The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
Aaaand, if I recall, he was reluctant to admit defeat, even when I had him in a super sonic spinny black hole of doom...or something like that...
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
Form changes I've already agreed we should lose.jokool wrote:Suggestion: Toss allies and form changes.
Allies I'm not picking sides on, don't remember using/facing against one myself.
That's what I was going for. :BAlt forms should just be used as a separate profile.
What's your reasoning for keeping them?cardboard box wrote:let's keep the allies for now.
It's not about biasing the rules against Truth, it's about making the thread more open and fair. An important distinction.anyway, we have to include a system that makes TS beatable, as TS only lost ONCE and needs to be restrained a bit more fair.
But otherwise, yeah, we need to sort things out to deal with certain unfair advantages. I'm not suggesting a total purge of extra-powerful abilities, but anything which cannot be creatively outmaneuvered needs to go.
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
The mainest problem with TS is that he made himself only take one point of damage.
To negate problems like that (taking an absurdly low amount of damage, even if the ability used was supposed to be powerful in its own universe), I'd recommend an RPG-esque system, though that might defeat simplicity.
To negate problems like that (taking an absurdly low amount of damage, even if the ability used was supposed to be powerful in its own universe), I'd recommend an RPG-esque system, though that might defeat simplicity.
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
Or I could just not compete as I was planning to do :Icardboard box wrote:let's keep the allies for now.
anyway, we have to include a system that makes TS beatable, as TS only lost ONCE and needs to be restrained a bit more fair.
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
I think the simplest solution is to just take a justified amount of damage per hit, and if the opponent doesn't feel it was sufficient, PM me and I'll sort it out.
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
I liked the idea of allies and I used one my own self in the old pit stop.
they make the game more fun with more people to worry about
they make the game more fun with more people to worry about
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
Just throwing this out there, how are we gonna handle summons?
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
In terms of damage done, I was thinking having each move have a specific amount of HP damage it causes.
Say, the move Punch would cause 50 damage. If it was Super Effective, it would cause 80, Not Very Effective, 30. (If we used Pokemon terminology) Just have a set damage for each move. :I
I imagine Summons in the same light--A specific summon would cause a specific set of damage.
Say, the move Punch would cause 50 damage. If it was Super Effective, it would cause 80, Not Very Effective, 30. (If we used Pokemon terminology) Just have a set damage for each move. :I
I imagine Summons in the same light--A specific summon would cause a specific set of damage.
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
but then we either need reload time or attack usage limits
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
I'm not exactly sure what you mean. If you mean something that you summon into battle to fight alongside you, that's an ally. If you mean a being you summon for a quick in-out attack, that can be an attack.Truthseeker4449 wrote:Just throwing this out there, how are we gonna handle summons?
Again, maths. Though that's much less complicated math. :BBurnin' Bunnies wrote:In terms of damage done, I was thinking having each move have a specific amount of HP damage it causes.
Say, the move Punch would cause 50 damage. If it was Super Effective, it would cause 80, Not Very Effective, 30. (If we used Pokemon terminology) Just have a set damage for each move. :I
However, that can create an imbalance. Presumably users create their own attacks and assign damage, but what if, say, one user's idea of their most powerful attack is 100HP, and another's is 1000HP? It's a bit easy to guess who's going to win.
Last edited by Caprizant on 8th March 2015, 8:27 pm; edited 1 time in total (Reason for editing : It reset my text. e-e)
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
I like Bunny's idea, but should we calculate defences in the number as well? Like, for example, if punch does 50 physical damage, and defense is 10, punch does 50 - 10 = 40 damage. Maybe even have special defense for stuff like magick?
As for how to limit it, how about a simple PP/MP/whatever point system for each move?
One last idea: Evasion. How about we have a set percentage for each person (either the same for all, or different based on profile (but fair)), then use rng to determine whether or not the attack hits.
As for how to limit it, how about a simple PP/MP/whatever point system for each move?
One last idea: Evasion. How about we have a set percentage for each person (either the same for all, or different based on profile (but fair)), then use rng to determine whether or not the attack hits.
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
I'm still adamant on leaving stats out of the equation (heh), but I'll see what everyone else thinks.
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
Personally I think stats can make things a bit less of a headache power-wise. You don't dispute "hey that should've hurt you more" or whatever.
I drew something up with liberal use of RPG mechanics because the Cage would be in Mission Out-Of-Control and that's the RP section.
I drew something up with liberal use of RPG mechanics because the Cage would be in Mission Out-Of-Control and that's the RP section.
- RPG Mechanics for the Cage - Profile:
- Profile Name: Name of the Profile/Skill Set.
Level: Level. Power level. Whatever. HP is level * 100; thus the level cap is 50.
EXP: 2 EXP is gained each time you win a fight, plus the difference between levels. If you lose, you gain 1 EXP plus the difference in levels.
Optional Description Goes Here
Stats [You can allocate 9 amount of points to the stats per profile. You gain 1 point to put in each stat each time you level up.]
Strength: Affects the power of physical skills.
Endurance: Affects the damage taken by physical skills.
Magic: Affects the power of magical skills.
Spirit: Affects the damage taken by magical skills.
Passive Abilities [You can have 1 passive ability to start with, and gain the ability to use another one every 10 levels]:
Filler Passive: Filler passive effect.
Attacks [You start out with the ability to use five attacks, and gain the ability to use another one every five levels]:
Filler Attack: Description of the attack and its effects. [Damage formula, e.g. (atk - def) * 5]
Filler Elemental Attack: Description of the attack and its effects. Element of the attack. [Damage formula, e.g. (magic - spirit) * 5]
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
I like some of that (like having a set number to divide among your stats), buuuuuut..... I don't like having an Exp. system... Things could get complicated that way.
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Re: The Cage: Season 1 - Episode 1 - The Nonexistent Fight Of The Quinquennium!
I mostly put that in there so that there could be progression, though we could axe it (might want to up the number of stat points, though, if we do do that).
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