Wednesday, March 16, 2011

FAITAR questions and concepts 2: Luck, Damage, and Foes

Ideas about luck, extra damage, and more pre and post battle ideas:

Also, I should probably name these posts differently

and I regret not having a picture for this post.



So like other RPGs, you can get in numerous battles.  Unlike many RPGs, you can re-initiate battles of your own accord.  for now there are two kinds of foes. aside from bosses.  There's the aggressive thug, and the more passive fellow fighter. 

I believe I've stated before that the ruffian and the fellow fighter could have different winning conditions.  Where the ruffian needs can be beaten by any means necessary, the fellow fighter shouldnt have his head bashed in, rather his body beaten. 

I was thinking that once you beat the ruffian, he'll be shown laying on the ground and un-fightable until you leave the screen and come back again.  Once you come back and talk to him, he'll say some stuff and you'll fight again. - no questions asked - you're fighting again.

With the fellow fighter, once beaten, he'll still be able to stand and talk -  but they'll just say something like "i've had enough for now, you're pretty strong".  Like the ruffian, once beaten, you won't be able to fight them again until you leave the screen and come back.  Unlike the ruffian, when you come back, they'll be a little stronger.  I think I want them to grow 1 overall level after each fight- win or lose- up to 5 levels more than when they started.   If they grew more than that, I dont think there would be much point in fighting other enemies.  Oh! Also, when you talk to them later, they'll prompt you for a sparring match which can be refused. "yes or no"

So.  The Consequences of losing.  I'd say if you're knocked out entirely, you wake up in a hospital and with a little less in your wallet.  If defeated in a sparring match, you get to leave with whatever damage you incurred-  perhaps a bit of money lost.  I think the amount lost in either situation will be % based.  That isn't decided yet.

When a body part is defeated in a battle, I think after the battle it will stay dead or useless.  I havent decided on a term for when a limb is defeated. 

There will then be the need for a Revive Item... I don't know what that's going to be either

In many games, there's generally someone that knows what's going on in the world and is around somehow to tell the hero and give guidance.  As of right now, I don't have such a character, and one is needed.

I am considering the idea of having basic skills and special skills.  The basic skills would be learned early on in a style, and the special skills would be later on of course. 
-The basic skills will probably be learned a couple times through various styles.  If a basic skill - like punch for example- is learned through all of the various styles that teach punching, I want there to be some kind of bonus - Preferably a drop in AP cost. 
-The Special skills are unique to the style being used.  Like a "Super Upper Cut" would be learned only in boxing.  I think it would then be cheaper in while using Boxing style rather than any other style.   But when styles are mastered, I want the specials to remain the same AP cost even when using other styles or maybe even cheapen.  The Special Skills would also be the ones that incorporate the extra effects and damage provided by additional INT like a fiery dragon punch would use INT to add more damage
--I think skills - once learned - should always be available, but I also think that an additional 1 AP for the use of a skill outside of its style wouldn't be outlandish. At least until the style is mastered.  ex: Dragon Fire Punch w/e while using TKD style: +1 AP cost

Another idea that's mildly related to this would be the concept of additional hits for an attack that takes multiple AP.  and that some attacks' damage would be calculate by adding a % to the attack?
-Say punch is a regular attack that uses the STR in that arm.  then you have Haymaker which will be 200% of the STR in the same arm.  Accuracy can also be given by simply showing it an making the accuracy rate take from the Dex Stat.  Something like what's shown below should show when looking at a skill.

Tech     DMG     AP Cost     Acc
Jab        75%           1           100%

Something I haven't put too much thought into yet would be the additional damage and defense provided via timed attacks. 

The initial idea is twice the damage dealt, and half the damage received for properly timed attacks and blocks
.  Rather Drastic difference in damage, but i think it gives incentive to the players to play along with this mechanic.  It might have to be toned down if it is found out to be OP

I put a little bit of thought into the Luck stat today also.  I thinkIi've seen Luck implemented in such a way that it could save from a fatal blow.  I want that.  I want Luck to potentially save the player from a chance at being knocked out or beaten in a match. 

Luck will help with random crits, and that survivability thing. (for now)

I think that if a player maxes their Luck at 999, they should have 99.9% chance of a critical hit.  That's 10% of the Luck stat being applied to the chance of a crit.  Seems fair to me.

I wish I had more time to add to this and to draw pictures for each post.  Maybe in the future.

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