digibutter.nerr Forum Index
Hey [you]! If you haven't noticed, this is now the old digibutter forums. Go over to the new site!
digibutter.nerr
It's Hi-Technicaaal!

Suggestions for a new attack/item system.
 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    digibutter.nerr Forum Index -> Feedback
Author Message
Richest user. :D
Super Ultimario



Joined: 18 May 2007
Posts: 5704

HP: 100 MP: 4 Lives: 6



PostPosted: Fri Jul 04, 2008 11:53 am   Reply with quote

Francis, I've heard you saying you don't like the current system, how it's basically "whoever attacks first wins".


I have a few suggestions for something completely different, more turn-based and strategy. While coins will factor into this, they won't completely decide the winner, unlike the current system. In the current system, if you have enough coins to buy more items than the other guy, you basically win in the end.

This would likely have to wait until Nerr 2.0 to be added, as it completely changes everything about the current systems.


Stats

You start out with 10 HP, 5 FP, 1 Power, 0 Defense and 10 BP. You also start out with 50 coins, a Mushroom, Boots equip, and a Power Jump badge

As you post, make topics, win duels, etc., you get Score, like the current system. Each time you pass a certain amount of score (say, 2000), you "level up". When you level up, you can choose to upgrade a specific stat: HP(+5), FP(+5), Speed(+5), Defense(+1), or Power(+1). You may also get certain new attacks or items as you level up.

Power and Defense raise by 1 each level up. This means that if you level up Power, every time you use an attack of some sort, it does 1 more damage. Defense works the same way, only with opponent's attacks losing damage. If you attack a user who has higher Defense than your Attack, your attack automatically deals 1 damage instead of 0. Speed simply determines who goes first in Duels. This could be a very important or unimportant stat, depending on your strategy.

HP would work basically the same as it does now. FP would be similar to our current MP, except we'd have more FP and attacks would use more of it.

Duels

Duels would be our method of actually battling people. There is a Duel button on everybody's profile. Click on it to see a big menu of options for the duel. Specific items/attacks/badges you want to ban, no items or a limited amount of items, whether you want to put a wager and how much, whether or not both sides are fully healed after the duel, etc. When the options have been decided, you must wait for your opponent(s) to accept or decline.

If they accept, the duel begins. Duels are basically turn-based, the first attacker is determined by Speed. If there's a tie in Speed, the first attacker is chosen randomly.

Whenever you use an attack, item, or do any other important duel-related action, it takes up your turn, and then it is your opponent's turn. This continues until one user loses all their HP, then the other user wins.

If you are in a duel, you cannot buy items or anything else, you cannot un-equip or equip Badges, and you cannot challenge anyone else to a duel.

The most common method of dueling is 1 vs. 1, but there could be 2 vs. 2, 8 vs. 8, 1 vs. 1 vs. 1, etc.

Star Points/Star Power

Everyone starts out with 1 SP and the attack "Focus". The atack Focus restores SP. However, both are useless as they have no SP-using attacks.

Francis can hand out more SP and SP-using attacks specifically for events, wars, Parties, quality members he believes deserve it, and so on.

SP, when not full, slowly restores itself over turns, and if not in a duel, over periods of days.


Badges

BP would not be upgradable, except for the use of an expensive Double Dip(15 BP) or Triple Dip(20 BP) item. Every user has 10 "BP", or "Badge Points". Badges are in a new shop (not usershop) called "Rowf's Badge Shop" or whatever you want to call it. Badges can be "Equipped", using the hardly-used Equip feature we already have. Depending on the badge, when you equip it you lose some BP, and when you un-equip it you regain the same amount of BP. Badges would be pretty inexpensive for their uses, most costing about 10-40 coins.


Here are some badge suggestions:

Power Plus (2 BP)- +1 Power.

Defend Plus (2 BP)- +1 Defense

Zap Tap (1 BP)- Counter 1 damage to all physical attacks.

Fire Shield (1 BP) Counter 1 damage to all physical attacks and get +1 Power to all physical attacks.

Ice Power (1 BP) When using physical attacks against a user equipped with Fire Shield, +1 Power and ignore Fire Shield's damage counter effect.

Happy Heart (1 BP)- Gain 1 HP at the beginning of each turn.

Happy Flower (1 BP)- Gain 1 FP at the beginning of each turn.

Refund (1 BP)- For each item used in battle, regain 10% of its original cost.

Power Smash (1 BP)- Gain the attack Power Smash. Non-physical attack, deals 2 more damage than Hammer, uses 2 FP each use. Requires the attack "Hammer".

Ice Smash (1 BP)- Gain the attack Ice Smash. Non-physical attack, deals 1 more damage than Hammer, uses 2 FP each use. Deals 2 more damage against users with Fire Shield Badge equipped. Requires the attack "Hammer".

Fire Drive (1 BP)- Gain the attack Fire Drive. Non-physical attack, deals 1 more damage than Hammer, uses 2 FP each use. Deals 2 more damage if you have Fire Shield equipped. Requires the attack "Hammer".

Quake Hammer (1 BP)- Gain the attack Quake Hammer. Non-physical attack, deals half damage than your Hammer attack, uses 2 FP each use. If there is more than one opponent, this attack hit all opponents. Requires the attack "Hammer".

Multibounce (1 BP)- Gain the attack Multibounce. Physical attack, uses 2 FP each use. If there is more than one opponent, this attack hits all opponents. Requires the attack "Jump".

