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Post by daisy_strike on Nov 23, 2010 22:09:30 GMT -5
Okay so what specialty attack would you like to see. And were not talking theoretical here, I need at least 3 for every class currently in the game. 1 House Pet 2 Artist 3 Farm Animal 4 Whore 5 Combat 6 Maid 7 Musician 8 Miko <--- will be in next update (I hope) as a healer class var ClassAttackStandard:Object = { attackName:"Attack", attackVerb:"hits", attackCost:0, //mp cost attackPic:0, //image displayed when hit takes place attackTypeofTarget:2, //0 = enemy, 1 = freindly, 2 = both, 3 = enemy front, 4 = enemy back attackDamageorHeal:true, //true = damage, false = heal attackMagic:false, //false = not magical use defense, true = use magic defense attackDamageModifier:1, //modifier to basic attack % attackDamageHitRate:1, //modifier to hit rate 999 allways hits % attackStatModifer:0,//stat buffed attackStatHowModified:0, //how much stat is buffed attackEffectPercentage:0, //odds of an effect happening attackEffect:0, //type of effect attackElemental:0, //0 = none, 1 = fire, 2 = water, 3 = earth, 4 = air, 5 = light, 6 = dark attackSpecial:0, //0 = none, else anything not covered attackPowerAffectedbyStat:false, //class stat affects the attack? This is the stat listed at attack1StatRequiredType attackPowerAffectedbyPer:0, // How the class stat affects the damage percentage assumes base 1, example .1 attackPowerAffectedbyRatio:0, // How the class stat affects the damage percentage, example 10 so for every 10 skill points damage increased .1 (ie skill 35 the girl gets a stat bonus of 1.3) attackClass:0, //the checks the base class that the girl has, example "Combat" or 5 attackStatRequiredType:0, //checks the class skill that is required, example "Attack" or 1 attackStatRequiredNumber:0, //stat level required, "Attack with 50+ skill" or 50 attackPrimary:true //does the attack replace the primary "attack" } If you have a problem with the object format please discuss it on the Combat thread. www.otherworldtoday.proboards.com/index.cgi?board=suggestions&action=display&thread=54You don't really have to fill out all the blanks I can figure out a lot but this is the chance to get your attacks in. Just basic understanding of what each attack should do. I use the word attack but buffing, healing, aoes, ect can all be built in. Would also like a good idea for each classes SUPER BREAK ATTACK name pending. Which would use all SP. Daisy
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Post by flagnine1 on Nov 24, 2010 2:30:54 GMT -5
I am using buff and debuff for non damaging attacks on allies and enemies respectively. mass means it effects all enemies. the damage I talk about is a rough scale it goes, normal, major, massive, and omgwtf was that.
House pet Slashy Slashy! - (love Taokaka) multi hit attack based off of cat skill Bark! - debuff minus attack to enemy for one turn. based on dog skill Special Service - buff/debuff raises lust of target. based on bunny skill and lust.
Artist Camouflage - buff makes the target harder to hit Armor Paint - Buff makes the target harder to damage Bull's eye - debuff makes the target easier to hit.
Farm Animal Cavalry Charge - combined attack with an ally for massive damage based on pony skill. ...does a body good - buff minor heal and increases hit and attack for a short period of time. based on cow skill. Milk Shower - mass debuff minor raise to lust and chance to skip next action. based on cow Pig Pen - debuff lowers target's attack Pig Pile - (think FF tactics dragoon jump) massive damage after leaving for one round.
Combat Pummel - multi hit attack chance to have target skip next action Focus- buff generate Sp lower lust Cheer- buff target generates more sp Masturbate - lowers lust *Super* Giga Drill Breaker - (sry had to do it) don't know what it does but should be epic and awesome.
Maid *Super* Clean Sweep - Mass buff/ mass debuff, removes all buffs and debuffs in play Hot Meal - mass minor heal (outside combat) Cleanse - buff removes a debuff from target The Cake is a Lie - debuff of some sort
Musician *Super* Song of Peace - Mass buff / mass debuff, no attacks or abilities can be used on opponents for 3 rounds. Song of Slumber - debuff attempts to put the target to sleep Song of Discord - major damage Song of Heroism - buff raises target's attack and def
Miko (not starting with Acolyte?) Pray for Healing - minor heal Pray for Health - buff removes a debuff on the target Pray For Wrath - massive light damage to target that injured an ally this combat Pray for Ruin - major dark damage to target and chance to debuff target to be easier to hit and lowers def. *Super* Prayer of Smite - Mass buff hits all enemies for major light damage and buffs party's Attack.
