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Technique System

UserPost

3:30 pm
September 4, 2013

cooler
Admin

posts 102

Post edited 3:06 am – September 8, 2013 by cooler


Overall
—–
Our technique system will probably be a main draw to the RPG as it is going to feature a lot of awesome things that haven't really been done before or that have been done but more refined and easier with our ability to automate how certain things work. Given the timeline of our RPG most of the races will not start off with the ability to use Ki. However, over time as the players RP they will be able to learn how to not only use Ki but to control it, focus it, and to master it. Eventually through using certain technique groups often (physical, energy, defensive, offensive, however we sort them out# they will earn technique points to start customizing their techniques and even develop the ability to create their own techniques through a fully automated system.
 
Acquiring Techniques
—–
Everyone will start with the basic abilities to punch and kick and a few select races may start with some kind of ability to use energy techniques. To learn more physical techniques the player will have to gain physical technique points by using physical attacks. This will further be divided dependent on what kind of physical attacks the player is using. Physical technique points will be divided into categories such as fist based, leg based, defense based, etc. Once they gain so much technique points in one of these categories they can apply those points towards the technique in their respective categories and undergo training to learn that technique.
 
For those who don't start with the ability to use Ki, we will set up NPCs and small scenario like objectives that a player can achieve to learn ki. These RPs will be done strictly by the player we are merely giving them an NPC to use in their own RP and small objectives to push them towards mastering Ki (there will be no DM/Player interaction for this). After players have learned to use Ki, the system will become similar to that of physical techniques. This time they will gain energy technique points that will be divided among tiers such as wave, blasts, defense, power-up, etc. Once again, once they obtain enough energy technique points in a certain category they can use those points to learn more techniques in that respective category.
 
Technique Types
—–
We haven't dived into this too much yet. However, from what has been discussed in other areas we would have physical and energy based techniques. However, inside these category types would be several different tiers of techniques. As mentioned above, in the physical category we would have things like fist based, leg based, defensive, etc and for energy we would have wave, blast, ball, defensive, power-up, etc. There may be a third overall category type for miscellaneous techniques that don't fit into either physical or energy.
 
Technique Tiers
—–
Physical
- Leg-based
- Fist-based
- Defensive

  
Energy
- Wave-based
- Ball-based
- Defensive
- Power-up
- Beam-based
 
Upgrading Techniques
—–
Every technique will be able to be customized by each player by applying the technique points that they have earned. Early I stated they could use those points to learn more techniques, however, they can also use those points instead to upgrade their existing repertoire and make their techniques more powerful. This allows players to role play differently from having warriors with a robust amount of techniques to warriors with only a few but powerful techniques. Each technique will have a tree like upgrade system where the player can choose branches and apply those upgrades to their techniques. This means though that branches will blocked off if they go a certain way, this is to prevent having almighty techniques and it also allows there to be more differences between players techniques as they could choose different upgrades to apply.
 
Creating Techniques
—–
Our goal is to have more custom techniques than techniques from the show. Because of this we'll really only keep the techniques on the show that were either really important to everyone #Ki Wave, Kamehameha, Ki Blast, Flight, etc# and perhaps signature techniques of certain characters so that players can still relate to the anime that they all love #spirit bomb, big bang attack, special beam cannon, etc#. Anyways, to create these techniques, the players would again have to use that stat called technique points, either physical or energy depending on which type of technique they are creating. Again, these points are divided into tiers so they will have to select the type of technique and the tier #for example a energy technique that is beam-based#. Therefore they would use whatever technique points they have gained for that tier to customize their technique by spending that experience to alter stats such as power, range, spread, etc. Once they have finalized what they want, they would merely submit the request and pending approval from a DM the technique would be added to their repertoire and the technique points that they used deducted from their profile. #Note: DM approval may not be needed. We will first attempt to break the system on our own and see if it will be needed).

3:40 pm
September 4, 2013

dystopia
Admin

posts 51

Post edited 4:55 am – September 8, 2013 by dystopia


MeWe need to start working on tiering and what we're going to call some of the things and the prerequisites and all that. I have a backup of RF with all the techniques (well most) up right now http://dystopiapro.com/dbzrf/techniques/ We can work off of this, at least to break down some of the types of techniques to basic concepts. Below is probably the ideal way for us to start laying this out.

