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Post by Deleted on May 20, 2015 21:29:02 GMT
I got the idea in my head that it is possible to create our own Gotcha Force game. Though not a video game mind you (well techincally we could, but it is very unlikely), but something like a pen-and-paper tabletop RPG or a virtual board and/or card game using the VASSAL Engine (see here: www.vassalengine.org/), or both.
Granted, I'm not very familiar with PnP RPGs or the VASSAL Engine (yet), so this a project that may never come to fruition. Still, I thought I would make this thread for anyone who would like to contribute. Ideas, comments, and constructive criticism are very much welcome.
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Post by Carigun on May 22, 2015 20:20:39 GMT
im interested but im not any good on the coding
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Post by Deleted on May 27, 2015 19:34:05 GMT
While I'm not against the idea of creating our own borgs, it will probably be the absolute last thing we do, once everything else is done. That said, I am very open to creating our own commanders. My most prominent idea is that the commanders would be treated as separate characters that level up like borgs. As they gain levels, their maximum GF would slowly increase and they could gain passive skills that boost the abilities of their borgs. Specifically, "proficiencies" that increase the stats of specific borgs. There could be tribe proficiencies that boost the stats of any borg in your force that belongs to the associated tribe. There could also be type proficiencies, which boost stats based on the borgs type (i.e. almighty, speed, support, etc.). Though there should probably be a limit to the number of proficiencies (as well as skills in general) that a commander can have, so that they become more specialized and for overall game balance.
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Post by Stove on May 27, 2015 23:06:29 GMT
Theproblem with type proficiencies would be pretty apparent in creating borgs if we did, as the types are very vague.
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Post by Indigo on May 28, 2015 6:41:13 GMT
The most obvious way to make a tabletop game of Gotcha Force to me is a grid-based RPG. We already have the stats for each Borg that would translate into it... And terrain is an important aspect that can translate into a grid map.
Each Borg would have their listed attack options available from the game, which makes movesets easy enough. A lot of it is gimmicky and interesting as to make it more than your average tactics RPG. Knight Borgs may be able to block attacks from a straight line forward, Acceleration Ninja could attack while moving through enemies, Copy Man turns into any Borg for some turns, the Divers create debuff fields, Wire Girl can reposition to a set tile... There's a lot of potential for it to be fun and creating strategy!
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Post by Stove on May 28, 2015 14:41:17 GMT
The most obvious way to make a tabletop game of Gotcha Force to me is a grid-based RPG. We already have the stats for each Borg that would translate into it... And terrain is an important aspect that can translate into a grid map. Each Borg would have their listed attack options available from the game, which makes movesets easy enough. A lot of it is gimmicky and interesting as to make it more than your average tactics RPG. Knight Borgs may be able to block attacks from a straight line forward, Acceleration Ninja could attack while moving through enemies, Copy Man turns into any Borg for some turns, the Divers create debuff fields, Wire Girl can reposition to a set tile... There's a lot of potential for it to be fun and creating strategy! What he said. In terms of stats, we'd probably just divide HP by 10 for their Health (example: Normal Ninja has 15 HP, Flame Dragon has 100, Sirius has 200, Neo G Red has 40, and so on.) We could do a similar thing to DnD's attack system to determine hits. (If you need to know more on that I'll get the actual formulas, I haven't dabbled in DnD in awhile.)
