Closed HmmmQuestionMark closed 11 years ago
pickaxe97: and no i havent ever played yu gi oh Dhamma: pokemon? pickaxe97: yes who hasnt Dhamma: ok Dhamma: so you understand how building the perfect deck is half of the game? pickaxe97: yh pickaxe97: the other is skill Dhamma: demigods will sorta be like that Dhamma: but instead of cards pickaxe97: cool Dhamma: it's abilities and buffs pickaxe97: ok Dhamma: and you have multiple 'decks' (characters)
^^
Got the clear idea trying to explain it to pickaxe97.
I like it. Also I don't have class tomorrow so I'll try to work as much as I can then too. Maybe I can get devotion working by the end of the night. If not maybe this weekend. I'll have class the rest of this week but we have a 3 day weekend and I don't believe I'll have any assignments to do.
Alright. I've got tons of deity ideas that go along with this to make them balanced, so I'll try to implement them, but until this is done it might be unfair.
I have an idea on how to do this which would make it massively easier to us to implement. This may be along the lines of what you're thinking too, but I couldn't really tell based on what you've written.
Anyway, I'm thinking that instead of leveling specific skills (defense, range, etc.) by using those particular skills, we just follow the RPG scheme that you've laid out, more specifically something like Torchlight II. As you get more kills or whatever you are awarded more "XP". You can then return to an Altar (maybe) and use that to level your character in the specific divisions. And of course, as you mentioned, once you spend the skill points you can no longer use them in other places. They're just gone.
I'm leaning more towards assuming this is what you were thinking to, in some form or another. I'm going to start implementing it now.
Yea, this is what makes most sense, so they can logically plan things out instead of heat-of-the-moment decisions.
Main tasks to be done:
Other things that should be done:
New task:
This is now mostly done. Just needs to be implemented. Closing for now.
I think we've been thinking about this wrong the whole time. We should be thinking about it more as a card game and less like an RPG (for balance).
Basically, the amounts of damage and favor costs for different abilities depend on both the buffs you have from minor deities, and the leveling decisions you've made. Once you make the leveling decision, you can't undo it, and you lose opertunities to level in another direction... and other abilities become more expensive/less powerfull.
This way, it becomes less about just leveling up a whole bunch and then playing superman with other players until everyone hates you, and more like making the perfect 'card deck' of abilities and buffs, then using your skill to win in battles.
Since we really haven't implemented too much of the abilities and devotion yet, this is entierly possible to implement at this stage. If we decide to do it later, it might require a lot more of work.
Let me know what you think.