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Combat
Aug 31, 2010 0:49:24 GMT -5
Post by daisy_strike on Aug 31, 2010 0:49:24 GMT -5
Thought I would post how I see combat will be, before it creates a huge debate.
First off it will be for lack of a better term tag team or teams.
The Trainer and the slave he takes and maybe one assistant and the slave she takes.
Only 2 of those will fight the other 2 will be supporters, these can be swaped to tag team at any time.
Example:
Trainer(attacker) + Slave1(Supporter) slave2(attacker) + assistant Fairy(supporter)
Only the attackers would acutally have commands supporters would be automated.
so in the above example combat would flow:
trainer ->ATTACK! Slave1 ->minor heal to trainer Slave2 ->Cast Spell Assistant Fairy-> STEAL!
Enemy ATTACK!
flip slave1->ATTACK Trainer(supporter) ->Motivate slave! flip Assistant Fairy! -> Cast Spell slave2(supporter) -> Show tits (distracts enemy)
Enemy ATTACK!
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Part 2
How skills will work.
Trainers and assistants will automatically get attack and defense skills and special attack.
Slaves will have to have the combat classes to get these.
Now slaves will get extra abilities (think FF drop down box bases on there other class).
So a muscian will be able to play drowsy. Whore will able to distract opponet. Cat Girl will be able to raise agility defense+ etc
Menu for a slave would look like: Attack Defend Muscian ->Cast Drowsy ->Cast Dancing Feet ->Cast Ralling March Item
Attack Defend Whore ->Cast Show Tits ->Cast Spread Pussy ->Cast Personal Show Item
Dual classes with out combat skills would then be
Whore ->Cast Show Tits ->Cast Spread Pussy ->Cast Personal Show Muscian ->Cast Drowsy ->Cast Dancing Feet ->Cast Ralling March Item
Defense will be very bad and not sure how that will work yet.
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Part 3 Special Attacks
After attacking 3 times a player or slaves attack will become Special Attack, and do 1.5x damage.
Simple Enough. None of the math is here i admit and the class abilities are made up for the time being. But I hope that explains how I see it before everyone spends time speculating.
Also please remeber combat is MONTHS away.
Daisy
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Combat
Aug 31, 2010 10:30:10 GMT -5
Post by flagnine1 on Aug 31, 2010 10:30:10 GMT -5
thanks that actually helps a lot.
a couple quick questions if you would be so kind daisy
Do you the player chose to when to switch or is it automatic?
Will the supporters use the best action available to them of will it be a programmed response? i.e. a mage throwing fireball at a target that is fire immune.
And are the class abilities such as show tits different than the specials?
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Combat
Aug 31, 2010 16:00:00 GMT -5
Post by daisy_strike on Aug 31, 2010 16:00:00 GMT -5
You can choose to flip at any time. The best part about this is that you can take non-combat slaves and they can be used in a support role or even learn how to become combat slaves.
Supporters will most likely be automatic... but i'm still not sure about that I've always hated auto players in same party (cough Persona3 cough).
Probably a bad example. I think that class supporter abilitys and class attack abilities will probably be different.
I still haven't even worked out all the details in my mind yet.
Daisy
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Combat
Aug 31, 2010 16:43:43 GMT -5
Post by swordwind on Aug 31, 2010 16:43:43 GMT -5
Sounds kinda Eien no Aselia-y.
I think it would be both better and simpler to allow direct control of the supporter, so we don't have the Persona 3 "Heal me, you idiot!" situation. Or the Tales series' of allied mages hitting enemies with spells that heal them repeatedly, even if you have used an item that identifies a foe's weakness.
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Combat
Sept 13, 2010 20:27:37 GMT -5
Post by flagnine1 on Sept 13, 2010 20:27:37 GMT -5
it sounds a lot like the thousand arms combat system to me sword.
anyway here is a huge list of ideas about combat I have come up with so far.
so daisy how about something like this for the front character combat menu.
