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Post by Deleted on Jan 4, 2016 20:13:47 GMT -8
| NAVI CREATION GUIDELINES |
This event will be using a different Stats System than the one you're familiar with, but fortunately, many of the fundamentals will remain the same. There is an element of growth within this system as well, so your stats won't remain static. Following the conclusion of this Tournament, a Custom Story Plot is scheduled to occur -- but only when the Tournament is fully concluded (so it's up to you, the participants, to bring it to that point).
An outline of the statistical changes for this Tournament is as follows: * Character Template * Basic Mechanics * Battlefield Procedure * Growth
| CHARACTER TEMPLATE |
Many changes were made to the Stats Page. These will be explained with better detail in the 'Basic Mechanics' section of the guide. Important things to note are as follows:
1 - RP Information is not required if your Navi already exists on the Main Board
2 - The HP:Damage conversion is not allowed with this system
3 - Skill Types, Attack Ranges, and Karma do not currently exist in this system
Name: Zenny: 10,000z Type: (Distribute 5 Type Points among the available Types)Elements: (Choose any number of Elements, listing their combined Strengths and Weaknesses below. NOTE: Weaknesses will overwrite Strengths, and only one special property among your elements is retained.)Max HP: 1000 Power: 10 Initiative: 0 Skill Uses: 10 Attack Point Generation: 20 per turn Innate AbilitiesNatural Avoid - At any point in battle, you can use the following actions without Cooldown: Fast Barrier - Absorbs 1 Attack. Cost 2 Skill Uses. Natural Shield - Blocks 1 Attack. Costs 1 Skill Use and 10 Attack Points. Natural Dodge - Dodges 1 Attack. Costs 20 Attack Points.Take Aim - Costs 1 Skill use to add a basic aimer of choice to One Attack for One use. (Undodgeable, Breaks Shields, or Cuts Auras).Pass - By foregoing a turn of attacking, you'll instantly generate an additional 10 Attack Points Skills: 3 You begin with three Lv1 Skills using the template below:
Skill Name Skill Description Lv1 - Skill Effects and Cost at Lv1
If you have upgraded the skill in question, you will write the effects of each subsequent level as well. Example for a Lv3 Skill:
Skill Name Skill Description Lv1 - Skill Effects and at Cost Lv1 Lv2 - Effects added and at Cost Lv2 Lv3 - Effects added and at Cost Lv3
Learn more in the Skill GuideAttacks: 3 You begin with three Lv1 Attacks using the template below:
Attack Name Attack Description Attack Element Lv1 - Attack Damage, Effects, and at Cost at Lv1
If you have upgraded the attack in question, you will write the effects of each subsequent level as well, just like in the Skill example.
Learn more in the Attack GuideEquipment Slots: 5 You can only bring a certain amount of Items into battle. - Programs take up 1 to 3 Equipment Slots - Accessories take up 2 Equipment Slots - Giga Programs take up all 5 Equipment Slots - Viruses take up 2 Equipment Slots
Viruses and Accessories have not been implemented yet. Purchase Programs from the Program ShopChip Folder Slots: 5 Just like Equipment, there is a limited number of Chips you can bring into battle - Standard Chips take up 1 Folder Slot - Mega Chips take up 2 Folder Slots - Giga Chips take up 5 Folder Slots
Currently, only Stage Chips exist. Purchase them in the Chip Shop
{ Copy/Paste Code (+) } [b]Name[/b]: [b]Zenny[/b]: 10,000z
[b]Type[/b]: * * * * *
[b]Elements[/b]:
[b]Special Property[/b]:
[b]Strengths[/b]: [b]Weaknesses[/b]:
[b]Max HP:[/b] 1000 [b]Power:[/b] 10 [b]Initiative:[/b] 0
[b]Skill Uses:[/b] 10 [b]Attack Point Generation:[/b] 20 per turn
[div align="center"][u][b]Innate Abilities[/b][/u][/div]
[b]Natural Avoid[/b] - At any point in battle, you can use the following actions without Cooldown: [font size="1"][u]Fast Barrier[/u] - Absorbs 1 Attack. Cost 2 Skill Uses. [u]Natural Shield[/u] - Blocks 1 Attack. Costs 1 Skill Use and 10 Attack Points. [u]Natural Dodge[/u] - Dodges 1 Attack. Costs 20 Attack Points.[/font]
[b]Take Aim[/b] - Costs 1 Skill use to add a basic aimer of choice to One Attack for One use. [font size="1"](Undodgeable, Breaks Shields, or Cuts Auras).[/font]
[b]Pass[/b] - By foregoing a turn of attacking, you'll instantly generate an additional 10 Attack Points
[u][b]Skills[/b][/u]
Skill Name Skill Description Lv1 - Skill Effects and Cost at Lv1
[div align="center"][u][b]Attacks[/b][/u][/div]
Attack Name Attack Description Attack Element Lv1 - Attack Damage, Effects, and at Cost at Lv1
[div align="center"][u][b]Equipment Slots[/b][/u][/div]
[-Empty-] [-Empty-] [-Empty-] [-Empty-] [-Empty-]
[div align="center"][u][b]Chip Folder Slots[/b][/u][/div]
[-Empty-] [-Empty-] [-Empty-] [-Empty-] [-Empty-]
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Deleted
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Post by Deleted on Jan 4, 2016 20:14:05 GMT -8
| BASIC MECHANICS |
The template section may have confused you with new (and removed) items, so we'll start this section by clearing those items up.
