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Battle Systems

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Chupi the Terrible
Captain

PostPosted: Tue Jul 10, 2007 5:39 am


There are three major battle systems to this RP... The first is the most obvious, the typical battle system for RPs. But it will be called scripted battles, as before one of these begins both players have to agree to it, and agree on who will win and/or certain events that may occur during it via PMs. The other two are D20 and Team Combat. They shall be covered in the posts below.
PostPosted: Tue Jul 10, 2007 5:42 am


D20

Quote:
I would like to thank Jazzfox, as she is the one who better explained this combat system.


As you may now imagine, when you choose your characters, you'll be creating them with a set of stats to accompany them, and when you battle, it will be these stats that are used to fight with, by adding whatever dice roll you create to your accompanying stat, and comparing it to your opponents.

There are 3 basic battle options:-

-ATTACK
-DEFEND
-COUNTER-ATTACK

ATTACK is most obvious, you will fight by turn, where the faster transformer attacks first, using his attack stat to fight.
Attacks are then split into three categories, depending on which way you want to fight:

-Strength: You fight with your body, your arms, hand to hand, claw to claw, when you attack like this, roll ONE 20-sided die

-Melee: You fight with blades, swords, spears often fashioned out of parts from your beast mode form, when you attack like this, roll ONE 20-sided die

-Long Range: Any weapon that uses projectile ammunition, or bombs, throwing blades, these are classified as long range attacks, when you attack like this, roll TWO 8 sided die

DEFENSE is simply a roll when used against attack, to try and block/dodge the blow, when your opponent attacks, roll ONE 20-sided die in retaliation. If you roll the same number or higher than your opponents roll, you automatically dodge or if you match the opponents overall score, or surpass it, the attack has been successfully dodged/evaded also.

COUNTER-ATTACK means that you meet an opponents attack head on, and should be warned, is a far riskier alternative, although it means you can maybe try and score in some extra damage outside your turn... however, a counter-attack MUST roll higher than the opponents score.

If a counter-attack fails, the damage applied still uses a characters defense stat, but then, that damage is DOUBLED to what it normally would be, so be very wary and choose your shots carefully.



EXAMPLE:
Cheetor tries to shoot down Waspenator.
Cheetor rolls TWO 8 sided die [5,8], Waspenator rolls ONE 20 sided in defense [1]

Cheetor's long range attack is 9, Waspenator's defense is 6

So Cheetor's [ROLL + LONG RANGE ATTACK] - Waspenator's [ROLL + DEFENSE] = DAMAGE

[13 + 9] - [1+6] = 15 DAMAGE

Now you know your basics, this is applied to all methods of fighting, whether the opponent defends OR counters.

Chupi the Terrible
Captain


Chupi the Terrible
Captain

PostPosted: Tue Jul 10, 2007 6:34 am


Team Combat

This battle system is based on those of tactical RPGs such as Disgaea, Shining Force, Final Fantasy Tactics, or Phantom Brave. Characters appear on a special grid map designed for group battles, starting on a block of their choice within their team's choosable start positions. Each character takes a turn based on their character's speed, and the fighting is basically done the same way as it is under D20 rules... But with a twist. Characters you're attacking or helping need to be within the block range for the type of action you are attempting to perform.

I'm currently working on making an example battle using the Team Combat system, but for now you can see how it worked to a limited extent in this old preview of Disgaea 2.

How do these blocks work? Well, a secondary stats page will be made in each protoform profile... And it will be stats that determine movement and attack ranges. These stats will be:
H Movement: How many blocks a character can move every turn forward, backward, or to any side.
V Movement: How many blocks vertically that a character can move. This factor won't be used often for simplicity purposes. but some maps will have blocks that are meant to be boulders, cliffs, walls, or stone pillars... These will each have a height rating, and a character must have the proper V Movement points to go up them. On top of that, the object's rating determines how many blocks of movement it would take to go up them.
Strength Range: This is the range of how close a target has to be to use a strength attack on them. By default it is 1, and this cannot be changed except under special circumstances where a character has the proper limb size or type to get it up to 2.
Melee Range: This is how close a target has to be to hit them with your character's melee attacks. It can only be 1 or 2.
Long Range: This is the equivilant of Strength Range and Melee Range for long range attacks. It has no limits, but long range attacks can only be performed against targets horizontally or vertically, not diagnally. Consider it like the little stone chess tower (Rook.) from chess.
Throw Range: Throwing is actually quite useful strategically, it allows a character to grab someone beside them and throw them a number of blocks away, which can take an ally who's just attacked an enemy out of the enemy's attack range, throw a strong hitter with little movement range farther into the battle field, or toss an enemy away. The range is how many blocks they can be thrown.

Now about movement and acts... During a character's turn, they are able to move and perform one action. The action can be an attack, a throw, the use of a special ability, or to block. When blocking, any damage done to your character that turn is halved. And to elaborate on what special abilities are... All characters will have unique abilities they can use in team combat, which can range from special attacks with fixed ranges to abilities that will heal a team mate. Movement and action can take place in any order. All make sense so far? Well, I hope so... Later I will attempt to make an example of the combat system in action. That's all for now.
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