Harness Ki (hub tech)

›› Ki Ball (secondary hub)
  ›››› Crusher Ball
  ›››› Death Ball, Shocking Death Ball, Spirit Bomb (massive energy type)
  ›››› Energy Volley, Renzoku Energy Dan (numerious type)
›› Ki Wave (secondary hub)
  ›››› Kamehameha, Double Buster, Double Sunday, Galick Gun, Masenko, Milky Cannon, Purple Comet Crash (straight forward wave)
  ›››› Overflow Style Attacks
    ›››› Power Blast,
Burning Attack, Eraser Gun, Final Cannon (short range)
    ›››› Big Bang , Break Cannon, Evil Blast, Final Flash, Finish Buster, Mouth Blast, Recoome Boom
(long Range)
  ›››› Gigantic Meteor (massive energy type)
›› Ki Beam (secondard hub)
  ›››› Death Beam, Dodon-Pa, Special Beam Cannon (finger beams)
  ›››› Eye Laser (eye type)
  ›››› Tri Beam (massive energy type)
›› Ki Edges
  ›››› Distructo Disc, Kienzen Disc (disc type)
  ›››› Energy Cutter, Sauzer Blade (sword type)
  ›››› Daichirensudan (longer distance slicing)
›› Elemental Ki
  ›››› Dragon Thunder, Lightning Shower Rain (lightning type)
  ›››› Flame Shower Breath (fire type)
  ›››› Touketsuken (ice type)
›› Ki Explosion
 
›››› Self Destruct
›› Control Ki (mastery required to move ki at distance, inner hub)

  ›››› Bakuhatsuka, Blaster Ball, Explosive Wave, Hellzone Grenade, Super Ghost Kamekazi Attack, Souki Dan, Heat Seeking Blast (delayed explosion type)
  ›››› Galactic Donut, Imprisonment Ball (binding type)
›› Bukujustu (flight)
›› Wave & Ball Fusions
  ›››› Buster Cannon

6:16 pm
September 7, 2013

dystopia
Admin

posts 51

We're going to need to do a lot of work on how upgrades work as well, obviously there are some key areas of mastery we can use as a basis for this (Increase in power, Increase in number, Increase in Speed, Decrease in Stamina Consumption) but I feel we should add more avenues here because by building this into a tree system the amount of actual combat techniques isn't going to be as high as you think (Most wave techs are the same, most ball techs are the same, so they will all be the same here) the way we make them unique is in this upgrade system.

Thoughts?

7:55 pm
September 7, 2013

cooler
Admin

posts 102

Post edited 3:06 am – September 8, 2013 by cooler


Yeah the technique system is going to take a lot of work. I really don't have any expectations currently for how many techniques we're going to have. However, when we go through the technique list one thing we can do is as we decide what is in and what isn't we can take those subtle differences in certain techniques and put those differences into the upgrade tree.

11:57 pm
September 7, 2013

dystopia
Admin

posts 51

I started working on tiering energy techs, as can be seen in my first post in the thread. As you can see many of these are pretty much variations of the exact same technique. I'm sure we missed some on RF as well so we'll need to hit the wiki and get a more complete list/fix things from my ordering where I couldn't remember the attack.. lol.

Tomorrow I will start breaking down physical techniques.

1:25 pm
September 8, 2013

cooler
Admin

posts 102

Looks good. Once that's done we can start creating the technique trees. The simplest way will be to merely “deconstruct” all of these techniques and list what makes them unique. We can then put these unique identifiers into a tree system.

