Stamina the higher they are. And without Stamina being able to be boosted that cost will be more significant than it ever has been in Elites.

LindL.Tailor
Vice Captain

Sparkly Gekko


Commando Omnipants
Captain

PostPosted: Thu May 03, 2012 4:53 pm


I'd like a lot of balance, too.

And yeah. No on boosters, I say, except for earned through the guild abilities and stuff. I'd like it if a lot of the guild-earned stuff is more worth while than user-created stuff, too.

And yeah, yeah. I had thought of that, too. 'Cause I noticed some inconsistencies in the BtE set up. I like that they have a set "At 200 you can bend metal." and I'd like something like that here, but I'll have to lay it out and make sure everything is balanced as to avoid inconsistencies like in BtE. The direct multiplier chart for a basis is nice, though, totally, yes.

And I had thought not to have lowly scaled multipliers on abilities. More like percentages. Starting abilities being able to use 10% and such. 'Cause the addition bothers me, but I wouldn't want to start out with high percentages/multipliers.

Addition could be incorporated, but in a scaling sense, I'd say, too. That could be an alternative.

(Also. I don't mind discussion here, as this is all sort of a general 'laying down info' sort of period and these threads will not be visible to members later on anywho, but I'll be periodically tossing up more 'New Ideas' and junk. : 3)
PostPosted: Thu May 03, 2012 4:59 pm


(Cool with me. Also responding from the bottom up?)

Im actually all for percentages. It lowers the power scaling down a lot. So that idea I can totally get behind over direct multipliers.

And I also agree with the whole set of parameters for how easy it is to effect things in the world. Cause i can still remember when Alexander as like a starter character went and murdered everyone in Washington DC back in Elites. And the Imperium had to revive and mind wipe the lot of them. If you set up basic info like, "This is what a normal human can do. This is above average. This is super human." Then it becomes way more clear and balance. Easier to enforce as well.

LindL.Tailor
Vice Captain

Sparkly Gekko


Commando Omnipants
Captain

PostPosted: Thu May 03, 2012 5:26 pm


Roles
(I'd like roles to be just as important as what your superpower is. The two can meld for more personalization.)
Warrior = User of bladed weapons.
Gunner = User of guns and long range weapons.
Medic = Knowledge of many healing techniques/herbs/etc. Can use poisons and such, too.
Fighter = Only uses hand to hand combat. Cannot use weapons.
Freelancer = Can use all weaponry to a lesser extent.
Hunter = User of bow and arrows and can also gather supplies easily. (Part of a system later?)
Engineer = Higher int, and can build weaponry/items.
Scholar = High int., ???
Bard = Uses Music as a weapon.
Tamer = Uses animals as weapons.

Any more ideas? I'd also like a sub-stat system for stuff like being a chef and stuff. And a way to incorporate that so it's needed later or something. <3
PostPosted: Thu May 03, 2012 5:37 pm


Races
Human = Ordinary human. High versatility throughout. Several different upgrade options.
Purist = Member of the organization that hates the supernatural. Uses/creates high tech weaponry/armor of some sort most all of the time.
Hero = Those that gain abilities and try to use them for good.
Villain = The opposite of hero. >_> I'm just layin' down some guidline here. Details needed.

Nephilim = Children of the Gods. Good start out bonuses. Limit on how you get them?

Myths = Mythical creatures. Little upgrades, high versatility starting off.

. . . Any other ideas? .-.

Commando Omnipants
Captain


LindL.Tailor
Vice Captain

Sparkly Gekko

PostPosted: Thu May 03, 2012 5:51 pm


At the risk of not being helpful at all I like everything so far. I dont really have much to add. I imagine Scholar would probably focus on like spirit/spells and that kind of thing. My only thing to add to Roles is the question, "Do we wanna have branching Roles?" So like Upgrades/Prestige type things as we did in Elite. Or just the one role that you pick at the outset?

Races are good. I like Nephilim as a reward. Possibly not even something that can be achieved normally but that you have to be picked out and recognized to receive. Like at the end of a storyline if a certain character/roleplayer really stood out they gain the right to make a Nephilim.

