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 Josh's thinking space. Feel free to comment just not in here.

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Central Command
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PostSubject: Josh's thinking space. Feel free to comment just not in here.   Tue Apr 02, 2013 8:55 pm

I'll be posting Rules that I want to keep here.

---

5 Slot Customization
-Head
-Body
-Right Arm
-Left Arm
-Legs

This will be in place instead of having a class. Each part will give you different abilities or powers.

For example: (None of these are final, I'm just making shit up.)
Head Slot: Efficiency Algorithm.
-All attack actions take 1 less AP.
Body Slot: Armor Plating
-Reduce all standard damage by 2 points. Movement costs an additional AP. (Moving 3 squares costs 4 AP, for example.)
Right Arm Slot: Charge Cannon
-Able to Charge up a shot by spending an extra AP. Charging takes an additional turn before it fires but does additional damage. (For example, you take your turn and charge a shot, but have to wait to actually fire until the end of the next characters turn.)
Left Arm Slot: Shield
-Uses 2 AP and sacrifices all Reaction Points to reduce incoming damage by 2 points.
Legs Slot: Dash Jets
-Gives you a bonus 2 AP for movement only.

None of that is final, like I said, but it gives you an idea of what kind of a character you can make. This is more of a slow defender type of character with some parts to mitigate his heavy AP use.

---

Action Points (Probably should have started with this.)

All characters will start with a standard pool of points. Let's say 6.

Actions will then cost points to perform. Firing a weapon will cost 3 points. Moving will cost 1 point per square/hex. (I actually want to use hex for this game.)

Once your turn is done, any left over points will become Reaction Points. Reaction Points can be used on other people's turns.
-For example: You have 3 points left over after your turn. On the next turn, an enemy throws a bomb at you. Since it's a thrown weapon it must target a square. The blast radius is 2. You can use your Reaction Points to move out of the blast radius of the thrown bomb.

I'm still playing around with this as it may turn out to be too powerful. But I like the idea of being able to dodge around on other peoples turns. There will probably be some limitations.


Last edited by Central Command on Tue Apr 02, 2013 10:29 pm; edited 1 time in total
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Tue Apr 02, 2013 10:29 pm

I've been thinking about the Action Point system.

Like, if attacking takes 3 AP and you have a pool of 6, could you attack twice?

I'm thinking no unless you have a specific part that lets you attack twice.

One attack per turn.

You can attack as a reaction, though. You just have to save the points and the attack. Dunno what good it would do. Maybe an interrupt? Will work on that later.

---

Also, think of new name for Parts. Razz
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Wed Apr 03, 2013 9:38 am

Mainhand vs Offhand weapons.

Mainhand weapons will do a standard 1d6 damage and cost 3 AP.

Offhand weapons will do a standard 1d4 damage and cost 2 AP.

All melee weapons are automatically offhand but do 1d6 damage.

Mainhand weapons can only be shot once.

Offhand weapons can be used in the same round as another attack but only once per weapon.

Example:

(This is one round)
Shoot a Buster Cannon (Mainhand) for 3 AP. 1d6 damage.
Shoot a Blast Pistol (Offhand) for 2 AP. 1d4 damage.
1 AP Left for movement/Reaction Points.

(Another single round)
Shoot a Blast Pistol (Offhand) for 2 AP. 1d4 damage.
Use a Melee Punch (Offhand) for 2 AP. 1d6 damage.
2 AP left for movement/RP.

(Again)
Shoot a Blast Pistol (Offhand) for 2 AP. 1d4 damage.
Shoot a Blast Pistol (Offhand) for 2 AP. 1d4 damage.
2 AP left for movement/RP.

I think you get the picture.

More on melee later.
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Wed Apr 03, 2013 6:24 pm

A few ideas on some parts/upgrades. (btw, thinking about calling them upgrades.)

Head Slot:
-Bonus to accuracy and 10% better chance of an enemy dropping an item when you kill it.
-AP efficiency. Reduced cost of AP for actions.
-Weapon. Uses Off-Hand rules.
-Heal boost. Healing items will heal 1 extra point.
-Some sort of hacking ability? Makes sense to put it in head slot...

Arm Slot:
-Grapple. Off-Hand. Can pull enemies/items to the user. Can also be used to swing or ascend.
-Arm Cannon. Main-Hand. Pretty standard weapon. Very popular among Maverick Hunters.
-A sniper rifle? I really want to do some version of a powerful weapon but I haven't figured it out. Standard Main-Hand weapons do 1d6, but I want to make more powerful weapons that do 1d8.
-Two handed?
-Extra AP cost seems like a good idea.

more later...


Last edited by Central Command on Wed Apr 03, 2013 11:46 pm; edited 1 time in total
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Wed Apr 03, 2013 10:10 pm

Should weapons have ammo?

Maybe just the particularly strong weapons. Or ones that are specialized.

---

Should weapons be part of the arm slot or would it be separate?