Power Smash (1 BP)- Gain the attack Power Jump. Physical attack, deals double damage of usual Jump attack and then 2 more but strikes once, uses 2 FP each use. Requires the attack "Jump".

Close Call (1 BP)- when in Danger, every other attack by your opponent misses you.

Power Rush (1 BP)- When in Danger, Power +4.

Return Postage (4 BP)- If hit by a direct attack, counter half of the damage.

Deep Focus (1 BP)- When using "Focus", restore more SP than usual.

Equipment

You can only have 2 Equips equipped at a time. Equipment provides extra support such as more attacks

Hammer- Inexpensive, but gives you the attack "Hammer", which is indirect and deals 2 base damage.

Super Hammer- Gives you an improved "Hammer" attack with 4 base damage.

Ultra Hammer- Gives you an improved "Hammer" attack with 6 base damage.

Boots- Gives you the attack "Jump", which deals half your attack power + 1 and strikes twice. Is not bought, is given to you automatically upon joining. Does not take up an Equip slot.

Super Boots- Is not bought, but is earned by leveling up. Gives you an improved "Jump" attack which deals 1 more base damage. Does not take up an Equip slot.

Ultra Boots- Is not bought, but is earned by leveling up. Gives you an improved "Jump" attack which deals 2 more base damage than normal Boots. Does not take up an Equip slot.

Items

We already have items, but in this battle system they will be quite different. For one thing, they won't be the main method of attacking.

Mushroom- Restores 5 HP.

Super Mushroom- Restores 10 HP.

Ultra Mushroom- Restores 50 HP.

Volt Shroom- Use on yourself to counter 1 damage to direct attacks for the rest of the battle.

Fire Flower- Deals 4 damage to all foes. Deals 1 less damage to users equipped with Fire Shield. Ignores Defense/Power.

Ice Flower- Deals 4 damage to all foes. Deals 1 more damage to users equipped with Fire Shield. Ignores Defense/Power.

Lightning Rage- Deals 5 damage to all foes. Deals 1 less damage to users under the effects of Volt Shroom or Zap Tap. Ignores Defense/Power.

Shooting Stars- Deals 6 damage to all foes. Ignores Defense/Power.

Slow Shroom- Gain 5 HP upon use, gain 3 HP each turn for 5 turns afterward.

Slow Syrup- Gain 5 FP upon use, gain 3 FP each turn for 5 turns afterward.

Honey Syrup- Restores 5 FP.

Maple Syrup- Restores 10 FP.

Jammin' Jelly- Restores 50 FP.




I've been brainstorming other ideas, such as pets/partners that aid you in battle, and different races such as Koopa, Luma, Shy Guy, Lava Bubble, Magikoopa, etc., but I'm still thinking about how it'd work. I'll be sure to edit this post every now and then.

Well, that's pretty much all I feel like typing now. Francis, if you like this idea, I could add some more examples and some images for the Badges, Equips, Items, etc.
Back to top
Ultimario Mart!    
Hug you blob NAO!
Super Tenebrae



Joined: 14 Jun 2008
Posts: 1956

HP: 100 MP: 7 Lives: 0



PostPosted: Fri Jul 04, 2008 12:16 pm   Reply with quote

Wow awesome dude. Very very intelligent, sounds paper mario diggibutter to me.
Back to top
Tales of shop    
~A color is just a color~
Frozenwinters



Joined: 30 Aug 2007
Posts: 25292

HP: 1 MP: 0 Lives: 4



PostPosted: Fri Jul 04, 2008 12:58 pm   Reply with quote

That sounds awesome. I think you should only get points for leveling up outside of the OTs, because people will just post there all day and be the most unstoppable thing ever. D:
Back to top
The Carmadox Party    
Richest user. :D
Super Ultimario



Joined: 18 May 2007
Posts: 5704

HP: 100 MP: 4 Lives: 6



PostPosted: Fri Jul 04, 2008 1:02 pm   Reply with quote

Frozenwinters wrote:
That sounds awesome. I think you should only get points for leveling up outside of the OTs, because people will just post there all day and be the most unstoppable thing ever. D:

Agree'd. Score isn't affected by the OTs now, so it won't when this is added. Otherwise, I'd be the least of everyone's troubles. Seriously, take some people's post count, then divide it by 20. That'd be their level. WAY overpowered.
Back to top
Ultimario Mart!    
WHO HA HOO HEY HOOM
Paper Luigi
Vampire


Joined: 09 May 2007
Posts: 6855

HP: 1 MP: 7 Lives: 0



PostPosted: Fri Jul 04, 2008 11:07 pm   Reply with quote

Yes. VERY YES.
Back to top
PaperLuigi's Inconvienence Store    
Ocelot
Twytch



Joined: 12 Oct 2007
Posts: 14225

HP: 100 MP: 1 Lives: 0



PostPosted: Fri Jul 04, 2008 11:24 pm   Reply with quote

He should just dumb down custom item creation so it isn`t whoever hits first. That, or remove the ability to make attack/health items over 30 HP.
Back to top
Outer Heaven    
woooooo
iceball3



Joined: 29 Feb 2008
Posts: 264

HP: 98 MP: 6 Lives: 0



PostPosted: Sat Jul 05, 2008 8:44 am   Reply with quote

or maybe they can only get very strong items after a predetermined level
Back to top
Ice Shop    
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    digibutter.nerr Forum Index -> Feedback
All times are GMT - 5 Hours
Page 1 of 1

 


Powered by phpBB © 2001, 2005 phpBB Group