Post by Hatake Kakashi on Apr 27, 2011 22:06:07 GMT -8
Looking for one person to help me playtest a1v1 stat-based combat system. Numbers are heavily involved, although math isn't so much, but only for the calculation of damage.
Essentially there are two halves to what goes into a post:
IC
-------
Formula
The IC is the RP, simple as that.
The formula is the system used to define the IC for the purpose of dictating combat.
Below is more information on the make-up of the combat and its rules.
Actions/Combos:
This type of combat will feature close-quarters combat, with the longest range typically being twelve feet.
Think of each round as a ven-diagram of action. You go, if necessary our actions overlap, I go. That means each individual post is three seconds, so a full round is six seconds... half the time of most RPG rounds!
As explained further below, each character has a maximum combo per post. That could play out in a series of five attacks, three attacks and two movements, or one attack and four movements, as just a few examples. Important to note: blocking does not count as an action.
How far you can move in any direction is dictated by your speed. The formula is 1/2 speed = distance movable in feet per turn.
How high you can jump is now dictated by statistics, nor is how fast you can jump or crouch.
All characters can jump the same height, which is roughly six feet in the air.
Moves:
Moves are essentially skills, like a fireball. There is no MP statistic. Moves may be done as much as you'd like, so long as you follow the Combo limitations.
Trademarks:
Trademarks are a specific type of Move. They are your character's defining, go-to move, and as such deal a bit more damage.
Supers:
Supers are powerful versions of your Moves and Trademarks. They require a specific amount of a stat which is earned throughout combat to pull off.
Breakers:
Breakers are instant counter-attacks that omit the damage you would have taken from the move you Breaker, and instead you deal damage based on your defense. The Breaker is always the first defensive action to be done.
Momentum:
Momentum is a statistic that rises by Speed*1 at the start of each of your posts. When it reaches increments of 50 it can be used to buy a double-post, allowing you to post twice in a row. Note that this does not mean any attacks are auto-hit or anything like that, just that the opponent must respond to twice as many attacks on their next turn.
Guard:
Guard is a stat that depends on your defense. It is basically a secondary life pool that halves all damage taken to your HP, at the cost of a 1:1 cost to your Guard. When it reaches 0 your Guard is broken, you are stunned for your next post. When your turn arrives again, your guard has been reset.
Builds:
Although Builds won't matter too much here, in the future they will affect which stats are easiest to raise for a character. As they apply to this play-test, the build you pick dictates which statistic certain moves use for damage formula.
This is built to simulate the quick exchanges of a fighting game, but also incorporates a layer of tactic thanks to Guard, Momentum, Supers, Breakers, etc. Knowing when to take a hit, and which take to hit, can be the difference between winning and losing.
Statistics:
Name:
Max Combo: 0 Max Combo is Speed/2 rounded up.
Guard: 0 Guard halves damage taken at the cost of depleting by the full amount blocked. Guard is 20+Defense*4
Super: 0 Super goes up by the amount of damage you deal and 1/4 the damage you take, rounded up.
Momentum: 0 Momentum increases by Speed at the start of your post. Every 50 Momentum can be spent to double-post.
Health: 100
Strength: 1Strength dictates all melee damage. Light Attacks do 1/2 strength, rounded up, while heavy attacks do 3/4 strength rounded up.
Speed: 1 Speed dictates how many actions you can do per post, as well as how far you can move.
Defense: 1 Defense adds to damage dealt with Breakers as well as factors into your Guard.
Chi: 1 Chi factors into your Moves, and depending on build, some Supers.
Build: Builds are:
You may have noticed there is no mention of dodging. As it applies to the formula, dodging is simply Guarding.
Moves:
Projectile: Starts at 5 damage, increase by 5 per 4 points in Chi
Projectile 2: Starts at 5 damage, increase by 5 per 4 points in Chi
Dash: Starts at 5 damage, increase by 5 per 4 points in Speed
Close: Starts at 5 damage, increase by 5 per 4 points in Strength
Trademark: Starts at 10 damage, increase by 5 per (depends on Build)
Breaker: Starts at 5 damage, increase by 5 per 4 points in Defense.