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Post by Deleted on Jun 2, 2015 16:36:22 GMT
The most obvious way to make a tabletop game of Gotcha Force to me is a grid-based RPG. We already have the stats for each Borg that would translate into it... And terrain is an important aspect that can translate into a grid map. Each Borg would have their listed attack options available from the game, which makes movesets easy enough. A lot of it is gimmicky and interesting as to make it more than your average tactics RPG. Knight Borgs may be able to block attacks from a straight line forward, Acceleration Ninja could attack while moving through enemies, Copy Man turns into any Borg for some turns, the Divers create debuff fields, Wire Girl can reposition to a set tile... There's a lot of potential for it to be fun and creating strategy! What he said. In terms of stats, we'd probably just divide HP by 10 for their Health (example: Normal Ninja has 15 HP, Flame Dragon has 100, Sirius has 200, Neo G Red has 40, and so on.) We could do a similar thing to DnD's attack system to determine hits. (If you need to know more on that I'll get the actual formulas, I haven't dabbled in DnD in awhile.) Whoa, I had the exact same ideas as both of you guys. Great minds think alike I suppose. Anyway, there are still a lot of details that would need be to ironed out, like: -Rectangular or hex grid? -How many borgs are allowed on the board at once? The whole force? -How/if we incorporate accuracy and evasion? -How/if would leveling up work? Just HP increases? -How would the borgs' stats actually translate into tactical RPG gameplay? -Damage values for the borgs' individual attacks? -Range of the borgs' individual attacks? And those are just what is currently at the top of my head. Some things I'm worried about is trying to be as faithful to the original game as possible and game balance. I've always assumed that the borgs' stats were just a general guide rather than exact statistics. E.g. Wing borgs have a high speed stat, but their actual movement speed is average, their actually speed come from flying, which is an ability. Same goes for Acceleration Ninja. My point is, many of the borgs' stats are misleading and/or are much more useful than their stats would indicate (prime example would be the Normal Ninja). I fear that the transition to a tactical RPG will weaken many borgs, and make others too powerful (and the borgs' costs might also be out of whack). Another thing is how certain borg attacks/abilities will be handled. I'm just not sure how they would work, examples include: -nukes -flying (excluding Air borgs) -attacks that hit/do damage multiple times in very rapid succession (Chainsaw Knight, Drill Robot, Gatling Gunner, Dragons' breath attacks, etc.) -different types of projectiles -bombs (Time Bomber and Remote Bomber) -scopes -charging and ammo/reloading -certain wire abilities (Thunder Robot, Alien Insect, etc.) Again, these are just what I can currently think of.
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Post by Indigo on Jun 4, 2015 8:40:10 GMT
Anyway, there are still a lot of details that would need be to ironed out, like: -Rectangular or hex grid? Both are good. Mainly preference. Square grid may be more feasible right now, to start out, at least.-How many borgs are allowed on the board at once? The whole force? I would say 3vs3.-How/if we incorporate accuracy and evasion? The biggest question. I hate relying on lucky draws for this. But how else...-How/if would leveling up work? Just HP increases? I would rather focus on base things first... But perhaps HP and ammo count. (Yeah, ammo should be a thing somehow.)-How would the borgs' stats actually translate into tactical RPG gameplay? I want to get into this, but we need more fundamentals first.-Damage values for the borgs' individual attacks? GameFAQs has a guide with most damage values. That's good data to work with, but naturally, there would be tinkering for a tabletop game.