That's about it for now
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Post by docclox on Nov 24, 2010 5:17:48 GMT -5
I'm still not convinced that all the classes should have fancy combat attacks. Surely some slaves should just be baggage. You might need to get them to location X to do something, but that doesn;t mean they're going to be useful on the way.
As such, I'd suggest a set of default attacks for the classless and non-combat classes.
- feeble punch (minimum damage) - cower in fear (small defence bonus) - scream for help (no effect except in special circumstances) *super* hide - removes them from the combat. They take no further damage and if the player wins return to him af the end
If the plan is to have several tiers of class development, we need to leave something for the more advanced classes to do.
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Post by darkbringer on Nov 25, 2010 2:52:25 GMT -5
I don't necessarily agree, since what would be the point of a useless class in the first place? From a consumer point of view that would annoy the crap out of me, especially on potentially long quests. That being said, what could be done instead is give the non-combat (logically speaking) classes more of a support role, such as the Maid and Artist being dedicated to healing/buffing and not having an attack skill beyond "feeble punch."
For example: Keep what you have with the Artist so far and then give it like "Clay substitute" which takes damage for them and acts like a bubble for a single target. (could even go the extra mile with a grey sprite to better visualize the effect. The sub would absorb damage relative to the level of the skill.
Also, if you're going with the Cake is a Lie attack it could activate a poison ailment (if that's to be included in the combat system).
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Post by docclox on Nov 25, 2010 6:23:01 GMT -5
I don't necessarily agree, since what would be the point of a useless class in the first place? Well, "useless in combat" is not the same thing as "useless in the game". Whores make money, maids keep your property clean, fighters defend the place, and provide muscle on field trips. The plan as I understand it is to have a maximum party size of four, of one of whom is always going to be the PC, and one of whom (if you want a second slave) is always going to an assistant. So as long as you have a couple of fighters on the staff, it doesn't much matter if your artists and musicians are rubbish at fighting. The trick will be to keep the right mix of slaves. I think a big part of what worries me here is that a lot of these attacks seem as though they should be attached to more advanced versions classes. For instance "Farm Animal" can specialise as "Cowgirl". I'm worried that if you give the combat-milk-spray attack to the "farm animal" class, then you're left without anything remarkable to give the "cowgirl". You could add a super version of the same attack, I suppose, but I'd sooner see something so bizzare held in reserve so players get that sense of accomplishment when they unlock the new skill and the new attack. The trouble is that if we have to have attacks for all classes, then the good stuff is going to get brought out too early. If we can classes with limited combat capabilities at the start, then we leave ourselves room to expand. Anyway, that turned into a bit of a rant; apologies for that.
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tantor
Junior Member
Posts: 52
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Post by tantor on Nov 25, 2010 6:44:19 GMT -5
I have to agree with Docclox, if all the classes are good for combat, then the combat class becomes something like a dead weight class because it's no good outside of combat. If whore and combat are equally good or even close in a fight whore would be a better class because it also generates money.
I think there should be 3 types of classes, those great in combat but practically worthless outside of it, those worthless in a fight but great to have around the house, and lastly those decent but not great at both.
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Post by daisy_strike on Nov 25, 2010 6:53:21 GMT -5
I think tantor may have hit the nail on the head there. But i still want to be able to take the crappy "combat" classes out in the field even if there special attack is masturbate or something stupid.
Daisy
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tantor
Junior Member
Posts: 52
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Post by tantor on Nov 25, 2010 9:25:28 GMT -5
Maybe you can limit what weapons and armor each class can use/use well.
on another note here are some ideas for the Whore's specials. Strip Tease- Raise all enemies' Lust by removing one non-locked piece of equipment Blowjob- Lower one ally's lust Sex- Whore and target can take no actions for x rounds where x is based on Whore's stamina skill
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samu
New Member
Posts: 35
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Post by samu on Nov 25, 2010 13:35:35 GMT -5
then my grain of sand, these are for the not advanced clases.