Super Projectile: Starts at 10 damage, increase by 5 per 4 points in Chi
Super Projectile 2: Starts at 10 damage, increase by 5 per 4 points in Chi
Super Dash: Starts at 10 damage, increase by 5 per 4 points in Speed
Super Close: Starts at 10 damage, increase by 5 per 4 points in Strength
Super Trademark: Starts at 20 damage, increase by 5 per 4(depends on Build) Requires 40 Super.
What a post should look like:
The response would be:
And lastly, the result of those two posts for A:
As you can see, everything is constantly raising or lowering, reflecting the ebb of battle.
I realize this may be confusing or a lot to read, which is why I'm doing this, so I can hone the system. Think of it like Beta testing.
Below is the blank character sheet. I'll post mine first to give you an idea of what to do.
For this experiment, stat points (not counting the base 1 in each) will be 10. Spend them how you'd like.
Feel free to color the moves as you see fit.
Essentially there are two halves to what goes into a post:
IC
-------
Formula
The IC is the RP, simple as that.
The formula is the system used to define the IC for the purpose of dictating combat.
Below is more information on the make-up of the combat and its rules.
Actions/Combos:
This type of combat will feature close-quarters combat, with the longest range typically being twelve feet.
Think of each round as a ven-diagram of action. You go, if necessary our actions overlap, I go. That means each individual post is three seconds, so a full round is six seconds... half the time of most RPG rounds!
As explained further below, each character has a maximum combo per post. That could play out in a series of five attacks, three attacks and two movements, or one attack and four movements, as just a few examples. Important to note: blocking does not count as an action.
How far you can move in any direction is dictated by your speed. The formula is 1/2 speed = distance movable in feet per turn.
How high you can jump is now dictated by statistics, nor is how fast you can jump or crouch.
All characters can jump the same height, which is roughly six feet in the air.
Moves:
Moves are essentially skills, like a fireball. There is no MP statistic. Moves may be done as much as you'd like, so long as you follow the Combo limitations.
Trademarks:
Trademarks are a specific type of Move. They are your character's defining, go-to move, and as such deal a bit more damage.
Supers:
Supers are powerful versions of your Moves and Trademarks. They require a specific amount of a stat which is earned throughout combat to pull off.
Breakers:
Breakers are instant counter-attacks that omit the damage you would have taken from the move you Breaker, and instead you deal damage based on your defense. The Breaker is always the first defensive action to be done.
Momentum:
Momentum is a statistic that rises by Speed*1 at the start of each of your posts. When it reaches increments of 50 it can be used to buy a double-post, allowing you to post twice in a row. Note that this does not mean any attacks are auto-hit or anything like that, just that the opponent must respond to twice as many attacks on their next turn.
Guard:
Guard is a stat that depends on your defense. It is basically a secondary life pool that halves all damage taken to your HP, at the cost of a 1:1 cost to your Guard. When it reaches 0 your Guard is broken, you are stunned for your next post. When your turn arrives again, your guard has been reset.
Builds:
Although Builds won't matter too much here, in the future they will affect which stats are easiest to raise for a character. As they apply to this play-test, the build you pick dictates which statistic certain moves use for damage formula.
This is built to simulate the quick exchanges of a fighting game, but also incorporates a layer of tactic thanks to Guard, Momentum, Supers, Breakers, etc. Knowing when to take a hit, and which take to hit, can be the difference between winning and losing.
Statistics:
Name:
Max Combo: 0 Max Combo is Speed/2 rounded up.
Guard: 0 Guard halves damage taken at the cost of depleting by the full amount blocked. Guard is 20+Defense*4
Super: 0 Super goes up by the amount of damage you deal and 1/4 the damage you take, rounded up.
Momentum: 0 Momentum increases by Speed at the start of your post. Every 50 Momentum can be spent to double-post.
Health: 100
Strength: 1Strength dictates all melee damage. Light Attacks do 1/2 strength, rounded up, while heavy attacks do 3/4 strength rounded up.
Speed: 1 Speed dictates how many actions you can do per post, as well as how far you can move.
Defense: 1 Defense adds to damage dealt with Breakers as well as factors into your Guard.
Chi: 1 Chi factors into your Moves, and depending on build, some Supers.
Build: Builds are:
- Bruiser - Any build-dependent formula uses strength.
- Speedy - Any build-dependent formula uses speed.
- Jack - Any build-dependent formula uses {Choice}.
- Shifter - Any build-dependent formula uses {Chi or Defense}.