-Range of the borgs' individual attacks? Many shots have massive range, but are useless outside of the 'homing range.' Maybe something like a 6 tile radius on average.And those are just what is currently at the top of my head. Some things I'm worried about is trying to be as faithful to the original game as possible and game balance. I've always assumed that the borgs' stats were just a general guide rather than exact statistics. E.g. Wing borgs have a high speed stat, but their actual movement speed is average, their actually speed come from flying, which is an ability. Same goes for Acceleration Ninja. My point is, many of the borgs' stats are misleading and/or are much more useful than their stats would indicate (prime example would be the Normal Ninja). I fear that the transition to a tactical RPG will weaken many borgs, and make others too powerful (and the borgs' costs might also be out of whack). We're working with an unbalanced game. I think for the most part, we should just use stats given. We can slowly balance things out after playing things out more.Another thing is how certain borg attacks/abilities will be handled. I'm just not sure how they would work, examples include: -nukes A borg that can move and detonate around a radius for huge damage. But you give up one borg and cost for this. And of course, it can be shot down much more easily in a tabletop setting. It'd be more of a flow-changer than a threat.-flying (excluding Air borgs) Flying... Excluding air borgs?-attacks that hit/do damage multiple times in very rapid succession (Chainsaw Knight, Drill Robot, Gatling Gunner, Dragons' breath attacks, etc.) Same as the game, not a big deal. Just one attack that adds up to a total, for flair.-different types of projectiles There's too many... But it's an RPG, so just let the stats differentiate.-bombs (Time Bomber and Remote Bomber) Easy? They can just set bombs on tiles to control space over turns. (Not that they're very useful even in the real thing)-scopes Set a tile, or 3x3 radius... Attacks that pass through in a linear fashion get their stats buffed or debuffed.-charging and ammo/reloading Attacks may take X amount of turns to charge. You can start charging any time and leap into combat with it charged. It would disable a corresponding 'button' attack while charging. Ammo depends on how many shots a borg can fire in one salvo. Reloading can simply take a turn or more.-certain wire abilities (Thunder Robot, Alien Insect, etc.) Some of the fun stuff. Chainsaw Knight could reel in an enemy. Thunder Robots can create damaging lines. Insects can create stunning or poisoning fences... Now... Lines, in a tabletop game? Honestly, a hex grid may work much better...That should do. I have ideas, but we should start from the bottom to create a base for gameplay.
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Post by Deleted on Jun 4, 2015 18:38:53 GMT
Anyway, there are still a lot of details that would need be to ironed out, like: -Rectangular or hex grid? Both are good. Mainly preference. Square grid may be more feasible right now, to start out, at least.-How many borgs are allowed on the board at once? The whole force? I would say 3vs3.-How/if we incorporate accuracy and evasion? The biggest question. I hate relying on lucky draws for this. But how else...-How/if would leveling up work? Just HP increases? I would rather focus on base things first... But perhaps HP and ammo count. (Yeah, ammo should be a thing somehow.)-How would the borgs' stats actually translate into tactical RPG gameplay? I want to get into this, but we need more fundamentals first.-Damage values for the borgs' individual attacks? GameFAQs has a guide with most damage values. That's good data to work with, but naturally, there would be tinkering for a tabletop game.-Range of the borgs' individual attacks? Many shots have massive range, but are useless outside of the 'homing range.' Maybe something like a 6 tile radius on average.And those are just what is currently at the top of my head. Some things I'm worried about is trying to be as faithful to the original game as possible and game balance. I've always assumed that the borgs' stats were just a general guide rather than exact statistics. E.g. Wing borgs have a high speed stat, but their actual movement speed is average, their actually speed come from flying, which is an ability. Same goes for Acceleration Ninja. My point is, many of the borgs' stats are misleading and/or are much more useful than their stats would indicate (prime example would be the Normal Ninja). I fear that the transition to a tactical RPG will weaken many borgs, and make others too powerful (and the borgs' costs might also be out of whack). We're working with an unbalanced game. I think for the most part, we should just use stats given. We can slowly balance things out after playing things out more.Another thing is how certain borg attacks/abilities will be handled. I'm just not sure how they would work, examples include: -nukes A borg that can move and detonate around a radius for huge damage. But you give up one borg and cost for this. And of course, it can be shot down much more easily in a tabletop setting. It'd be more of a flow-changer than a threat.-flying (excluding Air borgs) Flying... Excluding air borgs?