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Post by flagnine1 on Aug 23, 2010 14:36:54 GMT -5
time to overly complicate something else then.
idea for the arena. most of them should look familiar as they are stolen from sm menace.
first have like 5 - 10 tier brackets. starting with one being the lowest. you move up in brackets by winning against other gladiators and down by losing to much.
second upon going to the arena you can choose to watch, compete, or bet. Watching lets you and you slave raise combat stats slightly to a certain point (20 or 30) for a fee. Competing has 2 variations one against another gladiator and one against a monster. the difference being against the other gladiator you and your slaves fame will rise. against the monster no fame but you get to keep the drops or can capture the monster. These are on top of the combat stat raises. Betting lets you see two fighters beforehand and wager an amount of gold on the winner.
third you can meet other slaves and trainers in the arena and possibly make friends, rivals, or nemesis' of them.
fourth challenges. at tier 2 or higher (more likely the higher you go) you may receive a challenge letter in the morning. if you accept you go to the arena in the afternoon (if you don't you decline and fame goes down). as you are the challengee you choose the challenge type. they are sex off, duel, or craft. Sex off you can only attack lust and the first to orgasm losses. duels are normal gladiator on gladiator combats with different rules on winning. you can choose first blood (first to do damage), yield (first to go below 20% hp loses this is normal gladiator fights), or to the death. You may also place a wager on challenges, which can be fame (get extra or lose fame), gold, or fight for pinks (the challenger may decline this one as the looser slave becomes a slave of the owners property. also this cannot be chosen in to the death.) craft challenges are both slaves make an item using their craft skills the one who score higher wins.
fifth tournaments. various arena tournaments will be held throughout the year and are open to various ranks (so silver blade tourney is open to ranks 2-4). and the winner of these tournaments gain a ton of fame and items only obtainable from that tournament.
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Post by swordwind on Aug 23, 2010 15:27:36 GMT -5
I think most organizations would frown on you capturing their resources in the middle of a presumably huge arena that was designed to entertain spectators with horrific violence.
Crafting challenges would suffer from a similar problem; Most would be enraged if they bought a ticket into an arena and had to sit through Martha Stewart.
Most everything else seems reasonable.
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Post by flagnine1 on Aug 23, 2010 16:21:38 GMT -5
the crafting challenge doesn't necessarily need to take place in the arena. just have the unbiased judges there.
as for the monsters there could be a fee to fight the monsters or just to attempt a capture. (possibly a repeatable quest to capture monsters for cash for the arena). and the audience would still get there fight as capturing would require the monster to be severely weakened.
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Post by swordwind on Aug 23, 2010 16:30:59 GMT -5
You see how that could be confusing? Crafting challenges should probably be entirely separate from the arena. People who judge combat aren't necessarily good judges of craft.
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Post by flagnine1 on Aug 23, 2010 16:49:13 GMT -5
can probably change where the craft challenges take place. what do you think about being able to issue challenges yourself to other trainers you have met?
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Post by swordwind on Aug 23, 2010 17:06:01 GMT -5
As an idea? It's a sensible one. Could be a bit of a pain in the ass to implement, though.
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Post by flagnine1 on Aug 30, 2010 16:22:45 GMT -5
**Warning Wall of Text**
lets get started on combat even tho it is a long way off yet. this is mostly to flesh out ideas and get a skeleton of a system working so we can get the combat classes up to date and ready to go.
as this game is not level based it has proven difficult to work things in like hp gains to experience level.
first idea the stacking system you total up all related item and skill bonuses to make attack and defense values. i.e. thus a paladin with 34 sword skill, 100 from warrior weapon skill and 100 from combat attack skill, with a long sword equipped +30 to +40 attack will have a total of between 264 and 274 attack. this attack value is then compared to the targets defense value the positive remainder is the damage dealt. so lets say the target has a defense value of 250 that would mean the attack would only do between 14 and 24 damage to the target. this damage may be modified after calculation by things such as resistances and weaknesses. the problem with this system is that with out adding +hp to armor the max you could have is 100. (at least as far as I understand the programming behind this game.)