- Mystic - Any build-dependent formula uses chi.
- Defender - Any build-dependent formula uses defense.
You may have noticed there is no mention of dodging. As it applies to the formula, dodging is simply Guarding.
Moves:
Projectile: Starts at 5 damage, increase by 5 per 4 points in Chi
Projectile 2: Starts at 5 damage, increase by 5 per 4 points in Chi
Dash: Starts at 5 damage, increase by 5 per 4 points in Speed
Close: Starts at 5 damage, increase by 5 per 4 points in Strength
Trademark: Starts at 10 damage, increase by 5 per (depends on Build)
Breaker: Starts at 5 damage, increase by 5 per 4 points in Defense.
Super Projectile: Starts at 10 damage, increase by 5 per 4 points in Chi
Super Projectile 2: Starts at 10 damage, increase by 5 per 4 points in Chi
Super Dash: Starts at 10 damage, increase by 5 per 4 points in Speed
Super Close: Starts at 10 damage, increase by 5 per 4 points in Strength
Super Trademark: Starts at 20 damage, increase by 5 per 4(depends on Build) Requires 40 Super.
What a post should look like:
A punches at B's face three times.
------------------
Intended Damage: 2,2,2 = 6
Max Combo: 3
Guard: 40
Super: 0
Momentum: 6
Health: 100
Strength: 4
Speed: 6
Defense: 5
Chi: 3
Build: Jack
------------------
Intended Damage: 2,2,2 = 6
Max Combo: 3
Guard: 40
Super: 0
Momentum: 6
Health: 100
Strength: 4
Speed: 6
Defense: 5
Chi: 3
Build: Jack
The response would be:
B crosses his arms, blocking all three attacks. He then punches hard at A's face.
------------------
Damage Taken: 1,1,1 = 3
Intended Damage: 4 = 4
Max Combo: 2
Guard: 34 (-6)
Super: 1 (3/4)
Momentum: 4
Health: 100
Strength: 6
Speed: 4
Defense: 5
Chi: 3
Build: Bruiser
------------------
Damage Taken: 1,1,1 = 3
Intended Damage: 4 = 4
Max Combo: 2
Guard: 34 (-6)
Super: 1 (3/4)
Momentum: 4
Health: 100
Strength: 6
Speed: 4
Defense: 5
Chi: 3
Build: Bruiser
And lastly, the result of those two posts for A:
A is punched hard in the face. He stumbles back a foot before leaping through the air at a blur of a speed, aiming a Shadow Kick at B!
------------------
Damage Taken: 4 =4
Intended Damage: 10 = 10
Max Combo: 3
Guard: 40
Super: 4 (3+1)
Momentum: 12
Health: 100
Strength: 4
Speed: 6
Defense: 5
Chi: 3
Build: Jack
------------------
Damage Taken: 4 =4
Intended Damage: 10 = 10
Max Combo: 3
Guard: 40
Super: 4 (3+1)
Momentum: 12
Health: 100
Strength: 4
Speed: 6
Defense: 5
Chi: 3
Build: Jack
As you can see, everything is constantly raising or lowering, reflecting the ebb of battle.
I realize this may be confusing or a lot to read, which is why I'm doing this, so I can hone the system. Think of it like Beta testing.
Below is the blank character sheet. I'll post mine first to give you an idea of what to do.
For this experiment, stat points (not counting the base 1 in each) will be 10. Spend them how you'd like.
[u][b]Statistics[/b][/u]
[b]Name:[/b]
[b]Build:[/b]
[b]Momentum:[/b] 0
[b]Guard:[/b] 24
[b]Super:[/b] 0
[b]Kombo Max:[/b]
[b]Health:[/b] 100
[b]Strength:[/b] 1
[b]Speed:[/b] 1
[b]Defense:[/b] 1
[b]Chi:[/b] 1
[b]Projectile:[/b]
[b]Projectile 2:[/b]
[b]Dash:[/b]
[b]Close:[/b]
[b]Trademark:[/b]
[b]Breaker:[/b] - Requires 20 Super.
[b]Super Projectile:[/b]
[b]Super Projectile 2:[/b]
[b]Super Dash:[/b]
[b]Super Close:[/b]
[b]Super Trademark:[/b] - Requires 40 Super.
Feel free to color the moves as you see fit.