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GameSmith

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About GameSmith

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  1. D&D type setting, in a world where monsters are commonplace and organized like man. Alliances have begun to form. So you represent a 'civilized' leader and a monstrous leader. Civilized leaders send out their parties to collect the horde from other monstrous dens. Monsters protect the hordes and also raid other hordes, although monsters raiding a horde has more implications for them.You have a standing both on the civ side and on the monster side.Money MagicCiv Invest+/Build Mundane Def Disenchant to Element coins/Enchant itemsMonster Buy merc/Goblin Build Def Attract followers(by prestige and power) / Perform Rituals
  2. Perpetually working on various game ideas, maybe one day i'll actually implement one of them... lolSorry but this is just to start getting some of the nitty gritty down, i have a lot more stuff in my head that i just haven't written so most of this will be nonsensical.# of diceSize of diceTarget numberBase 3Str = Physical Force AtkDex = Num of Attacks / Ranged tohitCon = Hp + Adds to ArmorWit = Special Manuevers chance / DefenseMany attacks/Special Attacks use stats other then Wit for defenseFireball = d(x) vs wit + refPoison = d(x) vs conPush = d(x) vs str or con higherSwarm = d(x) vs conEntangle = d(x) vs refFalling = d(x) vs refCrush = d(x) vs strExample of a trapPit Trap Average - D6 vs WitD(4 + 2/2 over) vs refSpiked Floor - 3D4 Damage3 Dice because its a spiked FloorD4 because its 1 level down(Random things like this require many dice of damage to show that things can land well or poorly(how many 4's explode)A skill roll means D(Stat*2)0 = D4 -21 = D4 -12 = D43 = average (D6)4 = D85 = D106 = D127 = 2D6Defense is how hard you are to hit, (Target number)Armor is how much damage absorption you have(how many 1's)Every number past Defense + Armor = damage.1 Damage if you hit the armor number.Skill is how many dice you rollPower is how hard the dice areThings like dodge, you being tricksy reduce the number of dice(much hurting to someone that only has two or three), a force field might add armor so light blows glance off.Maxes are rerolled as 2dX, meaning that there is a lot more potential for a critical hit.Power shots are less likely to crit, but do more damage on non-crits.
  3. Alright, i am working on a website where a number of different users from different companies will be looking hooking into one website.What i want is to know how i can differentiate between the users based on the information passed by the webserver. I've been told to that information will be passed along html_user(and if i have a distinct user then i can just query the database with that info and get what i want)But how does this work? I am sorry i know this is cryptic i'm kind of searching to see if this strikes a bell with anyone.So to sum, many users are logging in with basic authentification, then being redirected to my page. From there i need to be able to differentiate between the users based on whatever is inherently passed.Help! As you can see i don't know this one too well... lol
  4. So i'm at it again.. Heres what i have so far.Tech Items All tech armors will have bonus armor points Bonus armor points are to be used as one time hit points Some have more armor points, some have more abilities possibility of chance to avoid armor locations, for com penalty Speed Burst bonus scatter vs lob bonus to charge Reroll Hit armor Ranged Deflection Miss chance armor Misschance x means +(D(2x) -x) to defense Clone armor Misschance + lesser attack bonus(using misschance formula) Shocking Burst Set damage attack Jump Bonus to scatter DFA OnHit, add Size to AP Blinding Flash Re-roll opp's attack Dark Strike Poison (X) Roll Con Die type(Base 6) +- mod Force Extend +2Str Power Weap +2power, -1 dexRepulse Blast No attack this round, +3 Armor Combat Drugs min 1 wound/round, +3 con Exo-Skel Counts as a Large creature except wounding +3Strength, -2DexEnchants(x) Protection Roll D(x), if greater then combat no explosions Skill Reroll attacks that miss Ranged Tech Items Energy Bursts: (Lasers) Direct Ref Shot/Turn Chrg Spirits: (Missiles) Direct Will Shot/Com % Burnout Crystals: (Grenades)Throw Ref One Time One use Damage on Crystals tapers off 1 by 1 for each miss Squads Have stats the same Same equip + possible tech on leader Represent dead/remaining models with dice on board Can Swarm(only one unit can engage this unit) Make TargetSize + Mind(tactics) attacks per round Receive plus X to each attack for the X^2 units not attacking So 5 vs ogre(3) = 3 attacks, +1 to each since 2 don't attack Many hero units are anti-squad based, able to swim through Sample Squads S/D/C/M Militia squad 0 /0/0 /0 Weap/Light Armor/Shield Guard squad 1 /1/0/ 1 Pike/Medium Armor Heavy Infantry 2 /1/1 /1 Weap/Medium/Lrg ShieldCarry Ammount(Weight) 2 +/- Str mod Standard troop can carry Weap(1), Chainmail(1) = 2 Giving difficulty of 2(Size) + 2(Armor) = 4/6 (+2 Size)Encumbrance x encumbrance means x com/ref