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Old 09-01-2008, 09:32 PM   #21 (permalink)
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Well, points and levels can get confusing if you don't have them memorized, but then again, just creating your own scene would be rather hectic and could get out of hand quickly. Some people just CAN'T accept defeat.
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Old 09-01-2008, 09:37 PM   #22 (permalink)
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Quote:
Originally Posted by SuperHero View Post
Well I'm not sure how much TFWM wants to realese, but if you're talking about the battle system I'll tell you. See, I want to do it kind of like two people writing a story. One person will write something he did then the next person respond's in kind. All of this happen's within the realm of plosiblety. There will be punishments for people who go...

Koopa drew a ultra-destroyer cannon and killed the sparten. He laughed with glee as his body burned. Koopa leaned over and took the wallet that some how was still intact and took out all the money. Then he took out his cloner machine and cloned the money until he had a million dollors.

Thousandfootwii-mote suggest that we do a thing like pokemon with levels and points and turn-based already chosen moves. It's just a difference in appinion. You can tell us what you think. But I think it's supposed to be the game testers job to give us the best verdict.
Monkeys and Mushrooms!
I think it should be a mix of both (if that's even possible)

it all depends on player preference and creativity. It would be difficult for someone who isn't very creative to write a story-type move, while with a preset list of moves its just a strategic decision. However, making up moves would be more fun and interesting (unless someone was being a jerk and kept saying "I blew up the universe" all the time and would ruin the game)
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Old 09-01-2008, 09:39 PM   #23 (permalink)
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Preach it brother. But what I think we should do if we use TFWM's way is to have the photo-shop make upgradeble cards that you put in your sig.
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Old 09-01-2008, 10:16 PM   #24 (permalink)
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Now THERE is the idea of the night.

I support that idea. Create your own cards, approve attack power/energy costs (if applicable) with a GM, and pop that in your sig. When you want to battle, it's right there for you to look at!

Perfection, gotta love it.
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Old 09-01-2008, 11:15 PM   #25 (permalink)
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I'm trying to decide if this belongs in announcements or if it needs to be moved to open topic...hmm. I'll reach a conclusion after Portal.

Sounds cool nonetheless.
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Old 09-02-2008, 09:07 AM   #26 (permalink)
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Thank you CJ. And I'm not sure Rok. I haven't been here long so I'll have't ask Wii-mote.
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Old 09-02-2008, 01:20 PM   #27 (permalink)
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Quote:
Originally Posted by cornyjohn View Post
Now THERE is the idea of the night.

I support that idea. Create your own cards, approve attack power/energy costs (if applicable) with a GM, and pop that in your sig. When you want to battle, it's right there for you to look at!

Perfection, gotta love it.
Yes, this came up when me and SuperHero where talking. And I have a way, but it would recire BBC code. I don't know if it would work with the curent code type. My brother has a sig on another site that when you move your mouse over it, it says, "My name is McGyver". If we could make the card, with the character name type and such ilk, and when you move your mouse over it, it would say the attack power and name of each move.
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Originally Posted by Rokrin View Post
I'm trying to decide if this belongs in announcements or if it needs to be moved to open topic...hmm. I'll reach a conclusion after Portal.

Sounds cool nonetheless.
lol, ok.
Quote:
Originally Posted by SuperHero View Post
Preach it brother. But what I think we should do if we use TFWM's way is to have the photo-shop make upgradeble cards that you put in your sig.
Right.
Quote:
Originally Posted by cornyjohn View Post
Well, points and levels can get confusing if you don't have them memorized, but then again, just creating your own scene would be rather hectic and could get out of hand quickly. Some people just CAN'T accept defeat.
Exactly. I am that way some times.
Quote:
Originally Posted by raulpena2 View Post
How exactly would the game work? Will it be a flash game, a forum game, or some other type? There wasn't much of a description in the first post. I would like to help, but I can't say I can without knowing any more details.
It is a mix of both. It was be a mix of graphic and text based world. The former for battle and weapons, the later for locations.

