Post by Vi-Poi on Apr 13, 2015 17:03:37 GMT
Since not all systems were properly expressed in the first vote, a second round of Kaioken voting will be commenced, with the winner of the first vote, the burst system, going up against the early-mid game transformation whose x3 and above transformations are paid for by tech slots. Please review both of these systems carefully, their merits, and their drawbacks.
A major gameplay comparison point is:
- The burst system would keep Kaioken relevant (and very desirable) throughout the game.
- The x2-x20 Kaioken would be an early bird prize for being bold and dying young, and will have a much lesser effect on overall game balance.
Discussions of these ideas can be found here and here.
Kaioken Burst Damage System
It would work as a modifier to your Offensive Techniques and Support Techniques only.
Kaioken x2:Adds an instant +20% charge to your attack. Lowers your thread PL afterward by 7.5%.
Kaioken x3: Adds an instant +30% charge to your attack. Lowers your thread PL afterward by 11.25%
Kaioken x4: Adds an instant +40% charge to your attack. Lowers your thread PL afterward by 15%.
Kaioken x5: Adds an instant +50% charge to your attack. Lowers your thread PL afterward by 18.75%.
Kaioken x10:Adds an instant 100% charge to your attack, lowers your thread PL by afterward 37.5%.
Kaioken x15:Adds an instant 150% charge to your attack, lowers your thread PL by afterward 56.25%.
Kaioken x20:Adds an instant 200% charge to your attack, lowers your thread PL afterward by 75%.
Due to its draining and damaging nature, a user can only activate Kaioken can only be used up to three times in one thread. Note that these percentages and modifiers are both taken from your starting Thread PL, so using Kaioken x15 or x20 twice in one thread would kill you. This would make Kaioken a high risk, high reward system.
Makaioken would work similarly, but because the Makaioshin are lesser beings to the Kaioshin, the Makaioken is more dangerous to use, cuts deeper, and is harder to control. As a darker version of the Kaioken, it drains the spirit force of the user while burning, you have to feed it more to sate its growing hunger, and can only ascend through its tiers during a fight if you wish to use it three times, and never descend.
Makaioken x2:Adds an instant +22% charge to your attack. Lowers your thread PL afterward by 9.5%.
Makaioken x3: Adds an instant +33% charge to your attack. Lowers your thread PL afterward by 14.25%
Makaioken x4: Adds an instant +44% charge to your attack. Lowers your thread PL afterward by 19%
Makaioken x5:Adds an instant +55% charge to your attack. Lowers your thread PL afterward by 23.75%.
Makaioken x10: Adds an instant +110% charge to your attack. Lowers your thread PL afterward by 47.5%.
Makaioken x15: Adds an instant +165% charge to your attack. Lowers your thread PL afterward by 71.25%.
Makaioken x20: Adds an instant +220% charge to your attack. Lowers your thread PL afterward by 95%.
This burst damage system would make Kaioken/Makaioken powerful at all points of the game, but also very risky, and reflect the extremely limited time use of the techniques.
Early-Mid Game Transformation:
(I know I haven't posted in the thread, haven't even been able to get on the last two days, but I have mentioned it every time anyone brought up the subject)
...uh, since it has slipped mention it was as follows:
> Offensive Multiplier (thus tying into the burst aspect, it empowers your techs only)
> starts x2
> like bio-metabolise you can use tech slots to increase the multiplier (with x20 being the very max, the elegant part being the tech cost acts as a natural pl requirement)
Oh, and no stacking as the strain is too much for someone to survive.
Fatigue is handled through flavour, lets be honest creating a whole new mechanical fatigue system for a single move is just unnecessary complexity. Simplicity is the ultimate sophistication, so the goal is to devise a system which follows the virtues of simplicity, elegance, and canon-plausibility.
(You want to work with available systems to keep things lean, rather than bloat with outliers)
As part of that canon, I also want to encourage it as an early-mid use transformation that you will not want once you are later game(SSJ2 and beyond). The idea is kaioken/makaioken is for those people killed early on, who bravely defied much stronger opponents and took part in sagas, now have a chance to return with this boon and fight back, exactly like goku did against the saiyans or frieza. If you played it safe early game, or didn't suffer such a defeat, then kaioken is not part of your chosen path(much like... everyone except goku) and you will move on to super saiyan 2 and such like the characters in the show did.