the second is to instead break combat off in its own skill set and then use a point buy systems. in this each slave would have a set of attributes (between 10-20 of them) unrelated to the classes and then be able to put points into attribute as they see fit to make each slave a unique combatant. these attribute points are obtained thru either bought training or thru actual combat experience. the down side here is it would be like making a completely different game and ignore the current class system we have in place. It would probably also be a bitch to program and implement. (I have not thought about the details on this form as much.)
third point, damage types are broken up as follows: Fire - self-explanatory Air - this is wind damage mostly spell based Earth - self-explanatory Water - self explanatory Light - faith damage strong against demons, undead, and evil spirits Dark - faith damage little effect against demon, undead, and evil spirits Lust - lust damage either makes targets more of less horny Arcane - generic magic damage strong against technology. Piercing- physical damage type. rapiers and projectiles tend to have this type. Slashing - physical damage type. Bludgeoning - physical damage type.
Armor break down: Cloth - robes, not very protective but easy to move in. Leather - kinky yet comfy minor protection still easy to move in, good for rogues and archers. Chain - moderate protection this is the beginnings of the heavy armors not useable by a few classes. Scale - good protection not usable by some classes. Plate - walking tank not usable by most classes.
Weapon break down: first they are grouped by size; Small - daggers, wands, etc Medium - anything from large knives to hand and a half swords Heavy - Two handed weapons next they are grouped by type; Knives Swords Axes Polearms Maces - this includes clubs Staves - both magical and martial Projectiles - bows, wands, guns Other - anything that doesn't fit into another category, i.e. brass knuckles, beer bottles.
Shields work like armor but equip like weapons. they can only be used with one handed weapons. and are only available to certain classes.
Figuring something like a flat 5% chance to miss an attack. this may go up if your base attack skill is not maxed out. you start with a 5% chance to critically hit, this maybe improved thru skills and equipment. A critical hit does 1.5x damage to start and can be improved.
Some attacks add a combat effect your special skill will determine if you receive the negative effect or not, min 15% to receive it. negative effects include poison, blind, silence, and stone. Positive effects still receive the 5% miss chance.
Let me know If you like the first combat system or the second more so we can start nailing it down and getting it ready for programing. Or if you have another system that you think we can try. If you felt I missed something or was unclear about something let me know and I will attempt to clarify it.
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Post by swordwind on Aug 30, 2010 16:41:22 GMT -5
To be honest, I considering the current state of everything, I figured class skill would dictate which weapons and armor could be equipped, and combat stats would largely stem from equipment.
Either that, or we would expand the system sufficiently that conversation on this topic at this point is moot.
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Post by flagnine1 on Aug 30, 2010 17:06:59 GMT -5
so your saying something like for the paladin class they can use lets say plate armor, swords of any kind, and shields. then base all the hp and damage off of the weapons and armor?
all the combat stats cannot be taken for the equipment unless we take the combat class out of the game.
I am putting this up now as it gives us roughly 3 months to get something working for when daisy is ready to program it.
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sotf
Junior Member
Posts: 72
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Post by sotf on Sept 12, 2010 11:09:07 GMT -5
Title - First Auction Protection
Effect - Something that prevents the initial auction choice from surpassing your starting funds. Also would set that slaves gender preference to yours.
Another option could simply be to start you out with a slave (With your slavers gender as a preference) through a first time user "token" that lets you simply get the slave of your choice rather than bidding on the three options.
The basic reasoning is to actually have less random chance in how well you start out. It could even work as the character backstories in gaining that token choice.
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Post by swordwind on Sept 12, 2010 21:52:37 GMT -5
Seems like very, very good idea, sotf.
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sotf
Junior Member
Posts: 72
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Post by sotf on Sept 29, 2010 5:12:12 GMT -5
Title - Trust & Obedience
Effect - An option to increase your assistants likelihood of following orders. Perhaps different options with varying results from raised pay to punishments or similar.
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