Type Points
Because Types are better at describing a Navi's stereotypes than elements, the roles of these two features have been reversed. Working much like the old Element Levels, you'll be able to distribute "Type Points" among any of the available Types -- essentially building your own. This is the primary means of modifying your Base Stats.
Elements
Just like they were mostly flavor in the game, they're mostly flavor here as well. While they each have their own unique perk and you can choose to have any number of them, I must re-iterated that Weaknesses overwrite strengths. This means that if you're Fire and Aqua Element, you're still going to be weak to Aqua.
Additionally, you only retain a single perk from the Elements you choose. If you choose Fire, Aqua, Elec, and Wood, you'll only get one of the matching Panel Benefits, not all.
Power
Basically your Navi's "Base Damage". This represents how much damage an attack will deal based on how many Attack Points it costs. Essentially, the two values are multiplied together (assuming the attack in question has no effects attached).
Initiative
This value determines who goes first in battle. If yours is higher than your opponent's you get to choose whether to attack first or not. If yours and your opponent's Initiative is the same, you both roll a 100-sided dice. The higher roll is considered to have the higher Initiative.
In Team Battles, the total Initiatives of all navis involved is used during this process.
Skill Uses
All of your Skills will now share a pool of uses. So instead of having a Dodging Skill with 3 Uses per battle, it'll instead cost 1 Skill Use and be usable any number of times per battle. Passive Skills will remain the same as before (not costing any resources), but will be noticeably less impactful in exchange.
Attack Points
Essentially your Navi's "Attack Slots". The name was changed to avoid confusion.
'Attack Point Generation' determines how many you gain per turn.
Needless to say, all of your Attacks will cost a certain number of Attack Points to use, depending on how strong they are (generally, attacks will cost about 10 Attack Points). The benefit is that Attacks no longer require Cooldown and are instead limited solely by the number of Attack Points you've accrued.
Attack Points do not reset at the end of the turn -- if you end the turn with 10 Attack Points, then when you generate 20 more on your next turn, you'll have a total of 30 that you can choose to either spend or continue saving. There is no maximum amount of Attack Points; you can store them endlessly.
Innate Abilities
This is the bread and butter of the system. As implied, every Navi has access to the 3 Basic Avoidances now. Additionally, you can add Basic Aimers to your attacks at will. Even better? Now there's actually a benefit when choosing to Pass.
This creates a basis of strategy in battle (instead of in stats), but only the basis. The meat and potatoes is yet to come.
Essentially, you add aimers to your attacks with the intent of draining one of your opponent's resources. Since the Natural Aura and Shield both cost Skill Uses, you'll force an opponent into wasting that defensive resource by adding Undodgeable to your outgoing Attack. Alternatively, since the Natural Dodge and Shield both cost Attack Points, you'll mitigate their offensive resources by forcing them to spend some against your Cuts Auras attacks.
Because of Take Aim, your attacks cannot naturally have Basic Aimers on them at Lv1 (but from Lv2 onward it's still possible). This means you HAVE to use Take Aim in order to target the opponent's resources. This also grants counterplay for the Defender: if they opt not to avoid an attack that was enhanced by Take Aim, sure they'll lose some HP, but they'll have saved their resources while you've spent yours trying to hit them.
Learning to properly interact with Innate Abilities is the first step to being victorious in battle.
Skills, Attacks, and Items
The guidelines for these have changed and will be gone over in another Thread.
Power Up
There is one last, very vital mechanic to this system that completes its strategic paradigm. It'll be covered in the next section.
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Post by Deleted on Jan 4, 2016 20:23:13 GMT -8
| BATTLEFIELD PROCEDURE AND POWERUPS |
The biggest change here is what happens at the start of battle.
On your first turn, you choose which 3 Skills and which 3 Attacks your Navi will bring into battle. At first (since you only have 3 of each upon creation), this seems meaningless, but later on (when your Navi learns more Skills and Attacks), this has a dynamic impact on how the battle progresses.