Maid: Broom blow - maids version of the feeble punch sweep the ground - the maid sweep the gound, has *small* (very small) chance of creating a dust screen. cheer/focus - will regenrate sp, on itself or a party member, by a fixed amount. *super* compulsive sweeping - has a high chance of creating a dust screen.
House pet: Slashy Slashy! - (love Taokaka) multi hit attack, but damage isn't much higer than a feeble punch. Bark - annoys the hell out of the enemies (it actually does nothing). nap - regenerate a fixed amount of health on the user but causes sleep status ailment. *super* (haven't tought of one yet)
farm animal: moo tackle - "A wild enemy apears. Farm animal I choose you! Farm animal uses tackle! It's not very efective!" (sorry i had to do it xD) ponygirl kick - 1.5x damage of a feeble punch *special* spray milk - replaces moo tackle only if the girl is lactating and wasn't milked, has a chance of <insert effect here> to the enemy. Can only be used once. Once used the girl will be considered milked and the skill will be replaced with the moo tackle again. *super* cavalry charge - combine with the player for 100% hit and triple the damage of the players atack for one turn.
Artist: feeble punch - the generic feeble punch. paint a picture of the enemy - paints a picture of the enemy. doesn't do any damage but you gain an "<insert enemy here> picture" item that can be sold later or used in a quest (im thinking of a "research" quest were you go to research monsters and you gain knowledge of their backround and strong/weak points). cheer/focus - will regenrate sp, on itself or a party member, by a fixed amount.
Musician: Play instrument - area of effect cheer, regenerates a fixed amount of sp to the whole party. feeble punch - the generic feeble punch.
whore: blowjob - only works on male/futa characters. increase the characters lust, but has a chance of triggering the characters orgasm. When a character orgasms it will lose a turn but its lust will be resseted to default, where default is 0 for the player, nimphomania for a slave, etc. whore slap - whore's version of the feeble punch. seduce - the whore will try to seduce a male enemy. there is a chance the male enemy will atempt to rape her. sex with tentacle monster - only when a tentacle monster is present. she will let herself be captured by the tentacle monster. both her and the tentacle monster will be sexing each other until either the tentacle monster is defeated, the tentacle monster runs away with her (you will lose her if that hapens) or you run away (you will lose her too). (this basicaly should be used because tentacle monster will be trying to capture a girl to sex her and it should be better to not let it capture a combat class girl).
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Post by flagnine1 on Nov 25, 2010 14:46:30 GMT -5
First Daisy are planning on splitting up spells and specials or are they gonna be one category?
Second just because a non-combat class has a good ability doesn't make combat classes useless outside of combat. You can have them increase the security of your house or make money doing patrols with the guard (not as much as a whore but I think they make to much right now anyway). Also you have to look at how often the class can use its ability lets take Slashy Slashy! we make it cost 10 sp, being a non combat class house pet generates 2 sp per round so it would only be able to be used every 5 rounds, and since its not a ranged attack they house pet has to be in the front thus can be attacked. However Blade Dance a similar Warrior special only costs 7, since Warrior is a combat class it can use that ability every other round, and since Warriors are designed to fight from the front there is less risk of them being there.
I just threw up ideas and yes some should probably for higher tier classes as they are described. I am against feeble punch as described tho, you need the damage specials to at least do the damage a normal attack would do, or have an ability attached to it, otherwise its dead weight.
And the way the equipment is looking for combat I would choose to leave my character and assistant at home and just send the party off lead by a trusted slave.
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Post by darkbringer on Nov 26, 2010 1:29:19 GMT -5
I like the idea of the artist being able to capture the enemy's portrait, you could definitely work that into a sub-ending for the game, like Archivist or Scholar (or an Achievement even XP), or have it add an entry to a Bestiary/Dossier that the player can access in the in-game options section. docclox: no big deal about the rant, class balancing is always an issue in games that have them.