penaltyWeapons/Armors Armor Leather 0 Armor 1 Chain 1 Armor 2 Plate 2 Armor 3, -1Dex Tech x Armor (A + B + Effect) Weaps Weap 1Daggers 1 Throwable(1), 2 attacks, -2A, +1 per explosionSpear 2 FS, +1A/Size,+1TH, -2TW L-Sword 2 +1 Com Shield +1 +1Ref, +1Arm, -1 com 2Weaps 2 2 attacks, -1Com DieType Heavy 2 LS, +2A Axe 2 -1A/die, 3 die explosion Ranged Weaps (Arc + Direct)S-Bow 1 Rng 1+1 L-Bow 2 Rng 2+1 Light C-bow 1 Rng 0+2 Heavy C-bow 2 Rng 1+1 +2APRanged attack modifier Size = +1 per category Char = +3 Squad = +2 Unit = +1 Legion = +0 Shields = +1 per ref bonusDirect Attack Ref vs Ref + Modifer Tohit, then D(x) damage attack Arc Attack Ref roll vs 5 + modifier Tohit, then D(x) damage attackThrown Ref vs Ref + Modifer Tohit, then D(x+Str) damage attack Combat ChartCompare attackers Str + Dex vs Defenders Dex + MindBase D6, +/- die types as shownBoth stats beaten -1One Stat beaten by 3 -1Normal 6One Stat by 2 +1One Stat by 4 +2Both stats by 1 +1Both stats by 2 +1Roll appropriate die over 2+Armor to hit(1 damage)Or Roll and subtract (TOHIT) + sizemod + Con + Str(max con) to do x damOn a maximum die roll you may choose to replace the die with 2die rolls.So ranges from D3 to D12 + D46/2 vs 4:4 6/3 vs 4:4 5/3 vs 3:2 1/1 vs 0/0+1 +1 +1 0 +1+1 -1 +1 -1Unit Xp based on % chance levels of gainWhen a unit levels it is replaced with a different cardEach card is a standard unitSquads that lose people pay a standard cost to replace those people, they don?t just ?recover?Characters that are wounded recover with time that unit and get better at itMap Representation Possible model for model representation, possible army representation Army representation shows stealth and big battle cut scene opportunities Model for Model is a more standard view Army Rep ? Lietenants = short range generals, commanding squads/characters on ?Missions? Ex: Sneak attack(Led by Liet) Lietenants are attributes of characters, (ability to lead or not, and skill thereof) Buildings All buildings are card/tile basedFactories flip cards to reveal how much they produceFarms, buildings, etc Building Units Supremacy buildingsFarms/Stables/Inns/Mines/Lumbermills/Markets?/Barracks/Factories/Forges/Towers Pay for a unit card, draw x cards(based on barracks, inns) Select and place one card Pay extra for your next unit draw, or repay same to choose new set of cards# of buildings will determine number of cards to flip, and therefore your choices and optionsMany units/cards cannot be used unless you have a tech, this does not mean they cannot be takenCards that are taken and played without the appropriate tech are considered ?in training? and worthless until the tech is discovered/learnedSpys show what is hidden on a successful ?infiltration?On infiltration the spy card is attached to the unit/army/building/area The player is aware that he has been infiltratedUnits/armies have organization(Security) level to counter spys/infiltrationAge of Guns?Watchtower/Camps Can place a military presence on this tileArmies have a general with a tactics and leadership ratingThe general pulls tactics cards Individuals pull tac cards as an option, any round, some are badLeadership rating adds to combat Characters can Band* together X squads, based on MindSo a Mind 0 char can be part of a unit, but band noneNegative mind characters can?t join unitsBanded squads add one attack for each extra unitMatch your largest units vs the opposition, while not outnumbering you can add a new unit to attackSo 1+1 v 1, or 2+1+1 v 3 or 2+2 v 2 but not 1+ 2 v 1Chars can always add on and attack a squadChars can be attacked by 1 unit or 2 charactersA character in a squad can be targeted 1 + sizemod timesAttacker places attacking units, defender pairs with blocking unitsOn subsequent rounds the ?reserves? can be declared to attack, if they are undefended they can add onto any combat they wishBuilding some units Possible unit sets Medieval Medieval + Tech Modern/Future + PersonalTechMedieval units - Phalanx/Militia/swordsman/pikeman/monks/various other thingies Monsters - all... ?? Marines/Rifleman/Comando/Guerilla/Grunt/Paladin/ TechBasic/options Vehicles, not intended but unavoidableComputer version Unit types can be player constructed Automatically assigning an xp cost to build that unit based on its components XP cost goes down as you continue to trainManuevers/Items Draw Mind Tactics cards @ beginning of battle Possible Tac cardsCleave Gain one bonus attack for each hit on a squad @ -1dietypeCom Reflexes Subtract Mind from outnumber bonusWhirl +1dietype per outnumber bonusLuck Reroll one attack Riposte Hold, +1A/point missed you Quick First Strike this round Trade Blows Hold, +1die type, +1die type enemy Precise -2A, Add Mind to Com Beat Opp adds Str to Ref, +1k0 attack dice Fury -2Mind, new attack for each hitRage +1Str, +2Con, -2Int for duration of fight Backstab Only able to attack an engaged foe(flank) Subject adds his Mind to Reflexes Roll 2d(1/2 die type) Healing Wave Heal 1 wound to each unit, 1 charge per Healing Touch Roll D(Power), heal that many wounds Walls (Magic/Tech)A unit declared to be attacking the walling unit is stopped or suffer the wall