Post by ¯\/¯V\_Lifeline on Apr 17, 2006 17:03:49 GMT -8
ok so here is what i have so far...
There are up to 4 members on each team. A team's minimum is 2. Each team is required to have 1 goalie. The positions are as follows:
Goalie: guards the flag. can leave goal if flag is taken, must return when flag is returned. limit 1 per team
Forward: engages in most of the combat. Used to wipe out other teams navis. limit 2 per team.
Back: stays near the flag and engages in combat with chasers trying to get the flag. limit: 1
Chaser: runs for the flag, cannot be engaged by forwards. cannot engage forwards. Stays engaged with the goalie for 1 turn before getting the flag. After getting the flag engages the goalie for one more turn.
Stats
Each navi will start out at Plvl 1 (Plvl=position level) unless stated otherwise.
Each Navi will have 10 stat points to spread amongst the stats.
Each stats starts out at level 0, unless stated otherwise (I.E. Quickman will be faster than most chasers.)
The stats are as follows:
Hp:
Speed:
Power:
Defense:
Descriptions:
Hp-->> Obviously how much life your navi has. Every Navi starts out with a base Hp of 100. for every 2 points in Hp a navi gains +50 Hp.
Speed-->> How fast your navi can move. for every 4 points in speed, a navi gains +1 move slot. every 5 points in speed, a navi gains +1 attack slot. for every 6 points they may dodge 1 extra time.
Power-->> How much damage your navi can dish out. for every 2 points in power, a navi gains +1 damage to all attacks. For every 15 points in power, your navi can create an attack with 1 status effect.
Defense-->> How much damage your navi can take.
How to join CTF as a member:
Create a sub-section in your player stats labeled CTF stats. All new CTF members have 100 Hp and 10 points to distribute amongst their stats. You then are allowed to create 5 attacks +1 per 4 points in speed. When creating a character, keep this in mind, Creating your CTF character is like creating a regular navi, on a smaller scale (Note: 100 hp for CTF, 1000 for Navi) So make attacks based on that. (Also Note: There will be no additional effects to attacks such as "breaks shield" or "undodgable")
Status effects however will be accepted. Only when a player meets certain conditions though. The status effects are as follows:
Paralyze: enemy can't attack/dodge next turn.
Freeze: Disengages you from combat and the enemy navi can't do anything for 1 turn.
Soak: Enemy damage is cut in half for the next turn. If this attack disengages the fight, the enemy has -1 movement and can't engage anyone into combat, but can still be engaged.
How the battling works:
Every Navi gets 2 attacks per turn(just like normal battling)
A navi doesn't defend in combat, instead a navi takes 1 less damage from attacks per 2 points in defense.
A navi is allowed to dodge 1 move per engagement + 1 per 6 points of speed.
Navi's are disengaged from combat when a navi hits 0 hp or after 5 turns of combat.
When a navi reaches 0 hp, they are benched for 2 rounds and then are allowed to come back into play at full status.
How to win:
Easy, capture the flag and bring it back to your flag without being benched.
How to Play:
>>Working on it, suggestions are admired xD<<
There are up to 4 members on each team. A team's minimum is 2. Each team is required to have 1 goalie. The positions are as follows:
Goalie: guards the flag. can leave goal if flag is taken, must return when flag is returned. limit 1 per team
Forward: engages in most of the combat. Used to wipe out other teams navis. limit 2 per team.
Back: stays near the flag and engages in combat with chasers trying to get the flag. limit: 1
Chaser: runs for the flag, cannot be engaged by forwards. cannot engage forwards. Stays engaged with the goalie for 1 turn before getting the flag. After getting the flag engages the goalie for one more turn.
Stats
Each navi will start out at Plvl 1 (Plvl=position level) unless stated otherwise.
Each Navi will have 10 stat points to spread amongst the stats.
Each stats starts out at level 0, unless stated otherwise (I.E. Quickman will be faster than most chasers.)
The stats are as follows:
Hp:
Speed:
Power:
Defense:
Descriptions:
Hp-->> Obviously how much life your navi has. Every Navi starts out with a base Hp of 100. for every 2 points in Hp a navi gains +50 Hp.
Speed-->> How fast your navi can move. for every 4 points in speed, a navi gains +1 move slot. every 5 points in speed, a navi gains +1 attack slot. for every 6 points they may dodge 1 extra time.
Power-->> How much damage your navi can dish out. for every 2 points in power, a navi gains +1 damage to all attacks. For every 15 points in power, your navi can create an attack with 1 status effect.
Defense-->> How much damage your navi can take.
How to join CTF as a member:
Create a sub-section in your player stats labeled CTF stats. All new CTF members have 100 Hp and 10 points to distribute amongst their stats. You then are allowed to create 5 attacks +1 per 4 points in speed. When creating a character, keep this in mind, Creating your CTF character is like creating a regular navi, on a smaller scale (Note: 100 hp for CTF, 1000 for Navi) So make attacks based on that. (Also Note: There will be no additional effects to attacks such as "breaks shield" or "undodgable")
Status effects however will be accepted. Only when a player meets certain conditions though. The status effects are as follows:
Paralyze: enemy can't attack/dodge next turn.
Freeze: Disengages you from combat and the enemy navi can't do anything for 1 turn.
Soak: Enemy damage is cut in half for the next turn. If this attack disengages the fight, the enemy has -1 movement and can't engage anyone into combat, but can still be engaged.
How the battling works:
Every Navi gets 2 attacks per turn(just like normal battling)
A navi doesn't defend in combat, instead a navi takes 1 less damage from attacks per 2 points in defense.
A navi is allowed to dodge 1 move per engagement + 1 per 6 points of speed.
Navi's are disengaged from combat when a navi hits 0 hp or after 5 turns of combat.
When a navi reaches 0 hp, they are benched for 2 rounds and then are allowed to come back into play at full status.
How to win:
Easy, capture the flag and bring it back to your flag without being benched.
How to Play:
>>Working on it, suggestions are admired xD<<