-attacks that hit/do damage multiple times in very rapid succession (Chainsaw Knight, Drill Robot, Gatling Gunner, Dragons' breath attacks, etc.) Same as the game, not a big deal. Just one attack that adds up to a total, for flair.-different types of projectiles There's too many... But it's an RPG, so just let the stats differentiate.-bombs (Time Bomber and Remote Bomber) Easy? They can just set bombs on tiles to control space over turns. (Not that they're very useful even in the real thing)-scopes Set a tile, or 3x3 radius... Attacks that pass through in a linear fashion get their stats buffed or debuffed.-charging and ammo/reloading Attacks may take X amount of turns to charge. You can start charging any time and leap into combat with it charged. It would disable a corresponding 'button' attack while charging. Ammo depends on how many shots a borg can fire in one salvo. Reloading can simply take a turn or more.-certain wire abilities (Thunder Robot, Alien Insect, etc.) Some of the fun stuff. Chainsaw Knight could reel in an enemy. Thunder Robots can create damaging lines. Insects can create stunning or poisoning fences... Now... Lines, in a tabletop game? Honestly, a hex grid may work much better...That should do. I have ideas, but we should start from the bottom to create a base for gameplay. Good ideas all around. But where should we start? Also, a few things: -About the flying/air borgs thing. What I meant was that for every flying borg except for Air borgs (and Fortress and Dragon borgs, kinda) flying is an ability (X button). Air borgs are always flying, so flying isn't an ability for them. -I have an idea for accuracy/evasion. A borg's accuracy could be its the average of its Sht/Atk and Spd (one for each) and evasion could be the average of its Def and Spd. For example: Normal Ninja Def: 2 Sht: 2 Atk: 3 Spd: 5 Which would mean: SAc: 3.5 AAc: 4 Eva: 3.5 I was also thinking that borgs could get a bonus to accuracy/evasion calculations based on their type: Almighty: +1 Def, +1 Sht, +1 Atk, +1 SpdShort Range: +1 Def, +0 Sht, +2 Atk, +1 SpdLong Range: +1 Def, +2 Sht, +0 Atk, +1 SpdSpeed: +0 Def, +1 Sht, +1 Atk, +2 SpdSupport: +2 Def, +0 Sht, +0 Atk, +2 Spd
Or something like that. Borgs could also get specific bonuses and/or passive abilities based on their tribe.
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Post by Carigun on Jun 5, 2015 17:39:44 GMT
im thinking maybe a grid type battle game, im struggling to find an example though
Super Light Weight borgs (like Battle Girl and Normal Ninja) cover the largest ground per turn but the least ammount of damage, while Super Heavy Weight Borgs (like Sirus and Flame Dragon) cover the smallest amount of ground per turn but dose massive ammount of damage.
Stats HP Health Spd Chance of Dodge Def Amount of damage it can take Attack Amount of Melee Damage Shot Amount of Range Damage
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Post by Indigo on Jun 6, 2015 5:05:12 GMT
Oh, Air Borgs. Duh... For flying borgs, I was thinking they could have two modes. A normal mode like all Borgs, and they could take up their action (an attack or skills end a Borg's turn) to take 'Fly', or land. When flying, they may be able to move one extra tile and bypass most terrain/enemies, maybe higher evasion. It'd have an exploitable downside, too... Can't really speak for that now.
I was kind of thinking 'Boost' should be integrated into the basics somehow (Gotcha Force revolves around boosting). Not in the same way, obviously. It could be an 'action meter.' Every action besides Boost could use up a boost point. Say, the average Borg has four Boost bars/points. Attacks could use up one one point, Charge/certain Attacks may take 2 or more. Maybe some terrain could use Boost to bypass... You could boost your Evasion stat for 2-3 points for a good chance to avoid an attack, or maybe instead use up an entire bar to avoid an attack. Possibly other uses. It would recharge at maybe a point or two per turn. I bring this up because I think a 'momentum' aspect would be a lot more fun, and it can add balance and strategy. But mostly because I really like the idea of having ways to dodge than praying on stats. Oh, but also because maybe flight would drain an extra Boost point per turn (or they'd drop at the end of the turn) as one of the downsides.
... Just throwing that idea there. Didn't think about it much. I just want it to be different and more 'actiony' than standard RPGs.
I'm no good at the number stuff... But the average thing sounds fine. Maybe. I just get the feeling averages may really hurt some more specialized borgs. But if we go with that for now... How would damage calculation work? Say a Normal Ninja attacks a Normal Ninja.