consequences Inspiration Add Mind+1 mod to Combat or Reflexes Stats Strength Dexterity Mind Constitution Combat Reflexes Willpower Toughness Weight Focus WoundsSo for the grand total unit examplesIf a unit has Strength 1, Dexterity 1, Mind 1, Endurance 1 (which would be a fairly tank human, trained humans will have 2 1's, 2 0's, for start generally)You could have 1 extra weight slot, So if normal is Chain armor, Weapon, Shield. They could have Chain/Specific weapon(with a combat effect)/shield, Plate/Weap/Shield, light/Big weapon/shield, etc. They will have a combat of 2(str+Dex), a Reflexes of 2(Dex+mind), Will be able to take 1 additional wound before they lose members of their squad, and will have a tohit/wound of 2+Conmod+Armor/+(2+Conmod+StrMod) Notice from jlhaslip: Merged multiple posts (4)
  5. Faith is that measure of your globcal standing and epicness, and it will in turn be converted to an energy source for you. All of the magical items in the game will be charge based. So for your heroes to use they're magical arrsenal you will need to have good standing to create energy for said items. The way magical charging will work is that their will be jewels that work as batteries. When jewels are in home town(not being used) they collect energy at a rate equivelent to the faith devoted to you. It will be a progressive charge system. As in, it will take 1 unit of faith to get to have 1 charge, 2 more units for the second charge, 3 more units for the 3rd, etc. So if you have a number of jewels and can keep swapping them out between used and unused then it is easy to charge cheaply. But on the other hand more charges may have an increased effect for some items. For example, perhaps a hammer will release a shock wave with a range 1 per charge expended. Release 1 charge and hit everyone touching, or release a number of charges and effect the whole room. The jewels will go into varying complexity. They will have 3 stats, color, size, and quality. Color will dictate what magical items use it. (AA vs AAA batteries) Size will indicate the maximum charge on the item. Quality will indicate the rate of energy lost charging this item (chipped and poor items will take more to charge)---So your city will have a number of different statsBuildings - how many farms, forts, blacksmiths etcPopulation - How many peopleGrown - The rate of growth of population (Dependant on the size of the population)Happiness - In town happinessHeroes - The list of heroes you have, and where they are currently(on mission, at home)Rumors - What rumors you have heard(possible hero missions, trade opportunities, etc)And You the leader will have a number of statsNumbers are pure example..Reputation - 55 (Noble)Fear - 4 (shown terrible power by killing the dragon by explosion)Faith - 30 / 8 (city/foreign)King's Favor - 37 units(a considerable favor)Favor Change - up 3 recently..Global city standingCity A - 0 - (unheard of)City B - 6 - (impressed)etc...Foreign BuildingsCity B - TempleCity B - MonumentForeign ConnectionsCity B - 3 taverns (for rumor generation)City B - 1 advisor to the kingMYSQL TablesForeign - City, Name, Number of, Type(Build/connect),
  6. Game thoughtsWritten in php, with a strong mysql database systemThe premise:-Players are all leaders and heroes in a medieval typed worldThere will 2 sections to the gameCity management and Hero QuestingCity management will work something like this.You are a leader of a small city, you can attempt to control your city however you like. But like usual the city won't change as you command it to. If you order that farm to be turned into a blacksmith shop to start preparing for a conflict, you won't win much favor of your population.On the other hand you might offer incentives to create blacksmith shops, offer money bonuses, and eventually (depending on the bonus) things will turn the way you wanted.---There will be a second aspect to the city management on a more global level.As a leader you will have a reputation and prestige amongst all of the "great cities" (AKA major non-player metropolises)You will effect your local reputation score among the X great cities by local deeds that have been done for an area. If you send out your great heroes to slay a dragon viciously raiding the country side of a major city, people will remember your name in conversation and their prayers. This will mean that your standing in the city will increaseThis will have a two-fold effect, First it means that with a little bit of luck or calling in a favor or two with the king and his court(there will be a king's favor stat) you may be granted right to set up various buildings in these great cities. This would allow any number of advantages. You could gain more reputation, keep a study supply of information, gain followers, etc. Secondly your overall favor will dictate how much faith is devoted to you. Most of your faith points will come from your local city(as they should be the most devoted to you, you're their leige afterall), but it may be possible to gain small bits of additional faith from a much larger population.
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