Quote:
Originally Posted by SuperHero View Post
Well I'm not sure how much TFWM wants to realese, but if you're talking about the battle system I'll tell you. See, I want to do it kind of like two people writing a story. One person will write something he did then the next person respond's in kind. All of this happen's within the realm of plosiblety. There will be punishments for people who go...

Koopa drew a ultra-destroyer cannon and killed the sparten. He laughed with glee as his body burned. Koopa leaned over and took the wallet that some how was still intact and took out all the money. Then he took out his cloner machine and cloned the money until he had a million dollors.

Thousandfootwii-mote suggest that we do a thing like pokemon with levels and points and turn-based already chosen moves. It's just a difference in appinion. You can tell us what you think. But I think it's supposed to be the game testers job to give us the best verdict.
Monkeys and Mushrooms!
Yes, I do believe my combat system would work better. Let me give you an example.

Quote:
Ok, here we go.
Say you are walking in the woods, and another player trying to steal your money purse ambushes you. Obviously they need to be taught a lesson in proper manners so you equip your standard sword and shield. They equip their magi-sword and metal shield. Things aren’t looking good for you now. Each of your equipped items has an offensive and defensive move. Your sword has slash and parry, while your shield has thrust and block. Each move has its own stat as well. Weapons are classified in a type, then subtypes. Here’s standard sword and standard shield stats. Now stats also determine how much or how little health is lost in either party.

Standard sword:
Slash – 10+
Parry – 10*

Standard shield:
Thrust – 10-
Block – 10*

Legend:
+ = Damage dealer
- = Stat hurter
* = Combo compatible
^ = Ability added
HP = Health points

Now, say the thief used his magi-sword to slash. That has a value of 15+. You use block and that blocks (as the name implies) the loss of ten of your health points. But you didn’t block five of those points. And that takes its tole on your health. Your health is determined by your level, and your level is determined by a number of things.

Defeating other players in battle or completing quests can up your level. Such as, if you’re a level one, you have to defeat one opponent. If you’re a level two, you have to defeat two new players and ECT.
The other option is by completing quest for other players. Here’s an example,

Say a storeowner gets a request from a player for a magi-sword. The storeowner will be to busy with the store to get the sword himself. So he asks you. You have to go out, find all the components (a list will be provided to the storeowner) to the magi-sword and take them to him. This might sound easy, but trust me, it won’t be. Once you have them, you take it back to the storeowner, who will give you money, and a level up.

Now back to our little story.

You need to take the guy down fast, so you decide to use one of your abilities. Your abilities look like this.


Onslaught: Cause twice the damage for one move only once per fight.

So you use your ability as a warrior and slash him with your Sword^. With the common value of your swords slash (10+) multi-plied by two (20+) you overwhelm his metal shield block (15*) and hit him for five health points. But sadly, that’s not enough to take him down. He uses slash from his magi-sword. You use Parry (10*) and take another five HP. Ok, your turn. You look in your inventory.

Potion (+5 HP) x 1
Red Jewel ($500) x 2

You use the potion to regain (+5 HP) but decide this battle can’t be won. You then retreat.

Well, that was a little trip into the combat system I (thousandfootwii-mote) am working on.
That is what I mean in a ruff sense.
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Old 09-02-2008, 01:31 PM   #28 (permalink)
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so that combat system would be turn based, right?

would that mean if your character was faster than your opponent, he/she could dodge attacks, escape, outrun, etc.?
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Old 09-02-2008, 01:37 PM   #29 (permalink)
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I haven't done a lot of work with the combat system. Just what you see above. But each species, would have it's own special ability, adding to the stratigy of choosing your character. Also, you would choose you class, such as Warrior. That will give you another ability. So, yes. Kind of. Speed isn't something that will matter in this game.(Pending thought.)
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Old 09-02-2008, 01:47 PM   #30 (permalink)
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Wow, I totally missed this topic.
Could I possibly help out? This sounds like it's gonna be pretty cool
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