|
Post by President Bao on Sept 7, 2014 9:49:23 GMT
>> Injury/recovery: Proposal - ((clarified/embellished after Oguma confusion when he got attacked by Azurai)) Have a more clearly defined system for injury/recovery, to help give received attacks/battles more consistent and unambiguous mechanics, as well as better defining the benefits of healing items such as sensu beans or regenerations. Can be tracked on miniprofile.
-- 100% pl (healthy), 50% pl (injured/fatigued), 25% pl (debilitated), [also technically 0% pl (incapacitated)] -- equivalent pl attack (unless stopped) will bump you down one level (so essentially, 3 strikes and you're out, even for a much weaker opponent) -- requires recovery thread or item to accelerate, (maybe like gravity, recovery threads limited, such as 1 thread per week?) -- if reduced to 25%, will be incapacitated after thread end -- training effectiveness reduced while injured
Injury mechanic also brings with it new item for addressing said injury. Sensu are for using in battle, while the rejuvenation tank(like the one in frieza's ship) can accelerate your healing if installed into a building or ship.
>Rejuvenation tank -- lvl 1 heals fully in 1 day -- lvl 2 heals fully in a few hours(so instant, same as sensu) -- Lvl 3 heals fully and gives extra bonus (perhaps zenkai? Perhaps extra pl for first attack? Perhaps increased training effectiveness?)
|
|
karanon
Newcomer
PL: 9,238 Brute(x5): 46,190 Monster(x9)83,142 True(x15)138,570 Items:One-Use SpacePod Zeni:500
Tag: @karanon
Posts: 30
|
Post by karanon on Sept 7, 2014 11:35:17 GMT
How would the Namekian ability to regenerate themselves effect this system?
|
|
|
Post by Hyoza on Sept 7, 2014 12:20:20 GMT
Not to mention custom races and Bio-androids.
Once that's worked out, I have no qualms with this, it seems pretty fair to me. The number of hits it takes to be defeated may seem small, but consider how long it takes just for two attacks to actually be exchanged in a thread, and you quickly realize that it's pretty fair, I'd say.
|
|
|
Post by Pieter Wolfbane on Sept 9, 2014 4:00:06 GMT
Indeed. I'd very much enjoy seeing how that works, too! May also be a reason why Namekians aren't being chosen. Regeneration mechanic's unclear.
|
|
|
Post by Deleted on Sept 9, 2014 11:26:00 GMT
Couldn't Namekians under this system and people with regeneration just have it so regeneration Rank 1, if there are various ranks to it, absolves 25% of this inflicted injury, then 50% at rank two, and finally 75% for rank three if we want to give them all different ranks of regeneration. Yet we make it so no character can absolve more then 75% of their caused damage. That way you actually know a character still can get slightly hurt, but not be invincible. I think that's the easiest way to solve this since I am pretty sure regeneration ranks were somewhat in the works behind the scenes.
|
|
|
Post by Pieter Wolfbane on Sept 9, 2014 17:33:03 GMT
What Oni just said made it much simpler for us. Rather than sacrificing technique slots, it'd make more sense if it were a special racial trait unique to namekians, bio androids w/Namekian, and certain aliens. However, I think the technique should keep at tier 1. Regeneration hurts like hell and weakens them by 25% of their power for each level of injury. Majins, though, have a much more managing ki-health regen system to them that needs balancing out when they come out.
|
|
|
Post by President Bao on Sept 10, 2014 3:28:52 GMT
Was waiting till I put up namekians into the thread on racial abilities/starter transformations However, the note I had for it was: > Regenerations: -- more clearly defined, set number per thread, -- requires charging(1 turn gather energy, 1 turn for each damage step restored) -- is listed as a custom field in miniprofile So what this means is: Say you are -- 25% 'health' (debilitated), and you use regeneration. You gather your strength on your first post(like piccolo) concentrating ki into your severed limb or whatever. You can then regenerate next turn, your new arm popping out and your injury level restored to 50% OR you can spend another turn gathering energy(like when piccolo tricked cell into telling him his story so he'd have time to regenerate) and restore yourself 2 damage steps back to 100%. Regenerations are per-thread, so even if you use 'all' of your regenerations in a battle, next thread you can use them again. Depending on your pl, you gain extra regenerations. That was my proposal on the matter at any rate.
|
|
|
Post by Pieter Wolfbane on Sept 10, 2014 15:11:42 GMT
^ That clarification makes things so much more sensible now! I'm all set for it now!
|
|
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
|
Post by Tao Lung on Sept 14, 2014 17:17:49 GMT
It is nicely thought, but I believe it complicates an otherwise perfectly simple system, which is one of the beauties of this site. When you install a "HP" system, you have to take into account every source of damage, as to not make things ambiguous. Ambiguity in the mechanics being what seems to be the premise for this suggestion. For example, if you were to consider such a system, how powerful would a punch or a general ki blast be to determine whether it's powerful enough to bring you down one injury level?
|
|
|
Post by President Bao on Sept 21, 2014 13:33:22 GMT
regular punches and kicks, as well as 'basic ki' (the passive one everyone has for free) counts as only 33% of your pl and cannot be charged higher. Receiving an attack that is equivalent to your own power level or higher will bring you down one injury level
|
|
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
|
Post by Tao Lung on Sept 21, 2014 20:20:18 GMT
I see... I think there should be a gap between basic melee strikes, basic ki blasts and the usual offensive techniques. After all, you spend a technique slot for the latter. Would you consider it fair to have basic melee at 10-20% your pl and basic ki blasts at 20-25%, to differ them from the actual "paid for" techniques, but allow them to be charged?
|
|
|
Post by Pieter Wolfbane on Sept 22, 2014 2:12:15 GMT
^ That can be a thing. Probably less power behind the both of them, but I can see that working as a mechanic.
|
|
|
Post by Pieter Wolfbane on Sept 22, 2014 6:13:00 GMT
Kojima does have a point. It may have to nerf Zenkai's effectiveness on all races with them.
|
|
|
Post by Deleted on Oct 28, 2014 1:03:38 GMT
Bao said later in the posts here
"Receiving an attack that is equivalent to your own power level or higher will bring you down one injury level"
That would mean your power level in damage must be overcome in order to receive a level of injury. So by three strikes he means 3 attacks that are = to your power level or higher take you out.
I would point out though that this makes MP3's realllyyyy reallllyyyy good (bordering OP) in a PL fair fight if you go first. If you have the first strike then you half your opponent and you basically win.
I would propose that injuries take effect at the end of the targets turn so that the second person going can fire off his MP3 too if he has one while he is still at full power.
|
|
|
Post by Pieter Wolfbane on Nov 9, 2014 19:54:17 GMT
Why shouldn't it? Our characters have their limits, even those that regenerate need time to recover their power. Spending your time training and battling every thread will result in your character being so worn out, not a single bone will be existing in the character... Though it'd be funny to see some character with only stubs running around and attacking things.
|
|