SAc: 3.5 AAc: 4 Eva: 3.5
The accuracy for shots is the same as Evasion... And melee accuracy is not much higher. I assume each attack will have its own stats, and those could be multipliers... Laser-like attacks may have a reliable 100% hit rate at 5-6 range (before calculations. It is an RPG, attacks typically hit). But a Normal Ninja's shurikens would probably be something like 2-3 attack range, 25% accuracy, and low damage. They're... Near useless, yeah. But it is at the bottom of Borg costs, too. It would still have a place in teams as a sort of melee dummy for little cost.
Uh... Anyway, I need a better idea of how accuracy and evasion will work. I think the lowest hit rate I want to see in a trade-off is 75% (unless, Boost...), besides much more specialized evasive borgs. I don't want battles to be too much of a gamble unless it's against a trickster type meant for it (i.e. Acceleration and Teleport Ninja and some flying borgs). And I also think melee accuracy should be largely unaffected (doubled hit rate in calculation?). Because I think ranged attacking would be very dominant, so under normal circumstances, melee needs a reason to get in.
As for stats, Carig-- Friendly Ghost has it about right, it's pretty basic at the core, I suppose. Though I think Speed being directly tied to Evasion is off... I would say that its basic function is dictating how many hexes a Borg can move. Every 2 Speed points could be one movement.
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Post by Stove on Jun 6, 2015 16:49:51 GMT
Okay, let's see if this looks about right.
G RED Almighty Type Borg HP: 20 Defense: 3 (We could use this as a flat reduction to all attacks if we wanted, or it could be more of a tie to evasion. Example. G RED gets hit with an attack that does 10 damage before modifiers. With his defense value of 3, he takes 7 damage. However, I'd say attacks cannot do less than 1 damage so the Fortresses, while very very strong, don't become too overwhelming. Sht: 4 (I'd say this would be the base value of his ranged attack power.) Atk: 4 (See Sht but with his melee strikes) Mov: 3 (I like Indigo's idea as it also covers the fortresses having 1 speed meaning they have no movement.)
Jump: Boost Jump (I was thinking maybe he could use this to traverse terrain. Say, for example, you're able to divide your three movement vertically and horizontally. It costs one to go up, and then you can move two forward to go over a rock or something.)
B Shot: Beam Gun Range: 3 Mod: +0 Ammo: 5 Recharge: 1 turn I was thinking here that maybe he could fire while moving, or fire in a single burst all five for good damage on frail borgs.
B Attack: Plasma Knuckle Range: 1 (1 meaning adjacent squares only) Mod: +1 Hits: 3 Your typical 3 hit combo. Air Ver: (Used when boost jumping) Range: 1 Mod: +4 Hits: 1 A stronger single hit.
B Charge: G Buster Range: 10 Mod: +0 Charge: 1 turn A long range sniping move; I feel this is the only way to effectively capture the use of this move. It does low damage, but has a very long range.
X: G Crash Range: 1 Mod: +8 Penalty: Your Defense stat is reduced to one until the start of your next turn. G Red's ultimate attack. Does fantastic damage but leaves him wide open.
The way I see it, the best way to do this is just to get started. Critique this build whatever way you want, I'll make more in the future and if anyone else can help make more that'd be awesome.
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Post by Doublesuya on Jun 13, 2015 19:11:21 GMT
The most obvious way to make a tabletop game of Gotcha Force to me is a grid-based RPG. We already have the stats for each Borg that would translate into it... And terrain is an important aspect that can translate into a grid map. Each Borg would have their listed attack options available from the game, which makes movesets easy enough. A lot of it is gimmicky and interesting as to make it more than your average tactics RPG. Knight Borgs may be able to block attacks from a straight line forward, Acceleration Ninja could attack while moving through enemies, Copy Man turns into any Borg for some turns, the Divers create debuff fields, Wire Girl can reposition to a set tile... There's a lot of potential for it to be fun and creating strategy! So... Like Super Robot Wars, but with Gotcha Force units instead?