4:13 pm
September 13, 2013

dystopia
Admin

posts 51

The thing is, aside mostly from just the basic mechanics for doing them, there isn't a lot of variation. I'm thinking where we're going to get depth is in each leaf having some built in levels to it as well. For example, we have this tree…

Harness Ki (hub tech)
›› Ki Wave
  ›››› Kamehameha,

Fom here our Ki Wave (Kamehameha) would have several leaves of its own like..
+ Damage multiplier (Could be 5 levels of damage increases or more if we wanted), ie 1.5x 1.75x, 2x and so on)
+ Reduced stamina cost (we could reduce this by a higher % each level taken)
+ Charge time (some techs could be quickened)
+ Size of Area affected (a bigger blast could effect more players)

But then I run into a roadblock of what other areas like this could we allow players to customize their technique?


5:22 pm
September 13, 2013

cooler
Admin

posts 102

Well, Goku was able to do several things with the Kamehameha. Perhaps we can have the ability to add elemental damage to it such as lightning, fire, acid, etc. Elemental attacks weren't common but they did exist. We could also add the ability to teleport while doing the attack (obviously instant transmission is needed). The ability to use the attack rapidly (with a damage reduction of course). Obviously we can allow them to customize the color of techniques as well (though this is obviously just a look modification and nothing else).

10:34 pm
September 19, 2013

tigertheory
Member

posts 17

Post edited 3:46 am – September 20, 2013 by tigertheory


To add to the conversation, I have a few documents everyone should look at. I put a lot more than techniques in the first one, but I'll be adding/posting in separate discussion threads for the other sections.

https://docs.google.com/file/d/0Bw4oJoTc0LvvU3VJY2dCVy04d0k/edit?usp=sharing – This one is incomplete only because while I was writing it, Dys and I talked about the tech system and I changed my mind about a few things as a result of our conversation. There's still relevant discussion here, though.

https://docs.google.com/file/d/0Bw4oJoTc0Lvvbi1XdjA1aFc1dVk/edit?usp=sharing

9:34 pm
September 26, 2013

tigertheory
Member

posts 17

Post edited 2:38 am – September 27, 2013 by tigertheory


https://docs.google.com/file/d/0Bw4oJoTc0LvvZ3ZLQ1NRNGVxbU0/edit?usp=sharing

I found this on my backup drive. It's a list of all of the RF techniques. Some of the techs on the link that Dystopia posted are missing descriptions, so I thought this might be helpful.

4:26 pm
September 27, 2013

dystopia
Admin

posts 51

Fucking awesome. I guess I sent you a backup? Think you could send that back, as mine is like 90% complete or so, I lost the items pages as well at some point.

12:21 pm
July 15, 2017

cooler
Admin

posts 102

I want to simplify this as well but still have the ability to customize techniques with Technique Points (TP). Therefore, I'm thinking about adding techniques from the anime/show that can be learned from specific “masters” as well as by using TP.

Then, there will be a list of ways to customize TP depending on whether or not it is physical/passive/energy base with a TP cost. Any technique that falls in a specific category could then be customized by spending the right amount of TP.

TP could be earned in one of two ways (undecided currently) when leveling up or based off of amount of words typed.

Eliminating sub-categories such as ball/wave/fist/leg, etc. Only categories will be physical/energy/passive.

1:45 am
July 29, 2017

cooler
Admin

posts 102

Currently, this is what I am going with, there will be two technique paths. A Canon Technique Path and Custom Technique Path. Both paths will use Technique Points (TP) to learn and acquire techniques.
 
The Canon Technique path will obviously contain techniques from series and will NOT be upgradable. Instead, all of the different variations and upgrades will be separate techniques.
 
The Custom technique path will allow players to learn basic techniques such as Ki Wave, Ki Ball, Ki Beam, etc only. Then, these techniques will be completely upgradable based off of what the technique is. Upgrades will be purchased with TP, meaning players have to choose between upgrading their own custom techniques or purchasing canon techniques, they can dabble in both if they prefer to do so.

Currently, the biggest issue I see is that this will require the techniques to need a lot of balancing to make sure that characters can have a viable arsenal, regardless of which path they choose. I cannot hope to make it balanced if they dabble in both, splitting the TP between both will obviously make the arsenal subjectively weaker than others.
 
Finally, a separate topic will be started to host the Canon and Custom Techniques w/upgrades. Once this list is completed, then the technique pages will begin creation. 
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