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Author Topic: TSALT Arena - We need to brainstorm a new battle system.  (Read 16237 times)

Criptfeind

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Re: TSALT Arena [3/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #15 on: March 15, 2010, 09:39:25 pm »

I am thinking that if you want speed to be the most important thing than you should change it to:

Scout,
HP:10
Movement:4
Power:1-3

Warrior,
HP:15
Movement:3
Power:2-4

Tank,
HP:20
Movement:2
Power:3-5

I think this will even it out making it so best case scenario a lower "level" guy CAN kill a higher level guy, it is just really hard. Or bum up the damg and HP on the stronger guys and add a healer that can move like a warrior or a scout and heal 5-10 but only out of combat.
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ToonyMan

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Re: TSALT Arena [3/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #16 on: March 15, 2010, 09:42:59 pm »

That looks good.
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Taco Dan

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Re: TSALT Arena [3/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #17 on: March 15, 2010, 10:13:50 pm »

IN
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IronyOwl

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Re: TSALT Arena [4/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #18 on: March 15, 2010, 10:42:57 pm »

There are two ways I could see healers working. Either one might be good for making the game a bit more nuanced.

The first is that they're fast but have low hp, and their "attack" heals rather than damages, so they're only useful on wounded allies. The high speed and frailty would mean they try to dance around combat, attacking as much as possible without getting attacked themselves, and make faster classes useful for harassing them. This would add more strategy to combat, but still make bludgeoning your foes to death generally more useful than fiddling with the ball.

The second is that they're slow but have good hp totals, and again their attack heals. This would mean that they're largely focal points of strength- that is, similar to tanks, you position them near where you need to make a stand, because they're useful but not going anywhere fast. This might allow for strategies that make the game more prone to plans and counterplans, and generally make "how do we get the ball" and similar questions more interesting.

In either case, healers could have a set attack strength like any other class, or they could heal a percentage of a class' max health. I would tend towards the second option, especially if healers are slow but effective, since it maintains hp totals as significant even if you've got a fair amount of healers. On the other hand, this would sort of magnify the futility of attacking tanks vs attacking scouts (and especially of attacking tanks with scouts), and runs the risk of making fast classes not worth healing unless you really need them for something.
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Enzo

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Re: TSALT Arena [4/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #19 on: March 15, 2010, 11:32:53 pm »

I second the "healers deal reverse damage" bit.

Also, IN.
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ExKirby

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Re: TSALT Arena [4/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #20 on: March 16, 2010, 02:37:14 am »

In... with an @ symbol for teh lulz.
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ToonyMan

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Re: TSALT Arena [6/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #21 on: March 16, 2010, 05:07:48 pm »

I've got the Healer down I think.  Down and done.

Healer,
HP:5
Movement:4
Special:Heal [2 for scout, 3 for warrior, 4 for tank]

Their main fear is the scout, they are pretty much going to be destroyed by one, so that's good.  Their heal also heals units only by a 1/5.

I was thinking about how to deal with ASCII characters, at first I was thinking people can choose whatever they want, but that would get very confusing so I'm thinking of having classes be certain ASCII instead.

The only problem then would to tell players who are the same class apart...hmmmm...

Also, if I didn't mention, movement and attack will be the eight directions if that wasn't already commonly known.  Healing will be the same eight directions as well.
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Enzo

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Re: TSALT Arena [6/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #22 on: March 16, 2010, 10:22:28 pm »

So, are you going to try to come up with some more character types or are we sticking with the basics?

And 8vs8 is probably going to take a long time, just sayin'.
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ToonyMan

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Re: TSALT Arena [6/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #23 on: March 17, 2010, 02:04:52 pm »

Eh, I was hoping for more input then this.  I think we should try this right now, but the map I made isn't for 3vs3.
I think we're almost good for a first test round though.  We can us this map I guess.

Are we going to do ASCII characters by player choice or type?  Then we will start.
« Last Edit: March 17, 2010, 02:13:39 pm by ToonyMan »
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ExKirby

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Re: TSALT Arena [6/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #24 on: March 17, 2010, 02:24:00 pm »

I prefer player choice. So it's the @ for me.
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Criptfeind

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Re: TSALT Arena [6/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #25 on: March 17, 2010, 02:24:53 pm »

I will be a C
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ToonyMan

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Re: TSALT Arena [6/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #26 on: March 17, 2010, 02:27:13 pm »

Alright.  Player choice!

Please choose your ascii letter and color, unless you want to be white.

We will decide teams later...or now.  Choose your team, first comes first.
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Criptfeind

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Re: TSALT Arena [6/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #27 on: March 17, 2010, 02:34:24 pm »

I call team red
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Luke_Prowler

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Re: TSALT Arena [6/16] SLOTS OPEN - NEED SOME HELP WITH AN IDEA
« Reply #28 on: March 17, 2010, 02:38:52 pm »

Team blue, Heavy, Ω
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Enzo

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Re: TSALT Arena - Let the first test round almost begin! 3vs3
« Reply #29 on: March 17, 2010, 04:39:03 pm »

Team Blue, Warrior,
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