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Post by flagnine1 on Aug 8, 2010 11:42:37 GMT -5
This is the place to post up and discuss ideas on game mechanics and definitions.
Game Mechanics should look something like:
Title - name of the mechanic
Effect - what it does and how it works
classes or jobs the mechanic will effect.
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Post by flagnine1 on Aug 8, 2010 12:06:05 GMT -5
I will say that this is the place to continue the breeding mechanic from pages 4-6 of the classes thread.
Continuing on from there: I think most of the prime issues could be solved with how primes work then.
a. you can either leave them as is, at rare but obtainable even starting out. in which case I will argue that multiple primes of the same archetype would be feasible and exploitable. This however would require a definition change of what a prime is.
or b. you can make them limited to one per archetype in which case they should be extremely hard to obtain and impossible for starting characters to get a hold of. I am thinking if this is the case even making some of them high end quest rewards or boss drops in the pit dungeon. this would require an availability and price change for primes.
the prime daughter wouldn't be a bad idea in either case. for b i would say they should count as primes for the purposes of obtaining restricted classes.
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Post by swordwind on Aug 8, 2010 19:24:46 GMT -5
B. is essentially what I was suggesting the whole time. I think that fits the current definition the best, in addition to making more sense and encouraging better gameplay. Further, it's a reward for dedicated play.
I'm in agreement with the suggestion that Prime's daughters should be allowed access to restricted classes, or those restricted classes would be too restricted to warrant creating. They (the daughters) just shouldn't be as generally useful as a Prime.
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Post by flagnine1 on Aug 8, 2010 22:17:30 GMT -5
going with the b. scenario I think it's also feasible to give the primes archetype specific specials related to there character in the show.
ex. Mugi archetype special -Tea Time out of combat use - Mugi treats your slave to tea and cake- increases a target slave's happiness by 5 and health by 15. this special is usable once per shift and only once per slave per day.
in combat use - Mugi treats the enemy to tea and cake- uses a moderate amount to mp to make it so the monsters can't attack your party for 3 turns. attacking them negates the effect.
this plus the prime daughters would make it worthwhile to get primes besides just the rarity. and would also help explain the demand for primes besides the rarity.
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Post by swordwind on Aug 9, 2010 12:19:53 GMT -5
Prime only abilities are perfectly sensible. Good idea.
That being said, we should probably not use treating the enemy to tea and cake as a combat skill. This game is going to be really, really silly at this rate. How about 'Pacifism.'
On a related note, why don't we give effects use in battle, too?
For example:
Love Battle Effect: If the player is targeted by an action (attack or spell) that would be fatal, that damage is redirected to this slave instead. This effect will not trigger if the action would already target this slave (I.E. Group or Party-Wide attacks)
Maybe give the slave a general stat boost if the player is present the the current engagement.
Another Example:
Insane: Broken Battle Effect: This Slave suffers -.20% defense for the length of the battle. (If def won't be a stat, health).
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Post by flagnine1 on Aug 9, 2010 12:59:06 GMT -5
its kinda what Mugi does tho she treats people to tea and cake then watches them have hot lesbian sex.
on combat I am thinking 3 maybe 4 bars for combat
HP/Health MP/Mana Lust and maybe special
the first 2 are standard. Gotta love em, gotta have em.
The Lust bar determines how horny you are. was figuring the kunoichi and lust mage classes could use it as a power source. Receiving or using certain attacks will raise or lower it. If it caps out that character or monster will be stunned for X rounds. If your entire party or all monsters are all in this state they will count as defeated. Figuring some monsters would have a high tolerance or be immune to lust based attacks such as golems. where as other monsters will be weak against them like tentacle monsters.
the special bar would be the power source for the special moves. unsure if to just not make these use mp to streamline.
on specials figuring every class would get at least one and usually no more than three specials. Exception is the martial artist who should have like 5 cause that's gonna be their niche. and the character will keep the specials for the classes they advance thru. so a godhand will have between 7-10 specials to choose from. not all are gonna be useful in combat.
on monsters figuring since we already have this nifty class system in place the monsters will probably get a class based on there type. i.e. tentacle monsters have the tentacle monster class. also higher ranking monsters and bosses will have access to the slave class system, they probably wont choose maid.
that's about it for combat till we get more info on how skills work
on skills I am all for the stacking system were each skill adds on to the relevant skill below it as this will help with the leveling for the combat system. i.e. paladin sword skill will add on to the warriors weapon skill which adds on to the combat classes attack skill for a total of up to 300 before item bonus if the paladin is using a sword type weapon.
but I am getting to the point where I need to hear from Daisy how he wants the skills to interact before I can put more up on classes.