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Post by docclox on Nov 26, 2010 7:04:16 GMT -5
Second just because a non-combat class has a good ability doesn't make combat classes useless outside of combat. You can have them increase the security of your house or make money doing patrols with the guard (not as much as a whore but I think they make to much right now anyway). Well, that's the next question, I guess. Do we want every class to be more-or-less as effective as every other class in every situation, or do we want the mix of classes to be important? I just threw up ideas and yes some should probably for higher tier classes as they are described. Yeah, I know. I really wasn't criticising your suggestions - lord knows they were better than any ideas I had. I just wanted to question the overall approach. And the way the equipment is looking for combat I would choose to leave my character and assistant at home and just send the party off lead by a trusted slave. Hmmm... that's not how Daisy said it was going to work though. I did argue that a loyal slave should be able to replace an assistant, but so far as I know the overall plan hasn't changed.
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samu
New Member
Posts: 35
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Post by samu on Nov 26, 2010 16:00:39 GMT -5
just an idea, super skills for Primes only, independand from classes, treat these like limit breaks please:
*super* Excalibur! - This is a super attack only available to the Saber Prime. She must have the excalibur sword equipped for it to be available. (this sword should be obtained by quest only). It does a LOT of damage but also needs a LOT of SP.
*super* Omnipotent God - This is a tricky supper only available to the Haruhi Prime. It's effect is affected a LOT by her happyness and sanity. If she's happy and sane, there is a high chance it will greatly buff your party and/or greatly debuff the enemy party. If she's unhappy and sane, there is a chance it will summon a Giant Avatar (boss enemy) to the enemy party (you will have to fight it, if you run away without defeating it, it will apear again in your next battle, killing it will raise her happyness a bit). If she's insane it will simply destroy the world... GAME OVER This skill must be unlocked by doing a quest (of course, she would start too overpowered otherwise, no?)
*super* Mikuru Beam - A super only available to the Asahina Mikuru Prime. It's unlocked by using Harihi's Omnipotent God skill for the first time with Mikuru in the party. It does a high damage and has a chance of autokill (autokill doesn't work on bosses).
*super* Assasin Super Blow - A super available only to the Yoruichi Prime. It does high damage, but if she's not equipped with equipment meant to resist this technique then it also has a chance of her breaking her equipment (mainly her armor).
*super* Healing Field - A super available only to the Orihime Prime. The targeted ally will be unable to do any action during its effect but it will also be healed by a % per turn and won't take any damage until full health is reached. It will also remove any negative status ailment. It should be able to be used outside combat, in wich case it does this instanly.
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Post by docclox on Nov 26, 2010 17:20:23 GMT -5
I like the idea of the artist being able to capture the enemy's portrait, you could definitely work that into a sub-ending for the game, like Archivist or Scholar (or an Achievement even XP), or have it add an entry to a Bestiary/Dossier that the player can access in the in-game options section. Meant to say before - this is a good case where an ability would scale well across he class hierarchy. The lowest level could have artist just painting pictures and maybe selling them if she makes the skill check. Then at the next level up, the pictures get good enough to research. Up beyond that and you can start painting Dorian Grey style pictures, where the picture and the subject are linked, and what you do to the picture affects the person in it. Another thing that occurred to me - is there going to be a Magmell newspaper, Daisy? You could have combat artists selling their pictures to the newpaper, Peter Parker style. Probably do that as a different branch ... *samu: I like the idea of having skills that are unique to specific primes, as opposed to primes in general. Should they kick in at a certain level, I wonder? Or be an added bonus for a given class? In some ways the simplest thing would be to take a class and allow the prime to upgrade the super attack for that class with the prime ultra-super attack.
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Post by flagnine1 on Nov 27, 2010 4:12:06 GMT -5
I mentioned prime only specials a while back and slightly more recently under classes in regards to some of the more volatile primes. But I agree with samu's suggestions. It would give more of a reason why Primes are so highly regarded. I don't think there should be a restriction on when the slaves have access to those abilities, except maybe sabers from a story stand point. I do believe that they might have different effects based on the mental stat of the slave (Haruhi). and once again if they are powerful make them expensive so that they can be used less thus mitigating their over all game effect. Saber's Excalibur should be able to kill just about anything it hits (hell it killed Hercules dead in one hit), but will cost 100 sp after said quest and she has to be in a sane focused mental state to use it. But as I said under classes if she is unhappy with your treatment of her she may just turn it on you as well.
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