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Post by President Bao on Sept 2, 2014 11:47:46 GMT
>>Allies:Proposal - A mechanic which I suggested to this sites predecessor and which I know atleast one particular friend of mine is absolutely itching to see posted. Idea for Souls is there are two types, one for people who are fighters themselves, and one for people who are support/weaker characters. Allows people to have tag along characters - for example a 'Zarbon and Dodoria' for your 'Frieza', A 'Krillin' for your 'Goku', or a 'Dabura' for your 'Babidi'. > 'Minion/Sidekick'-- 25% pl = 7500z -- 50% pl = 15,000z -- 75% pl = 22,500z > 'Guard'-- 5000pl = 500z -- 10,000pl = 2500z -- 20,000pl = 5000z -- 50,000pl = 20,000z -- 75,000pl = 37,500z -- 100,000pl = 50,000z I'm also thinking someone can have a free ally but their pl will be considered 0 and that allies might also have buyable transformations too, feel free to discuss further on the particulars of that part.
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Post by Deleted on Sept 2, 2014 12:36:30 GMT
Hm, I love allies myself, based on what I wrote for them in another thread. I'd love me some allies so I could force demons to serve me, for example, through larges wads of Zeni. The great thing about allies though besides making cannon-fodder armies is that if you have a character idea or two and can't really use for an actual character, but want to have them be a part of your current character's story you can for a small price. So let's talk prices.
I like that guards have a solid 5000 PL for 500 Zeni, but somehow I don't know if fifty thousand is equatable to 20k Zeni. I mean, it did take us all about 5-10 threads to get half that power so maybe it is. Having guards who go up to 100,000 PL is a good idea since it helps legitimize strong players who might not want to work an ally's power level up to the level they are at by paying a huge sum. Either way though...
22,500 Z versus 50,000 Z is not a small sum either way. You may be getting more bang for your buck with the allies sometimes since 75% of one's PL could help put an ally over 100,000 PL for higher level players. I think both are strong systems and both should be used for variance and open options.
But let's talk how we should implement this. In a fight Frieza, Cooler, Big KP, and Dr. Gero never had more then one or two allies with them at a time usually that were as strong as written above. Bojack was part of the exception since he was movie grade material. Anyway, for this reason I say each person gets one ally of each type. They may make the ally whatever kind of character they wish, however, they have to have had dealings with the character first. Once this is done the ally may become "official" on their team. Allies will need a separate post on character sheets and that sheet for them must follow the site's RP sheet. No skimping on abilities, traits, or transformations. This makes the extra character customizable for them with a little guidance from us.
Free Allies are good way to initiate them transitioning into the above if they want to, however, like I said. They should only have one or two, or well, maybe in the case of free ones as many as they can handle. It'd be bad if we let this system slip into chaos because of that. But free allies are good allies, even if they can't fight.
Anyway, I feel paid allies if they are minions or side kicks should always have the marked 25%-75% percent for their PL even if they fight with you in a thread. As a result of them fighting by you, PL should be cut in half whether or not they are a minion or a guard. For guards, if they fight by you and manage to survive they should get half the PL they would have earned in a thread. To make things good for all though, since some might want to move minions around to do things, I believe they should be able to make their own adventures on the orders of their boss. In these threads guards at least will gain full, regular PL. In the case of Minions... all they should be able to collect is Zeni for their boss.
Overall, the system is lovely for an idea and I think as a final thought that minions and guards of all shapes and sizes can only have one life before they die. If they die they can be brought back by later death based revival plans like normal characters an that's that. The issue is we don't necessarily have that set up as far as I know.
But anyone have any opinions for or against my ideas?
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Tao Lung
Rising Soul
PL: 1,671; Intense Struggle (x3): 5,013; Items: 1 use space pod, Heavy Weights (2521.5| 7564.5); Zeni: 2797
Tag: @sacidepatinete
Posts: 172
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Post by Tao Lung on Sept 2, 2014 16:56:22 GMT
I suppose these sorts of characters won't be able to gain pl and zenni regularly, will they?
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Post by Lord Tsumuri Takeda on Sept 2, 2014 17:50:37 GMT
Alright, in our previous life this was actually implemented. Rensou used this system to make his son an ally whom he trained and rp'd with on individual thread all on its on. In essence it can become a third, fourth, or fifth character kind of thing. If we use this I suggest we use the system from resurrection as it never had any true issues if any at all.
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Post by Deleted on Sept 2, 2014 17:56:47 GMT
Wait, you mean we pay X amount of Zeni and that's how strong an ally is? I remember it being that way there for some reason.
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Post by Pieter Wolfbane on Sept 2, 2014 20:03:48 GMT
If I remember right, in the previous life, they weren't able to gain power level... At least, I remember guards being like that. Allies, though, were able to.
Anyway, being that Allies have a percent style, my thought inclines to this: They need to be the most expensive ones. Reason being is that they can be ridiculously strong in the later game. If it is the case with the two, then that's definitely something that needs to be done. My thought would be this: it costs .25 for 1/4 power level ally, .5 zeni per power level for 50%, .75 zeni per power level for 75%. So, as things get progressively higher and higher, it's cheap in the early game, but expensive in the late game.
As for guards, I think a little more rudimentary system should be in order. Same rules for guards still applying, though:
5000= 500 zeni (ex. Nappa) 10000= 1000 zeni (ex. Pui) 25000= 4000 zeni (ex. Vegeta [first arrival Namek]) 75000= 32000 zeni (ex. Recoome, Jayce, Burter) 125000= 64000 zeni (ex. Captain Ginyu)
Each guard, or minion I should probably say, represents a level of force. As you can see here, I've labeled each one with an example of one such being. Granted, it isn't their exact power levels, but you get to have an idea of what you're buying.
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Post by President Bao on Sept 6, 2014 18:08:45 GMT
Resurrection used minions (I was the one who proposed them). Before that it operated on a '1z = 1pl' system that was not very balanced and meant no one used them. As for your suggestion Pieter - Minions are the cheaper/'more efficient' ones, because people who are focusing on pl them self already have enough 'zeni sinks' to preoccupy their reduced income potential. (compared to guards, which are for characters who aren't gaining pl themself and thus grade all their threads as zeni, giving them more disposable income to work with). Also unlike Res, we've avoided the pitfall of free zeni handouts which are what unbalanced the store there. With Guards, I actually designed the cost matrix on an exponential rating system. As noted, guards are meant to be for characters who do not pursue pl them self. I avoided large gaps in the distribution to ensure such characters could keep their guards relevant in the face of enemies who are growing in pl at a regular pace. Hopefully it should achieve the desired effect of guards being stronger than their rival player character to start with, then falling off as time progresses, then repeating when the next level of guard is purchased.
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