elementum-games / shinobi-chronicles

https://shinobichronicles.com
MIT License
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Adding a Medical Ninjutsu Feature #138

Open Blade2029 opened 3 years ago

Blade2029 commented 3 years ago

Adding and ability to learn medical ninjutsu, skill you can learn, to heal yourself and others, who dont want to pvp during say war,and just heal do some part in their community

It can use any one of the pools,stamina or chakra...you use your reserve to heal others,you can heal until you have cha/sta..

levimeahan commented 3 years ago

Merging #162

Medical ninja can be an occupation that can give unique and interesting abilities to people who opt for it.

Medical ninja would be able to heal others out of combat using their chakra (alternative idea is to allow them to both heal and restore other's chakra using their own chakra) Requirement for becoming Medical ninja would be chuunin rank (above ranks can also remain medical ninja)

Each village can have their medical ninja that will be able to heal their villagers regardless of rank (even AS and genin). This occupation would be very useful during raiding/ getting raided and during wars. It would allow for a very dynamic gameplay and will also allow people who like more passive approach to game to have fun and be useful to their village.

Healing per chakra point can start low, but can be increased by gaining medical nin levels. Gain medical nin exp by healing people, level up after X total amount of health healed.

ViscaBarre commented 2 years ago

What

This contains details and ideas on ways to implement the much requested Medical-nin occupation. Above ideas have been included or at least considered in this brainstorming.

While medical-nin is traditionally considered as a fully supportive role, I came up with a possible alternative to cater for "lone wolf" players. Can be scrapped if deemed unnecessary or difficult to balance out. :)

There are no dependencies other than new combat system.

Why

o Provide more things to do o Add another one of the most beloved occupations and the one that caters the most to community-oriented gameplay o Fulfill the gameplay fantasy of support-oriented players o Add more flavour and worldbuilding o This is almost as cool as ANBU boyos

Becoming a Medical-nin

o Unlock Medical-nin occupation at Jounin with its mastery continuing to Sennin

o Each village would have their own Medic unit in Village Menu where they'd apply for the position

o The Medic unit would contain a seasoned Medic-nin NPC, personalized to fit each village, with whom the player interacts as a subordinate. As player becomes more and more skilled in medical arts over time, they are finally held as an esteemed colleague, to acknowledge the player's progression

o The unit acts as the place of managing Urget Aid Requests, healing wounded players who can't afford ramen and learning more about medical ninjutsu

o Players need an UI to manage healable targets in their immediate area when outside of village

Being a Medical-nin

o Medical-nin has its own leveling system and gains experience towards it through healing other players both in and out of combat (little exp), and completing Urgent Aid Requests (most exp).

Saviour (placeholder name), max lvl 30

Do Know Harm (placeholder name), max lvl 30

o Progressing through either medic-nin levels or specialization levels can have rewards like titles and access to new jutsu/changes to existing jutsu.

o Alternatively, I thought of several stats for medical-nin to raise as ways to specialize in knowledge types, placeholder effects:

Physical harm/anatomy knowledge (regeneration, wounds) - max bonus: leech passive, bleeds heal, resistance to taijutsu Mental harm (trauma, fear, mental debuffs) - max bonus: resistance to mental debuffs, resistance to genjutsu, adds stacking fear debuff to genjutsu spells Poison expertise (enhances poison in combat) - max bonus: changes poison effects into a stronger, stacking venom effect, passive chance 20% per turn to clear own poison debuffs Chakra flow and disruption expertise - max bonus: more chakra reserves for using healing jutsus as the level increases, resistance to ninjutsu

Healing Other Players

o This is what everyone wants to see. Healing both inside and outside of combat.

o Efficiency outside of combat (heck, why not in combat too) is dependant on proficiency (medic-nin levels).

o Because medical ninjutsu uses vast amounts of chakra or something like that, I've been considering introducing a separate resource from chakra points to use for healing. Or...should it be the supplies alongside chakra? Having to carry with you the right type of supplies? See Medical Supply Crafting.

Urgent Aid Requests (UAR)

o Personal PVE missions that appear from time to time. Give a bunch of medic-nin experience and considered to be the main way to effectively level the occupation. Limited availability (eg. 24 hours to complete but can spawn even twice a day?).

o Timed spawn window. Spawn chance could be influenced by ongoing events, wars or legendary beast spawns and clan skill trees (tied to game's ongoing happenings).

o Essentially, RP either as a dispatcher or an urgent aid first responder - or both, depending on the request type. Player is, for example, required to make decisions on.

o Different types of trouble: physical harm, mental harm, poisons and other abnormal statuses, chakra flow disruptions, etc.

o High stakes, high rewards - most missions are on a timer, and the target's condition can improve or worsen, or the situation can even resolve itself.

o Come up with a little background story, different emergencies varying from lighthearted to severe. Some could be part of a bigger story (part I, part II, part III and so on).

o Player would have a pool of the village's NPC medical ninjas at their disposal, each with their own stats and abilities (stress tolerance, diagnosis, chakra ability, etc). The stats affect the success rate of dispatch.

o Some of the UARs could also utilize spawn conditions such as weather similarly to bounty targets.

Medical Supply/Remedy Crafting

o Medical supplies can and need be crafted to refreshen the amount of available supplies in the village. The supplies are necessary for UARs, but also for wars and Tailed Beast invasions. Could have their uses during every day gameplay as well.

o Supplies are used by all players both as consumables, but also during UARs when dispatching medic-nins, or tackling a UAR yourself. Extra importance could be added with war system and Tailed Beast system.

o Supplies are crafted by using ingredients and materials. Ingredients and materials are gained passively over time by the village, and sourced by Genin players during their own missions. The passive gain can be sped up by Kage investing village poins.

Things to Consider

o Can some debuffs carry over after battle till they're cured in Village?