There are other prizes for later game people, kaioken is younger folks to invest in.
A major gameplay comparison point is:
- The burst system would keep Kaioken relevant (and very desirable) throughout the game.
- The x2-x20 Kaioken would be an early bird prize for being bold and dying young, and will have a much lesser effect on overall game balance.
Discussions of these ideas can be found here and here.
Kaioken Burst Damage System
I've come up with a Kaioken/Makaioken Burst Damage System, that will work in lieu of a transformation or a stack,  and will also give it a lifespan that lasts through the entire meta game.
It would work as a modifier to your Offensive Techniques and Support Techniques only.
Kaioken x2:Adds an instant +20% charge to your attack. Lowers your thread PL afterward by 7.5%.
Kaioken x3: Adds an instant +30% charge to your attack. Lowers your thread PL afterward by 11.25%
Kaioken x4: Adds an instant +40% charge to your attack. Lowers your thread PL afterward by 15%.
Kaioken x5: Adds an instant +50% charge to your attack. Lowers your thread PL afterward by 18.75%.
Kaioken x10:Adds an instant 100% charge to your attack, lowers your thread PL by afterward 37.5%.
Kaioken x15:Adds an instant 150% charge to your attack, lowers your thread PL by afterward 56.25%.
Kaioken x20:Adds an instant 200% charge to your attack, lowers your thread PL afterward by 75%.
Due to its draining and damaging nature, a user can only activate Kaioken can only be used up to three times in one thread. Note that these percentages and modifiers are both taken from your starting Thread PL, so using Kaioken x15 or x20 twice in one thread would kill you. This would make Kaioken a high risk, high reward system.
Makaioken would work similarly, but because the Makaioshin are lesser beings to the Kaioshin, the Makaioken is more dangerous to use, cuts deeper, and is harder to control. As a darker version of the Kaioken, it drains the spirit force of the user while burning, you have to feed it more to sate its growing hunger, and can only ascend through its tiers during a fight if you wish to use it three times, and never descend.
Makaioken x2:Adds an instant +22% charge to your attack. Lowers your thread PL afterward by 9.5%.
Makaioken x3: Adds an instant +33% charge to your attack. Lowers your thread PL afterward by 14.25%
Makaioken x4: Adds an instant +44% charge to your attack. Lowers your thread PL afterward by 19%
Makaioken x5:Adds an instant +55% charge to your attack. Lowers your thread PL afterward by 23.75%.
Makaioken x10: Adds an instant +110% charge to your attack. Lowers your thread PL afterward by 47.5%.
Makaioken x15: Adds an instant +165% charge to your attack. Lowers your thread PL afterward by 71.25%.
Makaioken x20: Adds an instant +220% charge to your attack. Lowers your thread PL afterward by 95%.
This burst damage system would make Kaioken/Makaioken powerful at all points of the game, but also very risky, and reflect the extremely limited time use of the techniques.
Early-Mid Game Transformation:
No inclusion of my suggested implementation? ;_;
(I know I haven't posted in the thread, haven't even been able to get on the last two days, but I have mentioned it every time anyone brought up the subject)
...uh, since it has slipped mention it was as follows:
> Offensive Multiplier (thus tying into the burst aspect, it empowers your techs only)
> starts x2
> like bio-metabolise you can use tech slots to increase the multiplier (with x20 being the very max, the elegant part being the tech cost acts as a natural pl requirement)
Oh, and no stacking as the strain is too much for someone to survive.
Fatigue is handled through flavour, lets be honest creating a whole new mechanical fatigue system for a single move is just unnecessary complexity. Simplicity is the ultimate sophistication, so the goal is to devise a system which follows the virtues of simplicity, elegance, and canon-plausibility.
(You want to work with available systems to keep things lean, rather than bloat with outliers)
As part of that canon, I also want to encourage it as an early-mid use transformation that you will not want once you are later game(SSJ2 and beyond). The idea is kaioken/makaioken is for those people killed early on, who bravely defied much stronger opponents and took part in sagas, now have a chance to return with this boon and fight back, exactly like goku did against the saiyans or frieza. If you played it safe early game, or didn't suffer such a defeat, then kaioken is not part of your chosen path(much like... everyone except goku) and you will move on to super saiyan 2 and such like the characters in the show did.
There are other prizes for later game people, kaioken is younger folks to invest in.