Post by Ruinus on Aug 7, 2014 22:08:43 GMT
DEATHMATCH
***This post will be edited as progress continues***
***This post will be edited as progress continues***
I've been thinking of starting my own RP for a while, however I didn't know how to go about it since the type of gameplay that I wanted, turn based statistics driven combat similar to many of the TRPGs (X-COM, Final Fantasy Tactics and similar games) wouldn't have made too much sense in a text only RP. Fortunately I've been in chat for the past two days talking this RP idea when someone, I think it might have been jesus, mentioned the roll20 system, which is an online virtual tabletop RPG system. Which is pretty awesome.
Which leads me to this current post.
I am currently building the RP, which means I am drawing icons for every single enemy, every map, map objects and equipment. You can see the items drawn so far at my Facebook's RP album which should be visible to anyone.
Basic Premise
Since this is the first RP I've ever even considered, I had to make something simple.The storyline, if you can call it that, is that several normal people have been kidnapped and thrown into the Arena, an artificial world run where people are formed into groups and asked to kill each other. Once a team has won X number of battles they get a reward, escape being one of them.
That's it, the players are in a team and have to win X number of matches and survive. Player death is possible as is a Game Over, though this may change later on.
Gameplay Mechanics
I've tried to keep the main stats as simple as possible, though some of them do require a bit of math to figure out. The following are your base statistics.
Aim/AIM - This stat governs how likely you are to hit something as well as your weapon range. When firing on an enemy, this stat is judged against the enemy's Celerity rating to hit.
Celerity/CEL - This stat governs how fast you are, this influences your turn order, and how likely you are to avoid being hit and how far you can move.
Endurance/END - This is your basic health, it also determines how heavy an armor you can wear. So, for example, a character can have 25 Endurance, however 20 of that is provided by an armor, so if they want to equip an armor that has a 7 END prerequisite they first have to level up their END stat by 2 points.
The following two stats are entirely equipment based:
NOTE: These are in addition to the ACE stats a piece of equipment gives. For example, a certain firearm can give a +5 to AIM and have a AQ of d6. Simply having the weapon equipped gives a bonus to your character's AIM, the AQ only comes into play if you use the corresponding special ability.
Countermeasures/CONT - Countermeasures are the catch all term for devices that go between you and the bullets. Energy shields, personal laser/missile/flak defense systems, these are all the systems that spring into action to defend you only after your EVA rating fails to keep you out of the line of fire.
Firepower/FIRE - How much damage is done upon a successful hit, this is entirely determined by the gun itself.
Aim Quality/AQ - This is the quality of the targeting optics on your firearm. It adds a bonus to your AIM when you use the special ability Take Aim.
Celerity Quality/CQ - This is the quality of the movement servos on your armor. It adds a bonus to your CEL when you use the special ability Dash.
Countermeasure Quality/CmQ - This is the quality of your countermeasure system. It adds a bonus to your CONT when you use the special ability Overclock Countermeasures
The following stats are based on items:
Endurance Repair - The amount that a repair kit replenish END. Used with the special ability Repair Kit.
Countermeasure Repair - The amount that a Countermeasure kit will replenish CONT. Used with the special ability Countermeasure Repair.
Obviously this is a stripped down version of other games, I modeled it almost entirely on the X-COM:EW stat models since that game was easy to understand and I have no experience with other rulesets. As it stands, Celerity has a big influence over large parts of the game - evasion, movement speed and initiative rolls, while the other two stats only influence one thing. Which leads me to this idea.
I need play testers.
>>>THIS IS A LINK TO THE RP<<<
You NEED a roll20 Account to be able to play, roll20 accounts are free.
Perhaps a few more macro abilities, such as debuffs and some more buffs.You NEED a roll20 Account to be able to play, roll20 accounts are free.
Obviously setting up some sort of game requires more than just the basic rules, it'd need to be balanced so that, for example, the Heavy Railgunner doesn't just snipe everyone from across the map, or so that someone with an EVA score of 10 isn't an untouchable bullet dodger who runs up to everyone and shotguns them in the face. There also need to be more complex ideas than just "Shoot at enemy X" to make a fun game.
roll20 is pretty easy, thought this of course depends on how well I set up the system to display the information for people, which requires feedback from people.
roll20 is pretty easy, thought this of course depends on how well I set up the system to display the information for people, which requires feedback from people.
Here's what's done:
Almost all of the basic macros for commands and, hopefully, the "base" gameplay rules and mechanics.
Background ambiance has been added. There is currently no possible way to add sound-effects for things such as attacks (for instance, playing an assault rifle sound), except for me to manually play each attack as it happened... which would be incredibly tiresome and time consuming on my part.
Background ambiance has been added. There is currently no possible way to add sound-effects for things such as attacks (for instance, playing an assault rifle sound), except for me to manually play each attack as it happened... which would be incredibly tiresome and time consuming on my part.
Here's what's planned:
Equipment list and equipment shop.
Some sort of upgrade system for equipment. I've got a few ideas on how to implement it on a basic level (a die roll against some difficulty check and your weapon gets a +1 or something), but I'd need to think about it more on the intricacies of such a thing.
Some sort of skill system. Perhaps every 10 points in AIM gives +1 to damage? Or every 10 points in END gives a bonus to EQ? This would also depend on how higher level of gameplay plays out and if it'd be necessary to add buffs to make players competitive at any level even if they use an old (but upgraded) weapon.