In most combat systems, the defending Navi is at a disadvantage (because the attacker is always one turn ahead). However, since this feature occurs on each Navi's first turn, the defender will be able to choose their starting Skills and Attacks in retaliation to their opponent's picks, which should even the odds significantly.
The actual flow of battle remains the same, but to review, each turn is divided into four phases as defined below:
Defensive Phase During this phase, you respond to incoming attacks with your available resources. It is important to note that you do not generate any resources in this phase, though. This means if you want to Naturally Dodge an attack (which costs 20 Attack Points), you won't be able to spend the 20 Attack Points that you'll passively gain later this turn.
Supportive Phase After dealing with all of the opponent's actions, you generate resources, if applicable. HP Regeneration and Attack Point generation occur during this phase, as well as any other similar effects on your Navi. This is the only Phase in which Stage Interaction (setting, locking, breaking) can occur.
Most importantly, it is during this phase that your Navi generates 1 Power Up, which will be described later.
Offensive Phase After generating resources, you deliver outgoing actions for the enemy to deal with. During this phase is when you would use Attacks (at the expenditure of Attack Points). As explained earlier, you do not need to spend all of your Attack Points in a single turn -- any left over points are carried over to the next turn.
Additionally, by performing no action during this phase, you will activate your Navi's innate "Pass" ability, which will cause you to instantly gain an additional 10 Attack Points. These Attack Points can be spent as early as your next Defensive Phase.
End Turn After choosing to Pass or Attack, briefly summarize your Navi's core stats (to include: HP, Skill Uses, Attack Points, Power Ups). You're free to include any other information (such as the current stage or what statuses your navi is currently being afflicted by), but it is not required.
Additional Rules - Skills can be used during any phase. - The Initiator's Turn begins in the Supportive Phase - The Defender's Turn begins in the Defensive Phase
Any effect with a duration would end during the same phase it began. For instance, if you entered a Hyper Mode during the Defensive Phase that lasted for 2 Turns, then that Hyper Mode would end at the start of the Defensive Phase 2 Turns from now.
Power Ups
The meat and potatoes of this system: Power Ups.
You start the battle with 0 Power Ups and, as stated previously, you generate 1 Power Up during each Supportive Phase. If you have the first strike in battle, you do not generate a Power Up on your first turn. In a team battle, the team with the first strike does not generate a Power Up on their first turns.
Power Ups are spent to evolve your Navi mid-battle. At first, you only have access to one option, Build Energy:
Build Energy - Costs 1 Power Up - User instantly gains +1 Skill Use
As your Navi grows, you'll have access to more Power Up options which will improve their versatility in battle. Utilization of these options is what will ultimately determine which Navi wins the battle.
Like any other resource, Power Ups do not have to be spent immediately upon acquisition and can be stored for future use if so desired. This is necessary for more powerful effects that cost multiple Power Ups.
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Post by Deleted on Jan 4, 2016 20:23:31 GMT -8
| GROWTH |
There are many ways for your Navi to grow stronger -- however, most of these will only increases their potential power in battle, not their starting power.
Since your starting power in battle will always be relatively the same, your potential power is now limitless. This will make more sense as you read on about each of the available growth options.
Learning New Skills and Attacks
As hinted earlier, even though you start the battle with only 3 Skills and 3 Attacks, you're able to learn more as your Navi grows. You learn these by purchasing them in the Navi Upgrade Shop.
There is no limit to the number of Skills and Attacks your Navi can learn. However, regardless of how many they have learned, your Navi will always start the battle with 3 of each.
If you have 4 or more, you can "unlock" one for the rest of battle by spending 1 Power Up. So as the battle progresses, your Navi's skillset and Attackset can dramatically expand.
Upgrading Skills and Attacks
By default, all Skills and Attacks start at Lv1. You can purchase upgrades at the Navi Upgrade Shop to increase their Max Level.
When you start the battle with 3 Skills and 3 Attacks (or when you unlock one mid-battle via a Power Up), they'll all begin at Lv1 (regardless of their Max Level). By spending a Power Up, you can increase 1 Attack or Skill's current level by 1 for the rest of battle. There is no limit to how high a Skill or Attack's Max Level can be.
Needless to say, if an Attack has a Max Level of 3, you can't bring it to Lv4 in battle. Essentially, you have to purchase the right to increase an Attack/Skill's Max Level.
Leveling up Skills and Attacks in-battle will increase their efficiency per Resource Spent. As the battle progresses, your costs will be getting more and more efficient should you choose to continuously Level Up the same ability.
Equipment
All forms of equipment fill up the same slot. This means you won't get free benefits by having a Crest versus someone who does not, or in more extreme cases: a Giga Program.
More powerful types of equipment will fill more slots, as shown in the template. Chips work the same way, except that you state which ones you'll be bringing into battle on your first turn (along with choosing your starting Skills/Attacks).
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