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Post by Ninja Boss on Feb 17, 2005 16:51:22 GMT -5
get rid of the turns when u make 2 plz thx they r so annoying.
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Post by Beagle on Feb 17, 2005 21:48:23 GMT -5
What do you mean get rid of them? Should players just be able to kill every player in the game without running out of turns? Or do you have something else in mind?
--Woof
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Post by Taijutsu on Mar 11, 2005 4:30:25 GMT -5
I've played a few turn based online RPGs similar to this, I think a better idea would be to make combat more involving rather then a (click, defeat) type game.
A few ideas you could incorperate.. Allow the assignment of 20 turns per half hour. Cap the amount of awarded turns at 200. That way a person could fully refresh themselves after a 5 hour period of rest, allowing them to be much more active in this game, rather then waiting for only a few duels worth of turns.
After players have this large amount of accessable turns, alter the Dojo, so that when you enter, you have choices.
(a few suggestions that come to mind..)
Multi-Colored Teachers.. make a teacher for each color class of ninja. Red, Black, Blue, White, etc. These trainers will have a hire cost (in gold) for you to learn skills from them. Along with that gold cost there will be a turn based cost that will require you to study under them using anywhere from a little bit to alot of turns.
The money cost should be the same, however when learning skills and abilities across to a different type of ninja, there should be a turn penalty (for lack of understanding, a ninja of the true type for that move will be able to understand and learn it much quicker)
Make it so that a ninja learning skills from a different type requires 2x-4x as many turns as normal. Gold costs should remain the same.
After that, come up with a list of basic and more advanced abilities for ninja's to learn, upgrade, refine, combine, etc. Pre-requisites, Ability to upgrade to newer and better skills, and what have you.
The advanced skills (going beyond level 20) will cost aprox 50-100 turns to learn from a trainer, as well as a heafty fee depending on your whims. The highest abilities will cost 150-200 turns, requiring the player to be fatigued so much that they need to rest to be able to do anything afterwards.
This is for anything in the realm of Taijutsu (Martial Arts), Ninjutsu ('Magical' Abilities), and Genjutsu (Illusions).. If you like this idea and need any help setting up a list of skills, or some ideas to help you on that path, just talk to me and i'll help ya out, i'm a very big fan of this.
Getting back on track, as well as the trainers mentioned, I believe that there should also be physical improvement in the dojo, possiblity to spar with people (for a certain amount of turns) that has a chance to increase your strength points etc. Among other physical and mental training. This should be only turn based, and at higher levels, a small fee to get others powerful enough to spar with you.
Now for the actual fighting, I think that the duel function should remain, but should not award a kill point, and shouldn't be to the death (players are healed afterwards, it is just a duel afterall). Actual attacks should allow players to use their accumulated items, skills, and basic attacks agains't the opponent, until one is declared the victor. This can be anywhere between 1 and 200 turns, and might end up in a stale-mate in the situation both players are exhausted. This could be a very difficult thing to implement, especially the automation of it, but I could help you out on that in at least a very limited capacity if you want.
I saw some ideas for the thief profession, and think it's an interesting idea, but dont think that you should allow just anyone who donates to have such power, mainly because it is just a griefing technique. I can see this seriously abused after the community is thriving, just to keep others behind.
Instead I think the main focus should be ninja, and they should have their types outlined a little more..
It's not like i've been playing long enough to comment much on this, most of what i've been saying so far can just be shrugged off as a (yeah, that's cool but not exactly what I was thinking.) Or what have you, but I like putting in some feedback wherever I go.
As for defining the roles of the Ninja, and perhaps adding another type..
White - Healing, Resistance, Cures, A more defensive style of Martial Arts (self preservation), Second Sight (Ability to see most of what an opponent can do before they do anything)
Black - Stealth, Poision, Trickery, Fast moves that gain them an advantage (running behind, under, over, to the side of the enemy, giving them openings to unleash powerful attacks, similar to positional attacks from rogues.)
Red - Rage, Power, Brute Strength, the color speaks for it all, red should have abilities to incite rage in themselves and in others, harnessing both sides of it by increasing their strength and making the opponents lose control a little bit. They should have powerful Ninjutsu that allows them to hurl huge balls of fire and streams of heat to their enemies damaging them. And primarily use a head on style of fighting.
Blue - Meditation, Reflection, Confusion, Exhaustion, and a very elusive style of fighting (trying not to get hit, to exhaust the enemy) Blue should have the ability to shrug off and deflect(reflect) Ninjutsu attacks directed at them, at more advanced levels (when reflecting a low level Ninjutsu skill) perhaps even have it reflect back at the user.
Green - Augmentation, Self Improvement, Nature Sense, Well rounded fighting style.. Green should be able to augment themselves in a way to where they are much harder to exhaust, most green skills will have very cheap costs (for green ninja), They should have the ability to slightly increase their strength, quickness, power, for a short duration while they fight (without negative effects like red), their fighting style should be very well rounded in defense and offense and they should be the middle ground Ninja.. They should be able to have weaker versions of most other skills.. the curing ability of white (but not to the extent, may take much more effort to cure themselves), The hiding ability of black (they should be able to hide themselves more easily then most ninja's excluding black.. but they should be much easier seen.. This way, when they attack someone while stealthed, they still get hit back, but no one can initiate the attack on them.)
Those are just some basic ideas, and could expand alot more on them if you wanted.. In my mind, with all of the skills suggested, if implemented correctly will turn out to be a very interesting mix, as well as decently balanced with eachother that no one is "all-mighty".
A few other ideas I had, were for the shop in items.. Some more perminant items, small peices of armor, smoke bombs, weapons, etc.. Armor Items that may increase your health (but heavy armor will fatigue you more easily (lowers your turn regeneration and cap the heavier it is, some very high level light armors will have very little impact on it), weapons that will increase your strength slightly, but there will be skills that will out-preform most weapons.. just several ideas of items that can be used in battle as well as equipment.
If you want me to say anything else on the subject just ask me here, I will monitor this post for a short while..
/throws a smoke bomb and fades into the shadows.
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Post by Taijutsu on Mar 11, 2005 15:14:10 GMT -5
Just for those of you wondering, this is on a point of view from the Naruto episodes (I figure it's realistic and mystical enough to keep people interested).
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