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Post by Puar on Nov 20, 2022 7:21:13 GMT -5
Uhh, this isn't a thread I see - but uhh if it needs to go somewhere else let me know.
Basically if you have game mechanics to suggest then drop em here... uhh Admin if this is okay of a post could we get a pin?
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Post by Puar on Nov 20, 2022 7:22:41 GMT -5
Stances - Ight short and sweet. I propose we give the option to drop into a stance with an action or 2. Like no, not change how it reacts now, but add to it. So basically you can get into a stance for free if its a lull, or you can spend an action to drop into a stance.
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Post by Dr. Ghast on Nov 20, 2022 8:48:50 GMT -5
here's a few things:
1. Have rushes with ST's or energy attack use COUNT towards their limits. Currently, if you used one large rush on your opponent, with them spending all ST's to dodge, any other rush would end up being an autohit... another option would be to find a way to block or dodge rushes without solely having to rely on ST's. For instance, if player A uses Meteor Combination and you'd allow the opponent to deal with each part individually, it would still be a case of action economy, where the defending player either takes or dodges each individual part of a rush for one action each.
2. Put a cap on the amount of times someone can initiate a grapple. This "1 action for 2" mechanic is just way too open for abuse. If player 1 spends 1 action every turn to initiate a grapple, the defending player would at some point just have no choice but to accept after running out of counters, and with the avoid grapple part standing at 2 actions, that's basically a free stun in favor of the one initiating anyway.
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Post by Riki on Nov 20, 2022 20:21:23 GMT -5
I said this in a couple places recently, but instead of limiting the amount of times you can grapple someone, I suggest making it so that you can choose to exit a grapple at any time.
You would still have to respond to every attack made against you in the grapple (or take them), and choosing to exit it would still inflict the 1 action stun on you, BUT there would no longer be the fear of being trapped in a grapple outside of your control. Since joining a grapple actually gives you an offensive advantage I think people would actually be more interested in accepting them and risk taking a stun later than taking the "stun" by dodging it. Knowing you still have offensive and defensive options other then just combos if you wish to take the stun is a pretty big game changer for grapples then just I gotta SA him more to escape!!!! And this also solves the lets trap him in a grapple til he burns all his ki scenario since he can leave whenever he wants, reaping the much fairer consequences of doing so.
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Post by Bersimmon on Nov 22, 2022 17:50:46 GMT -5
Poising- This is pretty simple. The act of taking a moment to prepare your body for a moment so you can unleash a wave of attacks. so the idea: this can't be done except if you haven't done it last turn, but then you can give up 2 actions in order to get +1 action on your next turn. this doesn't stack and it also cant be done more than once the same turn you do this.
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Nelgae
Story Teller
Posts: 1,159
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Post by Nelgae on Nov 22, 2022 22:44:27 GMT -5
Poising- This is pretty simple. The act of taking a moment to prepare your body for a moment so you can unleash a wave of attacks. so the idea: this can't be done except if you haven't done it last turn, but then you can give up 2 actions in order to get +1 action on your next turn. this doesn't stack and it also cant be done more than once the same turn you do this. So Energizer, but you can use it more than once? And costs an additional action?
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Post by Puar on Nov 23, 2022 5:26:28 GMT -5
Poising- This is pretty simple. The act of taking a moment to prepare your body for a moment so you can unleash a wave of attacks. so the idea: this can't be done except if you haven't done it last turn, but then you can give up 2 actions in order to get +1 action on your next turn. this doesn't stack and it also cant be done more than once the same turn you do this. So Energizer, but you can use it more than once? And costs an additional action? So basically what you are suggesting is to give up actions on one turn and carry them over to the next? I kinda dig that idea. Needs polish, but I'm always up for messing around with action economics.
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Post by Puar on Nov 23, 2022 10:48:55 GMT -5
Officers and Weapon Techniques.
Weapon Techniques do not have slots. You just learn them by self training, so Officers can learn these. The question is about the slots. Weapon Technique slots are at 7 on start with ways to get it a bit higher out there. Are we allowing Officers to each have 7 slots?