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Post by swordwind on Aug 9, 2010 13:29:15 GMT -5
I'd drop the Special stat for a the Sanity one, as it's already implemented in the game, and Mana is sufficient for covering skill costs.
Humanoid enemies should use the same classes that you and your slaves use. Beasts and other creatures, as you pointed out, probably shouldn't.
Regarding Mugi, retool battle description to "All enemies are too busy having an lesbian orgy to attack, even if they are male or have no gender whatsoever. However, if you attack them, they stop the orgy. So don't attack them. Dick."
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Post by flagnine1 on Aug 9, 2010 13:51:38 GMT -5
i would like to leave sanity stat out of combat if possible as it could easily turn into call of Cthulu then. there is no winning just watching your character go insane and/or die. not necessarily in that order.
i would like to see the trainer on a similar class system. maybe something along the lines of they can learn maid and each skill is listed under it with no points it just shows that the trainer knows how to train his slave in those skills. combat classes on the other hand will have the skill points attached as these represent the character in combat like how it does slaves.
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Post by swordwind on Aug 9, 2010 15:08:36 GMT -5
In regards to Insanity, fair enough.
I have trouble following the second statement. Sorry.
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Post by flagnine1 on Aug 9, 2010 16:56:44 GMT -5
not to worry neither can I. I was half asleep when writing just got up from a nap. decided its a dumb idea gonna drop it.
on the Mugi special since the out of combat on it is really good we can probably make the lez orgy on work only on females.
"All female enemies are too busy having an lesbian orgy to attack. However, if you attack them, they stop the orgy. So don't attack them. God this is so hot."
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Post by swordwind on Aug 9, 2010 17:39:17 GMT -5
Brilliant.
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Post by bloodly on Aug 10, 2010 4:24:53 GMT -5
Lust and Skills:
As Nymphomania and Lust increase, a bonus should be applied to training those skills linked to it(Sex Slave, Futanari, etc.). If Lust is lower, non-combat skills may have a bonus. If lust/nymphomania is higher, it may/should influence/twist the other skills, even if it's not doing a penalty. Sculptures are more erotic, combat becomes 'sexier', musci compositions(Even wordless) influence people towards sex, etc. Doing these more erotic things may help keep Sanity in check. Of course, you can order her to keep it clean; this may hurt Sanity.
You can easily imagine a stat 'Focus': 'The ability to keep your mind on the task despite your thoughts going elsewhere.' Very important when fighting sexual beasts, especially if you're a high-Lust slave, who are likely to be defeated by giving in to their rampant lusts and forgetting their tasks.
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Post by flagnine1 on Aug 10, 2010 4:49:32 GMT -5
the problem with focus is how the skill system works in the game. so unless you make it a hidden stat then it would have to be part of another class like combat that pretty much any slave that might need it can get a hold of it easily.
The lust affecting jobs is something that could be implemented thru text similar to how the sex jobs are being created now. nymphomania probably wont affect this to much as it is the slaves willingness to wear and be seen in sexy outfits.
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Post by flagnine1 on Aug 14, 2010 12:08:11 GMT -5
we will probably need item stacking. mostly for combat so that the 20+ health potions don't take up an entire screen of inventory slots.
maybe item tabs for the inventory. like a tab for consumables, a tab for quest items, a tab equipment, and so on. this might help alleviate the slightly cluttered look of the inventory.
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Post by daisy_strike on Aug 14, 2010 17:58:08 GMT -5
we will probably need item stacking. mostly for combat so that the 20+ health potions don't take up an entire screen of inventory slots. maybe item tabs for the inventory. like a tab for consumables, a tab for quest items, a tab equipment, and so on. this might help alleviate the slightly cluttered look of the inventory. \\ tabs are planned and will be done sometime in the next century. stacking hmm... that would be a pain. Daisy Daisy
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