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Alexandria

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BST skill/abilities/techniques/etc.

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OtakuCyborg2

PostPosted: Fri Mar 04, 2005 6:41 pm


Coming up with abilities for the BST.
PostPosted: Fri Mar 04, 2005 7:03 pm


CORE ABILITIES:

Bite: Touch ability.
Uses:
-Bite enemy at close range. Effective attack with high miss rate and high critical rate. (damage=Bite Power)
-Bite Food from your inventory. Regain Life depending on quality of food.
-Bite Terrain objects(Tree, Boulder, etc.) At low Bite Power, this will cause you to break your teeth and HP and Bite Power. At High Bite Power, you can chomp through wood, metal, rock, etc. without losing power.

Drink: Touch ability.
Uses:
-Drink from bottles in your inventory.
-Drink from bodies of water (lakes, etc.)
-Drink Blood from enemy (with Vampirism ability.)

Throw: Touch, then Range ability.
Uses:
-Throw enemy. (First check against target's Will. Strength check against target's weight.)
-Throw Item from inventory. Effect depends on item.

Kick: Touch attack.
Uses:
Kick enemy (damage=StrengthxSpeed. Weapon=Footwear)
Kick door down. (like kicking enemy. Check against door hardness)
Kick terrain objects (Tree, Boulder, etc.). At low power, you hurt your feet and lose HP and Speed(temporarily). At high enough power, you may be able to kick through boulders.^^

Hand Attack(armed/unarmed): Touch/ranged attack
Uses:
Attack enemy (damage=StrengthxSpeed. Weapon=handheld)
Break doors. (like attacking enemy. Check against door hardness.)

Spit: Ranged ability.
Uses:
-Spit. (does nothing initially. However, this can be upgraded at higher levels into Acid Spit, Fire Breath, etc.)

OtakuCyborg2


OtakuCyborg2

PostPosted: Fri Mar 04, 2005 7:12 pm


MISC. ABILITIES:

Dentist: Touch ability.
Uses:
-Restore/Upgrade bite power. (dexterity check)

Optometrist: Touch ability.
Uses:
-Raise target's Vision power. (dexterity check)

Sew: Touch ability.
Uses:
-Repair target soft object. (Leather, fabric, skin) (dexterity check)
-Craft. Turn Leather into Leather clothing, turn fabric into clothing, etc. (dexterity check)

Read: Ranged/ Touch
Uses:
-Read text on an object (Vision check) (other abilities may be required to interpret/comprehend text.)
PostPosted: Tue Mar 15, 2005 9:47 am


I wouldn't think that those would fall under basic abilities ^_^

devilofthenight


Michael Noire
Captain

PostPosted: Sat Mar 19, 2005 7:25 pm


hmnn. .compared to core abilities, those are pretty basic.

hmnn.. welding, carving, etc.. some of this stuff is very tool/item intensive...

hey Otaku, if you see this, Ive been thinking of frame splicing.

see in Adobe photoshop, you can have several layers to an item, but then when you flatten the image, it becomes one layer. We could do the same thing with gaia items, it would be a meta builder program for graphics, although im still not sure if it would eat up too much bandwidth.

if you had 10 things to mix and match, in 5 locations, it would be 50 icons but with the splice program, it would create 100,000 different items. When the object is flattened, it takes up less space.
PostPosted: Sat Mar 19, 2005 11:23 pm


Michael Noire
hmnn. .compared to core abilities, those are pretty basic.

hmnn.. welding, carving, etc.. some of this stuff is very tool/item intensive...

hey Otaku, if you see this, Ive been thinking of frame splicing.

see in Adobe photoshop, you can have several layers to an item, but then when you flatten the image, it becomes one layer. We could do the same thing with gaia items, it would be a meta builder program for graphics, although im still not sure if it would eat up too much bandwidth.

if you had 10 things to mix and match, in 5 locations, it would be 50 icons but with the splice program, it would create 100,000 different items. When the object is flattened, it takes up less space.

Heh. Thats a pretty good idea.^^

OtakuCyborg2


OtakuCyborg2

PostPosted: Sat Mar 19, 2005 11:25 pm


COMBAT ABILITIES:
PostPosted: Sat Mar 19, 2005 11:26 pm


PSYCHIC ABILITIES:

OtakuCyborg2


Michael Noire
Captain

PostPosted: Tue Mar 22, 2005 1:27 pm


we should work on a martial art meta builder soon, you can feel fre to rip off my list of "actions" from the BST thing for the "basics" of combat abilities.