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Post by Dr. Ghast on Nov 23, 2022 12:14:00 GMT -5
My officer used to have weapon techs, not sure if it is still legit these days...
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Post by Bersimmon on Nov 24, 2022 14:16:14 GMT -5
Poising- This is pretty simple. The act of taking a moment to prepare your body for a moment so you can unleash a wave of attacks. so the idea: this can't be done except if you haven't done it last turn, but then you can give up 2 actions in order to get +1 action on your next turn. this doesn't stack and it also cant be done more than once the same turn you do this. So Energizer, but you can use it more than once? And costs an additional action? Basically, but if worst comes to worst, you can always just make it once per battleIf it turns out to somehow break the game(although I kind of doubt it would do that).
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Post by Holly on Nov 25, 2022 14:52:18 GMT -5
Total DR hard cap - Well, I think I should propose a total DR hard cap, since there are so many ways to bypass the DR caps in place and what not. So basically just like how finishers are locked behind a post timer, let's go ahead and lock like DR8+ by the same post timer imo. Gotta get past 3 posts before you can do any DR damage above 7.
Basically, if you perform a move that should be DR8, it will be capped to DR7 dmg, not that you can't flat out use the techs. Some techs still have value outside of their DR.
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Post by Riki on Nov 26, 2022 16:25:59 GMT -5
Standardized Damage System as +75%. Change it from DRs being double (which is written clearly on the main site that people chose to ignore cause it's over bearing) to be +75%.
Every referee works on these same DR = dmg %. Referees are still free to apply stat modifiers, weakening mechanics, and various other things to modify these base numbers but these are the base numbers everyone uses. If we apply a standardized damage system things like DR buffs and suggestions like Blossoms can be fairly made and adjusted to a set system. As is, we could apply Blossom's system to limit DRs only for it to be completely irrelevant in a system with damage that doesn't reach high enough, or having post 4 be deadly af. Without a standardized system it's impossible to keep making DR rule changes that actually work when they affect each ref in entirely different ways. This also helps newer battlers understand their damage points and a basic idea of what kind of damage they should be facing instead of the complete guessing game a new referee presents.
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Mona
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Post by Mona on Nov 26, 2022 16:57:11 GMT -5
a mechanic stipulating that people can't use their alt characters in the same battle
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Nelgae
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Post by Nelgae on Nov 26, 2022 18:22:22 GMT -5
a mechanic stipulating that people can't use their alt characters in the same battle I actually don't have an issue with this, though I have never done it. We had a member here that literally built two characters that were made to fight together. The affectionally referred to Grim Bros. But I'd like to see your reasoning for this.
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Nelgae
Story Teller
Posts: 1,159
Organization: Planet Trade Organization
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Post by Nelgae on Nov 26, 2022 18:34:57 GMT -5
Standardized Damage System as +75%. Change it from DRs being double (which is written clearly on the main site that people chose to ignore cause it's over bearing) to be +75%. Every referee works on these same DR = dmg %. Referees are still free to apply stat modifiers, weakening mechanics, and various other things to modify these base numbers but these are the base numbers everyone uses. If we apply a standardized damage system things like DR buffs and suggestions like Blossoms can be fairly made and adjusted to a set system. As is, we could apply Blossom's system to limit DRs only for it to be completely irrelevant in a system with damage that doesn't reach high enough, or having post 4 be deadly af. Without a standardized system it's impossible to keep making DR rule changes that actually work when they affect each ref in entirely different ways. This also helps newer battlers understand their damage points and a basic idea of what kind of damage they should be facing instead of the complete guessing game a new referee presents. I like giving a solid damage to physicals, if we ever implemented just that part of this. It's always been ambiguous about how hard they hit. They are integral to dbz, especially pre android saga. Goku vs Freiza (which Alex loves to refer back to) is filled with tons of physicals. In fact, when Freiza is toying with Vegeta while in his smoll boi final form, I think he doesn't even fired an energy blast until he Death Beams him after Goku gets there. In fact, it looked like he was gonna break his neck or something physical before he's interrupted.
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