I like the idea of separate weapons. After all, a Blaster Pistol or a Saber are both weapons that are held in the hand, not part of the arm...

Probably be best to do both. Separate weapons would be off-hand, and thus, do less damage. (How would this work with a Sniper Rifle? More to think about.)

So if you have an Arm Slot upgrade that isn't a weapon then you have to use an off-hand weapon.

I kind of like that.
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Thu Apr 04, 2013 12:34 am

The setting of the game should be in X timeline.

Ideally right after Sigma bombs the city.

Lots of havoc. X can't be the only one fighting Mavericks. Time to bring in a new breed of Maverick hunters.

---

Unfortunately after reading the Megaman Wiki I found out that the old robot masters just won't work out. Therefore, all characters will have to be reploids. I don't know enough about other types of characters, like pseudoroids, to really make them viable.

Possible for later on, though.
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Sat May 04, 2013 1:32 am

Ideas for parts:

Stunning body: Reduces an attackers AP if they connect with a melee attack.

Electrified body: Hurts an enemy if they connect with a melee attack.
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Sat Oct 05, 2013 10:11 pm

Possibly use the ranking system from here?
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Tue Aug 05, 2014 10:33 pm

Idea for further customization and actual upgrades.

Modification slots on equipment.

Lets you add different abilities or elemental properties to weapons and armor.

For example:

An Electricity Modification Chip will add Electricity damage to a weapon or Electricity Resistance to armor.

---

Could be a good idea to have connected slots, a'la Materia.
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Mon Sep 01, 2014 3:25 pm

Thinking of getting away from the Megaman IP and creating a new one.

Would probably include different 'classes' of parts and upgrades.

A few ideas:

Panzer Tech: Uses old style technology, such as modern day tanks and robotics, and delivers standard physical damage.

Arc Tech: Magical constructs that specialize in elemental damage.

Xeno Tech: Alien technology that would get a boost to agility due to being free floating parts.

Scrap Tech: Parts that use rust and decay as weapons. (Not sure of this one)

Knight Tech: Melee and defense focused parts.

Bio Tech: Living parts that can adapt to different situations.
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Tue Jul 28, 2015 4:58 pm

Alright, putting aside the possible new IP idea.

For now, new leveling system.

Based on a max level of 20 and introducing new upgrade slots at each level.

Rank E
Level 1: 1 slot.
Level 2: 2 slots.
Level 3: 3 slots.
Level 4: Rank Upgrade.
Rank D
Level 5: 4 slots.
Level 6: 5 slots.
Level 7: 6 slots.
Level 8: Rank upgrade.

And so on and so forth until 20 which would put you at 'S Rank'.

Not sure what to do about the ranking up. Maybe leave that up to the GM? Possibly put Maverick's on a payscale and higher ranks get paid more? That's plausible...
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Tue Jul 28, 2015 5:01 pm

Because of the new leveling system, I need to overhaul the equipment system.

Now, each part can be equipped with up to 3 upgrades.

You need a free slot to equip an upgrade and at level 1 you can choose which part to put your first slot.

Then at each level you acquire a slot, you choose where it goes.

You then purchase upgrades for your slots.

But would parts need base stats? That makes the most sense.

And what about external weapons? Perhaps just have those cost money...
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Sun Sep 27, 2015 8:32 pm

Coming back to the new IP idea.

New leveling system works out with a few simple tweaks of class and equipment while opening up new options for customization.

So when you create a character, you choose one of 6 manufacturers for your base chassis. Each man. has their own starting bonuses, as well as additional bonuses that will be unlocked as you progress.

So new leveling system:

Rank E:
Level 1: Choose a starting Chassis and it's bonus. One modification slot to be placed on any of the 5 parts.
Level 2: Mod slot.
Level 3: Mod slot.
Level 4: Rank up. Choose a new bonus from any of the available manufacturer's.
Rank D...

And so on.

You can choose new bonuses from any of the manufacturer's, however, the starting bonus will be a unique choice at character creation.

This gives you a few possibilities:
You can choose all of your starting manufacturer's bonuses and be very specialized.
You can choose bonuses from a few different manufacturer's and be a little more broad.
You can choose a bonus from each manufacturer and become a jack of all trades, but master of none.

Eventually I'll add new manufacturer's and that last option won't be as absolute.
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Mon Sep 28, 2015 12:16 pm

A few of the manufacturers: Not final

Soldier. Focus on standard damage and AP boosts.

GLM. Focus on adding elemental damage and resistance.

Panzer. Focus on armor.

Xeno. Focus on defense.

Biogenic. Focus on health regen and mobility.

Luxury. Focus on skill boosts.
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PostSubject: Re: Josh's thinking space. Feel free to comment just not in here.   Fri Apr 21, 2017 9:49 pm

Progression System mapped out.

https://docs.google.com/document/d/1dJGOYhWQ9dYy1NyHDGzhYXJJmSStaD63nif67YaCYoA/edit
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