to my recollection, you have

"push the button" (more advanced than shoot)
"shoot" (guns or other trigger mechanisms)
"throw" (daggers, rocks, trees, people)
"pull" (bows, slings)
"attack with hand"
"attack with elbow"
"attack with foot"
"attack with knee"
"body ram"
"grapple" (use something other than hand to grab someone)
"grab"
"attack with head"
"attack with other appendage" (non humans)
"bite"
"grip" (after grab a grip means to squish something)
"crush" (like grip, but more python like and using more body)
"stomp" (use your weight and height to do damage, like bugs)

note that every object has a certain amount of "knock back"
basically POWAH - WEIGHT = KNOCKBACK

so it is possible to throw a rock, a tree, or a planet. Well, maybe not planet.. xp

lifting POWAH = 1 kg x (1.618^strength)
therefore, about 200,000,000,000,000,000,000 kg at 99 strength
and the weight of Earth = about 125 on this chart. So at 130 strength (off the charts) you could Knock back a planet by 5 hexes. xd
PostPosted: Sat Oct 01, 2011 7:30 pm


so ive been thinking if you have an rmxp scenario where skills only do one "thing", and everything else they do is eventing/common event based, then it makes sense to begin with something like fireball occupying the same slot as "costs reduced mana" and "+1 intelligence" or some such.

I'm now working up an idea on how the ratio of stat increase should occur.

Say you are increasing your attribute normally from 10 to 99. The average is x10 at 1/2x * x+1. To go from 0 to 99 is 49,500. To go from 0 to 10 is 55:
1+2+3+4+5+6+7+8+9+10 = 55.

49500 - 55 = 49445 exp.

if skills have levels 0-99, then having a 'stat increasing skill' would run about x10. But what if your stat doesn't increase every skill level? What if it only increases once every 10 levels or so?

Well, it makes sense that the cost would be reduced by a factor of 10.

So the cost is about 4950 for a skill that increases stats every 10 levels, and about 5445 for a skill that increases stats every 9 levels. I seem to recall somewhere that some skills required training to function, or the option of requiring training could be added or removed for purposes of changing total cost.


So a trainer would normally cost gold, I believe the cost in gold was 10 times the cost in Experience points. So to go from 0 to level 1, costs 1 experience point, and 10 gold, or 2 experience points. To go from 98 to 99 would cost 99 exp and 990 gold, or 198 exp. To go from 98 stat to 99 stat would cost 990 exp and 9900 gold, or 1980 exp and no exp. This is the basic mechanic of self taught. Some skills or classes might be more prone to self teaching.

Michael Noire
Captain


Michael Noire
Captain

PostPosted: Sat Oct 01, 2011 8:29 pm


so I was thinking if spells counted for 0.1 multiplier per spell level, ala D&D style, then a given spell caster could have tons of spells for a much lower cost. The total cost of dealing with magic coming at the price of things like components, casting time, and mana.

So if you have a Macro skill = new array []

and then you have something like Necromancy = []

and then let's say we take the old BST posters in mind, we get this:

Necromancy = [succubus wings, deathly gaunt, leprous touch, bone armor, summon souls, blade of agony]

With spells being listed as levels 1-20.
1-9 mortal spells
10-15 immortal spells
16-20 godlike spells

succubus wings (5)
deathly gaunt (3)
leprous touch (4)
bone armor (6)
summon souls ( cool
blade of agony (7)

Added together looks something like this:
5+3+4+6+8+7 = 33 spell levels. The total skill cost is +3.3.

So the cost is x3-4. I'm not sure if the first slot is free or a base of 1.

But basically, since casting spells without mana is something like +x2 or x3, it could be read as x6 or x9 if you could use the necromancy powers without a mana cost.

Thinking it over, that sounds about right. a spell of every level 1 through 9 is 45 points, or about x4.5.

Magic could easily be broken into schools of magic, such as evocation and divination, for instance. 72 spells, or 8 of each level thus might run into the absurd, at x36, for instance. Since I've already stated in the past the most twisted and power abilities should generally not go past x9, with the exception of some crazy martial arts or ultra rare psionics, it stands to reason there should be in effect a law of diminishing returns for spells.
PostPosted: Sat Oct 01, 2011 8:36 pm


I haven't figured out how the law of diminishing returns should work, but it seems to make sense that you could buy increasingly larger groups of spells based on similar patterns for increasingly less points.

Assuming 30 spell levels is x3, There should be a considerable jump at x6, and again at x9. Perhaps a "-1" from the registered spell level for point costs equal to the base multiplier in effect from totals, in blocks of 10 units.

For example,

if I have 1 level 10 spell, I could get level 1 spells for free. That math almost works except it is clearly broken. Perhaps if the minimum spell level is 1, or 0.5, then I could go from 1 level 10 spell to a x2 multiplier with 20 additional level 1 spells, or 10 additional level 2 spells, or some mix.

These are just ideas, but I will have to work out the math one way or another.

Michael Noire
Captain

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Alexandria

 
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