Oh! But about Storylines. In Elites I was really working on the Missions system. Which I think you liked the idea of to. I would love to implement something similar here. I think that Missions are a great way to either do Storylines or at least kick them off. They are less involved than Storylines because you can choose to pick them up or not. And they can be made up to suit people's needs. Also if you give them word requirements depending on the difficulty it makes rewards for them easier to manage.
PostPosted: Thu May 03, 2012 6:43 pm


I'd like branching roles. I'd like Roles to be pretty important here and where you do a lot of your customization with your character outside of abilities. Perhaps even some branches that you need two roles for. Lots of versatility~

And yeah. I was thinking something like that for Nephilim. 3nodding

And yes yes oh my crap yes. <3
That was one main thing I wanted here, was the Missions / Hunter's Guild or something like it. <3

Commando Omnipants
Captain


LindL.Tailor
Vice Captain

Sparkly Gekko

PostPosted: Thu May 03, 2012 7:09 pm


Hmm. It would be kind of neat if we set out like, Guild-made roles. For the main upgrades. But then let people sort of mix and match to create the hybrids. Since there are so many options. So like our list of upgrades would be like this:

Blade Master - Pure Warrior
Marksman - Pure Gunner
Surgeon - Pure Medic
Martial Artist - Pure Fighter
Jack of All Trades - Pure Freelancer
Ranger - Pure Hunter
Scientist - Pure Engineer
Sage - Pure Scholar
Minstrel - Pure Bard
Beast Master - Pure Tamer

But people could go somewhere and be like, "Okay my character is going to become a Trapper [Hunter & Tamer Hybrid]. And then they can sort of go from there.

And I'm glad. I would love to see something similar to the Hunters Guild. Just having the ability to go on missions for the sake of exploring and discovering all the weird changes in the world would be awesome.
PostPosted: Thu May 03, 2012 7:55 pm


Oh~ I like that a lot, yes~ <3

(I even like all of those options specifically.)

And yes. It sounds super exciting to me. It being a main means of doing things, yes. <3
I imagine Heroes and Villains would do them most.

Commando Omnipants
Captain


Commando Omnipants
Captain

PostPosted: Thu May 03, 2012 8:28 pm


Word Gaining. How should that work?

I'm thinking you can cash in on half of interaction words, too. (If it's agreed upon. So you wouldn't have to share your words with an enemy if you didn't want.)

Sort of an in between. But, are there any problems with this? Do you see quarrels coming from this? If so, I'd like to avoid that.
PostPosted: Thu May 03, 2012 8:32 pm


I like interaction words. Id honestly be happy with gaining words much faster than Elites. Dont do cumulative storyline cashin-ins, still keep it to an interaction level.

That way you go on Missions a lot more and you are pretty much going to interact with everyone on that Mission. Its more concise. And because you can count interaction it encourages people to interact. It makes it seem less like you are grinding levels by cranking out posts just to get more power.

LindL.Tailor
Vice Captain

Sparkly Gekko


Saucy Goblin

Greedy Punk

PostPosted: Thu May 03, 2012 8:51 pm


I love interaction words. Same thing as L said about the storylines.

Though, we could probably do it so you only gain interaction words with the people you are working with. That way, bad-guys and good-guys are more likely to band together. And you could get bonuses for attacking/defending depending on your party. Or completing missions.
PostPosted: Thu May 03, 2012 8:57 pm


Totally. In SLs you gain interaction words still. Not just cumulative interaction even for people who dont ever reference one another.

Shifting to Missions helps that a lot. Because its not just:

Storyline: Invade Soul Society. It becomes:

Mission: Breach the Gates
Mission: Reach Soul Court
Mission: Kill Soul Court Judges
Mission: Reach the 1st Division
Mission: Defeat Yamamoto

So people can join missions as they see fit. Then you gain interaction because you're on a specific mission in a specific area with a single goal in mind. Its not just vague and general.

LindL.Tailor
Vice Captain

Sparkly Gekko


Commando Omnipants
Captain

PostPosted: Thu May 03, 2012 9:03 pm


So interaction words are a yes. Should they be 50% or 100%? Should the option to not share be there for enemies?

Especially so in the cases of battles, I see this being the case.

Also because I'd like to give some sort of reward for battling, like in BtE. (BtE and BE are really similar acronym-wise.)

What sort of reward should that be?

And like I failed to ask specifically before, how should stat-gaining based on your word-gain work?

Because I also like that BtE makes you use the same points for stats and techniques. It makes you choose more and adds more versatility. You could spend all of your points on stats, but if you don't buy any techs, you have little to back that up with.
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PathoGen :: Epoch of New Life

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