Difference between revisions of "Proposals"
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*'''Durability''': Much of what the room is based on is techs that have to do with character PL, and skill. I think a good way to reflect martial skill, and techniques better would be to create a system in which durability has an effectiveness against speed of attacks. Durability is great, and everyone hates character death, or losing fights, but I think creating a system to balance durability out, and make fights more interesting would be to reduce durabilities effectiveness against either attacks faster than the attackers character can dodge, or against the character can see; this could be done by reducing overall durability vs damage by 1/4, 1/2, or 3/4 depending on the speed of attack. Another idea is to increase the effective damage dealt to the target (unmodified by abilities) by x amount if attack speed is greater than either the targets eyesight, or speed. Just an idea. --[[User:DaShizer|DaShizer]] June 06, 2013 | *'''Durability''': Much of what the room is based on is techs that have to do with character PL, and skill. I think a good way to reflect martial skill, and techniques better would be to create a system in which durability has an effectiveness against speed of attacks. Durability is great, and everyone hates character death, or losing fights, but I think creating a system to balance durability out, and make fights more interesting would be to reduce durabilities effectiveness against either attacks faster than the attackers character can dodge, or against the character can see; this could be done by reducing overall durability vs damage by 1/4, 1/2, or 3/4 depending on the speed of attack. Another idea is to increase the effective damage dealt to the target (unmodified by abilities) by x amount if attack speed is greater than either the targets eyesight, or speed. Just an idea. --[[User:DaShizer|DaShizer]] June 06, 2013 | ||
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| + | : When it comes to durability and speed, if either needed balancing, it would be speed. Speed definitely doesn't need to be more powerful, especially at the cost of durability. Most characters only have between 200%PL and 300%PL, barring a few outliers. And generally in those cases the durability is a major part of their character. I don't see what effect this would have other than making fights end quicker, and I don't see how that would make them more interesting. Now, structure this around breaking the effectiveness of Damage Reduction, and I think it could make for a pretty good tech. I do like the idea of a suggestion page like this. --[[User:Ff0ecaf|Ff0ecaf]] 11:53, 7 June 2013 (PDT) | ||
Revision as of 10:53, 7 June 2013
Created this page for players to leave suggestions to the staff for possible rule changes/additions, and anything else that could be added/removed/changed to the setting/wiki/etc
- Durability: Much of what the room is based on is techs that have to do with character PL, and skill. I think a good way to reflect martial skill, and techniques better would be to create a system in which durability has an effectiveness against speed of attacks. Durability is great, and everyone hates character death, or losing fights, but I think creating a system to balance durability out, and make fights more interesting would be to reduce durabilities effectiveness against either attacks faster than the attackers character can dodge, or against the character can see; this could be done by reducing overall durability vs damage by 1/4, 1/2, or 3/4 depending on the speed of attack. Another idea is to increase the effective damage dealt to the target (unmodified by abilities) by x amount if attack speed is greater than either the targets eyesight, or speed. Just an idea. --DaShizer June 06, 2013
- When it comes to durability and speed, if either needed balancing, it would be speed. Speed definitely doesn't need to be more powerful, especially at the cost of durability. Most characters only have between 200%PL and 300%PL, barring a few outliers. And generally in those cases the durability is a major part of their character. I don't see what effect this would have other than making fights end quicker, and I don't see how that would make them more interesting. Now, structure this around breaking the effectiveness of Damage Reduction, and I think it could make for a pretty good tech. I do like the idea of a suggestion page like this. --Ff0ecaf 11:53, 7 June 2013 (PDT)