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Post by Indigo on Jun 13, 2015 21:31:09 GMT
So... Like Super Robot Wars, but with Gotcha Force units instead? I guess, kind of. It's not like Super Robot Wars is drastically different from most tactics RPGs. Although I think a hex grid would be better, here. The flying borg idea I actually did borrow from Super Robot Wars... Still, we have a lot of ideas going here to make it very different than a clone game.
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Post by Stove on Jun 13, 2015 22:09:48 GMT
Still waiting on input.
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Post by Deleted on Jun 15, 2015 19:19:00 GMT
Sorry for the delay, I was catching up on a new playthrough. I almost have all the borgs again.
Good ideas all around. Steve, great job with G Red. I agree, that will proabably be the best way to ago, or at least something similar. I do have concerns about the 2 speed for 1 movement thing though. Since we'd be cutting their speed in half, then most non-flying borgs would have movement ratings within 1-2 of each other. This doesn't seem like it would work very well, especially for melee borgs, even more so for fast melee borgs like ninjas. To illustrate, here are the speeds (and movement) for some basic borgs:
Claw Robot: 4 (2) Normal Ninja: 5 (2.5~3) Revolver Gunman: 4 (2) Normal Knight: 4 (2) Battle Girl: 6 (3) Normal Samurai: 5 (2.5~3) Normal Tank: 3 (1.5~2)
I mean, a tank that can keep up with a ninja? Melee units are usually supposed to move faster than range units, but this way pushes all the borgs' movement closer together, limiting diversity. And some some borgs would barely be able to move at all (Chainsaw Knight, Wizard and Nurse borgs, certain Death Borgs, etc.).
That said, I do think it's a good idea for flying borgs (again, not counting Air borgs). When they use flight as an ability, they could gain their full movement range for a period of time. Similar idea for Acceleration Ninja.
Speaking of Super Robot Wars, I was thinking about how they used unit size to help detemine evasion:
S: usually jets, planes, etc. - very hard to hit M: usually real robots - can be pretty evasive (kinda depended on the model and pilot) L: usually super robots - unlikely to dodge XL: usually batteships, etc. - almost impossible to dodge.
Perhaps we could do something similar.
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Post by Stove on Jun 15, 2015 23:01:48 GMT
Sorry for the delay, I was catching up on a new playthrough. I almost have all the borgs again. Good ideas all around. Steve, great job with G Red. I agree, that will proabably be the best way to ago, or at least something similar. I do have concerns about the 2 speed for 1 movement thing though. Since we'd be cutting their speed in half, then most non-flying borgs would have movement ratings within 1-2 of each other. This doesn't seem like it would work very well, especially for melee borgs, even more so for fast melee borgs like ninjas. To illustrate, here are the speeds (and movement) for some basic borgs: Claw Robot: 4 (2) Normal Ninja: 5 (2.5~3) Revolver Gunman: 4 (2) Normal Knight: 4 (2) Battle Girl: 6 (3) Normal Samurai: 5 (2.5~3) Normal Tank: 3 (1.5~2) I mean, a tank that can keep up with a ninja? Melee units are usually supposed to move faster than range units, but this way pushes all the borgs' movement closer together, limiting diversity. And some some borgs would barely be able to move at all (Chainsaw Knight, Wizard and Nurse borgs, certain Death Borgs, etc.). That said, I do think it's a good idea for flying borgs (again, not counting Air borgs). When they use flight as an ability, they could gain their full movement range for a period of time. Similar idea for Acceleration Ninja. Speaking of Super Robot Wars, I was thinking about how they used unit size to help detemine evasion: S: usually jets, planes, etc. - very hard to hit M: usually real robots - can be pretty evasive (kinda depended on the model and pilot) L: usually super robots - unlikely to dodge XL: usually batteships, etc. - almost impossible to dodge. Perhaps we could do something similar. Another idea I thought of was maybe take the borg's speed stat and subtract it by 0-3: 1 4-7: 2 8-10: 3 In addition, any borgs without a ranged attack get a speed bonus of +1 To show what I mean, here are the new speeds of the borgs you mentioned. Claw Robot: 4 (2) Normal Ninja: 5 (3) Revolver Gunman: 4 (2) Normal Knight: 4 (3) Battle Girl: 6 (4) Normal Samurai: 5 (4) Normal Tank: 3 (1) Seem any better?