Attack -attack with weapon/s that are equipped. Cast -select and cast a spell from a list of known spells Special -select and use a special move from a list of known specials Item -select and use an item from inventory Switch -switches the front character with the character directly behind them Defend -raises defense for a turn Run -attempt to run away
for the support characters either as a turn per turn selection or a predetermined setting.
Heal- the support character will use any means (spells, items, and specials known or available) to keep friendly members at full life. Offensive -will attack the same target as the front person. only range weapons can be used from support. Debuff -will use any means available to weaken the target of the front character. Buff -will use any means available to buff the front character.
was also thinking of using a non class skill set for base combat and social stats. These stats stats wouldn't be raised thru jobs, but thru purchase or thru events. was thinking of the the following stats.
Attack -how well you hit Defense -how hard you are to hit Special - Initiative -the order your character goes in during the turn Critical -how likly you are to crit and how hard you crit Hp -how much Hp you have Mp -how much Mp you have Fame -how recognised you are Appraising -how good you are at determining a slaves starting characteristics on the block Armor -how much armor you have total
(these all start at 1)
Attack, Defense, Special, Initiative, Critical, Hp, and Mp are gained thru purchase. Every time you defeat a monster you get a Trophy. You spent these Trophies to raise a particular slave's skill in one of the skills mentioned above. This lets you slightly customize a combatant and puts in a pseudo leveling system. this however means that you will have to dump the current Combat class also it will require slaves to have a second page.
Fame is gained by success. Training and selling a quality slave gets you a small amount of fame. A slave creating and selling a piece of art or becoming a master whore will also raise yours and her fame. Slave fame will raise faster than the trainers. You will need fame to raise your rank in the guild or to unlock certain quests. Infamy is also possible for doing bad things.
Appraising gets raised by buying and selling slaves. as the points go up you will get more info on the slaves in the auction house. First comes the easy stuff, you can tell she is a futa. With higher points you can tell if she is a lesbian or if she is a virgin. lastly you can figure out if she has any effects on her such as insane or if she is more likely to learn a certain job faster.
Armor is just a quick add up of the armor value of your or a slave's equipment. Armor is used to negate damage.
Time for some maths. Base you have a 75% chance to hit your target. (this maybe subject to change) For every 2 Points your attack is over their defense it increases by 1% to hit. For every 2 Points your attack is lower than their defense it decreases by 1% to hit. Weapon + Class Skill = Gross Damage Armor + Class Skill = Gross Reduction Gross Damage - Gross Reduction = Net Damage (only if number is positive) Base Critical chance is 5% at x1.5 Gross damage bonus. For every 2 points in Critical you have it increases crit chance by 1% and gross damage bonus by .02 (thus at 100 you have a 55% chance to crit at x2.5 gross damage)
Spells and Specials work similar to weapons as they will have a base damage range. They will keep up with weapons via buying higher lvls of that spell. (Arcane Bolt lvl1 will become Arcane Bolt lvl2 thru a purchase.)
I think that's it for now. I am sure that is a ton of programming, but it is as simple of a combat system as I can think of with whats in place already and what daisy wants. Once again the non-leveling system is making it interesting to say the least. Anyway thoughts,comments, concerns, and flames welcomed.
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Combat
Sept 13, 2010 22:12:04 GMT -5
Post by daisy_strike on Sept 13, 2010 22:12:04 GMT -5
A couple thoughts i was having the first is that even with out levels we can definitly do strength increases...
say start out with 10hp and every time you win a battle you get an extra HP. same with mp etc. and maybe beating a boss in the coliseum will let you double your combat power and those of your followers.
The flipping system is designed so that you can take out slaves with out combat ability and allow them to still go fight as combat support. DPSers and Healers while your front character is a tank in mmorpg terms.
This is more general early thoughts... Doesn't mean it will be there in the end.
