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Moves; science of being an asshole
Topic Started: Aug 6 2009, 05:34:09 AM (347 Views)
Munchkinator
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Don't waste my time.
Now that we have some stuff figured out, and Althea mostly done, there are two things that still need to be done; Auras (Pokemon RPer shit, don't worry about it), and moves in general - attackdex, move customization finalization, and best of all, deciding on the base values for move stats. You can read this post to have an idea of what I'm talking about, but assuming you already vaguely know: Power, Range, Priority, and Speed.

First off, do we want these? I'm not entirely sure how 'deep' the battle system should be, but I'm sorta considering going with a similar method for move customization as with the battle system in general; 'boss' battles and PvP using it, plot-focused PvE being Harbinger-unique. Personally, I do like the idea of being able to massively customize moves, though that may be a part of me being an Exalted player, but... eh. Might be too complex. On the other hand, it's not too hard to remember your own moves if you keep the souped-up moves low in number; focusing on a super-Ember/Bite combination rather than getting ember/bite/flamethrower/crunch/thunderbolt/hypnosis. If you only have like 2-3 improved moves, it's not hard to remember that our Ember has power 2 instead of 1, or priority 1 instead of 3. Would be a bit more complex when it comes to PvP, since you'd need to know that of others, but we could play it similarly; let battles be 'loose' or 'hard', with loose ignoring customization and hard enforcing it, depending on what the players want. Of course, that doesn't mean that you can't describe a powered-up Ember in a loose PvE environment as brighter and stronger than the average or whatever, just that you wouldn't really have to worry about the mechanics as much.

Secondly, I have a bit of a soft spot for non-Move attacks being actually useful, so I'm considering adding in unarmed focus strikes; two of them, actually - one T1, priority10 'soft' attack for harrying, breaking combos, interrupting 'real' moves, etc, and a T2 priority6 'hard' attack. The tl;dr IC explanation would essentially be energy-enhanced basic punches and kicks, not on the level of Fire Punch or Jump Kick, but a raw surge of energy to the limb on strike for fairly cheap and somewhat effective attacks. Would open up another dimension of strategy, too - specializing in only a few defensive moves, using T1 priority10 attacks to keep the enemy off balance and slowly accumulate damage, and focus most of your XP on stats. Not as efficient as maxing Flamethrower, but maybe a bit more cinematic (lol kung fu) and definitely a bit more original. That would be the kind of thing I'd see someone like Hex specializing in, for example; a lot of fast footwork and quick jabs, followed by an occasional heavy attack as part of a combo or to capitalize on a moment of vulnerability.

Thoughts?
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Pig_catapult
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Delicious cake!
First thing: I'm not really sure about how well this would work, overall, but I think it's worth a shot.

Second thing: This definitely sounds like a viable idea.

As for the attackdex, I'd be happy to help with that.

~EDIT~

Not that I wouldn't be happy to help with any of the other ideas, because I certainly would be happy to help with whatever need helping with, but, um, yeah.
Edited by Pig_catapult, Aug 8 2009, 10:44:12 PM.
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Munchkinator
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Don't waste my time.
Yeah, I'm not entirely sure how in depth the system should go either, hence why I'm asking. Anyone else care to weigh in?

/putting off attackdex, as usual
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Coeurla
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Affaire sérieux
I agree with Piggy for the most part. The first idea is worth a shot and I do like the second idea myself.

And yay Attackdex? ._.
Coeurla's Profile ~ Into the Breach
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Munchkinator
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Don't waste my time.
Y'know, it occurs to me that we could skip the actual move description part and just have each move's stats. Would probably be less work, and that might actually get done!

edit: I mean if we're going to pretend that everyone's intelligent and shit, we can probably just assume they can figure out how to show the move. or. make something up. torby must be having a spontaneous orgasm just from the thought.
Edited by Munchkinator, Aug 12 2009, 04:08:17 AM.
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Devoe
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I DID!
Devoe Kevyn
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Munchkinator
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Don't waste my time.
did wut
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Pig_catapult
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Delicious cake!
Presumably, had a spontaneous orgasm at the thought.
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Munchkinator
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Don't waste my time.
oh yeah. I forgot that I was gasm-baiting him.

.......so anyways, I'll get up some sample shit a bit later, and we can hash out how it looks.
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Devoe
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I just finished mopping up the walls. Roommate was not happy.
Devoe Kevyn
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Munchkinator
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Don't waste my time.
oh you delicious shotacon you
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Akari
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get some
/LATE

Personally, I'd stay away from the systems as far as possible. I'm not a fan of having 12 windows open so I can write a fucking PIPLUP USED TACKLE post correctly. I am not in any way insinuating this is what you are suggesting, however; it has certainly happened before on similar boards, and its not a pleasant goodnight.

New systems implemented that aren't critical to maintain order on the RP, or related to the games, I have real trouble with. A page of information on something doesn't really familiarise you with the topic. I get the gist of it, ect ect, but it just feels like an obnoxious third wheel to me. There are exceptions, but I gotta be honest, not a huge fan of canon/noncanon shit in Pokémon. If its extra, run with it. But the idea of a whole new foundation game mechanic...troubles me.

Customising moves = yes x999999. I don't care how complicated that shit is, do it faggot.

When do we need the Attackdex if we're going to have it? I can work on it, but not until break DAWWWW
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