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Post by Deleted on Jun 25, 2015 19:30:43 GMT
Sorry for the delay, I was catching up on a new playthrough. I almost have all the borgs again. Good ideas all around. Steve, great job with G Red. I agree, that will proabably be the best way to ago, or at least something similar. I do have concerns about the 2 speed for 1 movement thing though. Since we'd be cutting their speed in half, then most non-flying borgs would have movement ratings within 1-2 of each other. This doesn't seem like it would work very well, especially for melee borgs, even more so for fast melee borgs like ninjas. To illustrate, here are the speeds (and movement) for some basic borgs: Claw Robot: 4 (2) Normal Ninja: 5 (2.5~3) Revolver Gunman: 4 (2) Normal Knight: 4 (2) Battle Girl: 6 (3) Normal Samurai: 5 (2.5~3) Normal Tank: 3 (1.5~2) I mean, a tank that can keep up with a ninja? Melee units are usually supposed to move faster than range units, but this way pushes all the borgs' movement closer together, limiting diversity. And some some borgs would barely be able to move at all (Chainsaw Knight, Wizard and Nurse borgs, certain Death Borgs, etc.). That said, I do think it's a good idea for flying borgs (again, not counting Air borgs). When they use flight as an ability, they could gain their full movement range for a period of time. Similar idea for Acceleration Ninja. Speaking of Super Robot Wars, I was thinking about how they used unit size to help detemine evasion: S: usually jets, planes, etc. - very hard to hit M: usually real robots - can be pretty evasive (kinda depended on the model and pilot) L: usually super robots - unlikely to dodge XL: usually batteships, etc. - almost impossible to dodge. Perhaps we could do something similar. Another idea I thought of was maybe take the borg's speed stat and subtract it by 0-3: 1 4-7: 2 8-10: 3 In addition, any borgs without a ranged attack get a speed bonus of +1 To show what I mean, here are the new speeds of the borgs you mentioned. Claw Robot: 4 (2) Normal Ninja: 5 (3) Revolver Gunman: 4 (2) Normal Knight: 4 (3) Battle Girl: 6 (4) Normal Samurai: 5 (4) Normal Tank: 3 (1) Seem any better? Interesting idea, though I don't quite follow your math. Why does Normal Samurai have more movement then Normal Ninja? Overall, I think that non-flying borgs shouldn't have a movement less than 2 or greater than 6. This works out pretty well actually, the only non-flying borgs with a speed over 6 are Acceleration Ninja, Cyber Ninja, and Panther Vehicle. On a semi-random semi-related note, is anyone familiar with the game Monsterpocalypse?
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Post by Stove on Jun 25, 2015 20:20:32 GMT
Oh, that's a mistake, Normal Samurai should have three. And, I'm not. What point are you trying to make with it?
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Post by Deleted on Jul 2, 2015 23:29:27 GMT
Oh, that's a mistake, Normal Samurai should have three. And, I'm not. What point are you trying to make with it? Just that it's a game I'd like to play and that maybe we could draw inspiration from it's game mechanics. Like the way it uses dice or how the defense stat is used to determine if an attack will hit instead of reducing damage. Also, I recall a concern about range borgs being too powerful (or something like that). Maybe certain powerful ranged attacks can't be used after moving, like the Normal Tank's main gun.
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