Daisy
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Combat
Nov 15, 2010 21:50:10 GMT -5
Post by daisy_strike on Nov 15, 2010 21:50:10 GMT -5
Okay so were getting to the nuts and bolts of the actual combat system.
HP = Slave Health x (lv x modifier) MP = Each slave will gain so much MP per a turn. Based on level and class. You can then save the MP to use for a finisher or cast small spells.
Example Mugi per a turn gains 5 MP
Mugi has the Class Witch and Miko
She can cast Magic Missile 2MP, Heal 5 MP or save it and cast Eyebrow Beam 100MP when she gets enough points. Attacking will not cost any MP (remeber only front row can attack though).
Lust is our final combat stat.
if lust is less then about 50 most classes will be able to wait one turn and "still the mind" renducing lust. Once lust goes over 50 that will no longer be pausible and instead a new action Masturbate which raise lust... but the slave must have 100 lust before orgasm and the lust drops down low again.
The higher the lust the less all other stats.
Any thoughts?
Daisy
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Combat
Nov 15, 2010 23:53:16 GMT -5
Post by flagnine1 on Nov 15, 2010 23:53:16 GMT -5
was thinking of having three settings for the back rank people. Offensive- the person in the back rank will attack (for casters and ranged attack type classes) Healing- character will use any means available to heals injured party members (magic first then items) If no one is hurt they will then cast/use items that give a buff effect. Support- will cast buffs then cast debuffs, will then heal.
also lust should be a cost or attack stat for certain classes specials such as the lust mage or kunoichi. using it this way attacks the targets lust usually raising it or lowering it. was also thinking that receiving a lust attack that puts you at or over 100 lust stuns you for a round or 2 as you recover from the orgasm.
also the hp might be a little high with that equation. (health 100x lvl2 x soldier mod 1.5=300 hp) even the low level mobs would be having to do like 50 damage. add a /10 to the end and it would be a little more plausible, or even something like (health/10)x(1.lvl)xclass mod. same example above is (100/10)x(1.2)x(1.5)=18hp. going to level three using this formula makes it 19.5 so just have the game round up so 20hp. the down side to this is that your hp barely creeps up at lvl 10 you only have 30hp. so all the monster will probably be doing similar damage numbers throughout the game. You can modify this using equipment tho, such as having the heavy armors give hp bonuses.
So how is leveling gonna work.
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Combat
Nov 16, 2010 4:25:44 GMT -5
Post by docclox on Nov 16, 2010 4:25:44 GMT -5
Is the assistant going to be needed to take a second slave? Or could you run with three slaves if they were obedient enough? Could a high obedience slave supervise a less well trained one? The obedience stat suggests as much. Are there going to be damage types? eg: physical trauma, fire, ice, electricity and so forth. It seems there's already going to be two such types: physical and lust, so I suppose the question is how far you want to take it. A few broad categories are probably better than lots of narrow ones. (thinking about flameproof undies as a new item, you see... I take it the bad guys are going to get lust based attacks - tentacle slime, pheromone grenades, whatever. Are they going to get rape attacks? Is the player? Will it be possible to capture girls on the opposition side. Probably you'd need a vacant slot in the party, and someone trustworthy to supervise them. I expect there are items that could help as well. All the above notwithstanding, I'd suggest getting it working with simple weapons combat first, and gradually adding bells and whistles. Conventional combat for the front ranks, the back ones don't attack, but can't be attacked, either. Once the bugs are out of the basic framework, start adding the frills in. Is death possible in combat? That seems a stupid question, but it doesn't seem to be possible elsewhere in the game, even if health is at -100. I assume that anyone with negative health is too sick to go adventuring and would die if taken for a march through hostile territory. Apologies if any of that's been covered already. I have read it, but it's a lot to take in at one sitting...
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Combat
Nov 16, 2010 4:37:41 GMT -5
Post by daisy_strike on Nov 16, 2010 4:37:41 GMT -5
flagnine1 I still like the idea of starting at 100hp and then the mod being something like .25 so at lv3 = 150 hp. The mod being determined on class and well user feed back for balancing. First versions will probably be with out anything but lust. Later versions will be fire->water->earth->wind and light<->dark. If I feel like it. There in my want to do list. I was thinking that you could bring with you a special teleport collar, and the captured girl would be waiting for you in the pens after your done exploring. Also really thinking that a backpack limited size will be important as well also will probably have the ever popular mr gency's exit. I'm starting to think the back row should be able to be hit by ranged attacks. Proabably will be a hard core option in a later version. Daisy
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Combat
Nov 16, 2010 5:13:48 GMT -5
Post by docclox on Nov 16, 2010 5:13:48 GMT -5
I was thinking that you could bring with you a special teleport collar, and the captured girl would be waiting for you in the pens after your done exploring. Hmmm.... might be best if the collars are consumables in that case. Otherwise players collect the things over time and end up doing hunting runs that net in 20 girls at a time. The collar cost also serves as the guild tax on slaves from the pit. On the other hand, the nice thing about using party slots is that it's self limiting, and stops the PCs hunting trips from becoming too powerful. Just a thought anyway. Also really thinking that a backpack limited size will be important as well also will probably have the ever popular mr gency's exit. Which would also serve as a limiting factor, I suppose, although if you have 4 slots per pack, that's still potentially 16 new slaves per trip. The backpacks are a good idea though. Having remote access to the house storerooms could make things very easy after a while. I'm starting to think the back row should be able to be hit by ranged attacks. Definitely. I was just thinking you might leave missiles out of combat 0.01. Put them in 0.02, maybe ... Does every class need three combat actions? I have a mental image, something like this: Which isn't to say that some items couldn't be devastating in the hands of a skilled artist, of course. Magic paints where what is painted comes to life, for instance...
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Combat
Nov 16, 2010 5:20:17 GMT -5
Post by daisy_strike on Nov 16, 2010 5:20:17 GMT -5
Hmm.. probably the teleport collars(named needed) will only be available as your entering the dungeon and you can't buy more then the max amount of girls.
Example
Your about to go into the green. A guild slave is selling teleport collars for those going into the green. She checks her records and notes that you already own 7 slaves. The guild then will only sell you 3 teleport collars and any unused collars must be turned back into the guild upon exiting the dungeon. After all the guild is still going to require that the slaves you capture be registered with guild.
Daisy
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Combat
Nov 16, 2010 5:21:55 GMT -5
Post by docclox on Nov 16, 2010 5:21:55 GMT -5
Your about to go into the green. A guild slave is selling teleport collars for those going into the green. She checks her records and notes that you already own 7 slaves. The guild then will only sell you 3 teleport collars and any unused collars must be turned back into the guild upon exiting the dungeon. After all the guild is still going to require that the slaves you capture be registered with guild. Difficult to justify in game terms, assuming they're beng teleported into the pens. Is the player's pen space limited? That could provide a more plausible limit.
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Combat
Nov 16, 2010 5:24:47 GMT -5
Post by daisy_strike on Nov 16, 2010 5:24:47 GMT -5
OR as a second thought maybe you can capture and teleport as many girls as collars you bring in but your required to sell any extra girls over the hard 10 to the guild after the dungeon. Allowing you to pick and choose the ones to keep and sell.
Daisy
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Combat
Nov 16, 2010 5:38:17 GMT -5
Post by docclox on Nov 16, 2010 5:38:17 GMT -5
OR as a second thought maybe you can capture and teleport as many girls as collars you bring in but your required to sell any extra girls over the hard 10 to the guild after the dungeon. Allowing you to pick and choose the ones to keep and sell. Or just keep 'em in the pens and pay the stabling costs. I suppose the thing I'm missing is that untrained girls don't sell for very much at auction, so there's not much to be gained there. On the other hand, selling 10 girls with two combat classes each could net a substantial profit. The risks are higher, but manageable with the right offensive team, I'd expect.
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