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Post by Elcie on Jun 21, 2009 21:24:42 GMT -5
Oooh, good idea, Cy. I agree with PFA, but! This has so much potential!
I've been turning over in my mind a point-based skill system, similar to the character sheets of pen-and-pencil RPGs. These would be used for non-RPing based contests - I came up with the idea for Merc missions (someone who'd trained a lot in Espionage would qualify for spying missions, etc) but I never could think of any other way it could be useful. Contests like this may be one of them. =D
The way I see it, there would be three steps to making this work. -Create a point assignment system, so that each character gets a starting amount of points that the player assigns to the proper skills. -Create a training system, so that by completing tasks (maybe something as simple as a dice-based system, again) the character can gain skill points. -Create dice modifying systems for the various contests. Merc missions would be simple - say, requirements on missions that say a character with their X skill under Y points can't participate. Contests like this might take a little extra thought.
Soooo. What do you guys think?
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Post by Deleted on Jun 21, 2009 21:36:09 GMT -5
I love this, Elcie. It means a more realistic feel to the whole thing, but it would take dedication and time to organise. I'm thinking specifically for this archery, maybe the skill level dictates the number of sides on your dice?
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Post by Vyt: Down, but Not Out on Jun 21, 2009 23:57:12 GMT -5
I love this, Elcie. It means a more realistic feel to the whole thing, but it would take dedication and time to organise. I'm thinking specifically for this archery, maybe the skill level dictates the number of sides on your dice? Not really. We only have to put some kind of complex equations involving two or more variables that would determine the amount of success. Sounds complicated? Well, I can help with that. Elycien had the great idea of further thickening the process by adding a lot of conditions, and I can try and create statistics that this contest would rely on. Something like dexterity or such, and then the training system to help them improve.
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Post by Deleted on Jun 22, 2009 0:49:51 GMT -5
I'm not quite sure how that would work because there are some chance factors as well. Maybe a single dice roll for wind speed, another for direction or whatnot. *hath confuzzled self*
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Post by Shoichi Kobayashi on Jun 22, 2009 8:03:58 GMT -5
If it helps, my thought was that as people did more rounds in my thrown weapons thread (and I have a melee weapons thread too, same idea) that they would get bonuses based on how well they did. That way, while the dice are random, repeatedly managing to accomplish something decent would help you.
This means that the thread mod needs to become something of a "gamemaster" to keep track of it but I think this is not too hard to do.
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Post by Vyt: Down, but Not Out on Jun 22, 2009 10:00:23 GMT -5
I'm not quite sure how that would work because there are some chance factors as well. Maybe a single dice roll for wind speed, another for direction or whatnot. *hath confuzzled self* I'll give you an example. Suppose that we assign two stats: Dexterity and Luck. People would be placing points on these stats to further "improve their aim". Consider me as the demonstration for this example. If I would play this game and was allowed eight points to distribute, I would be placing five on Dexterity and three on Luck.I would then give each stats these factors: Dexterity adds points to the roll. (Roll + Dex) Luck multiplies them. (Roll x Luck) If I were to roll three dice, like so...
[dice=20] [dice=20] [dice=20]
For the first roll, I got 10. Add five from Dexterity: 15. Multiply by three from luck: 45.
For the second roll, I got 15. Add five from Dexterity: 20. Multiply by three from luck: 60.
For the third roll, I got 8. Add five from Dexterity: 13. Multiply by three from luck: 39.Of course, I haven't consider balancing the factors out, but notice how a variation of stats can make a difference. You can make a bad roll and still get high points for that. Well, to consider your factors, I could've cheated by putting all my stats in Luck. That way, a bad roll gets a multiplier of x8, which is very high.That's why I'm still looking for a balanced equation.[rand=473875165046472893844707517229592736125597682312042509161446393]
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Post by Huntress on Jun 22, 2009 10:27:42 GMT -5
You mean like in those video games where you get a set amount of points and have to decide how many points go in which area of skill? I love it =D Makes a lot more sense that way. 'course, in real life people don't get the same amount of points to start with (if Hunty's trained her dexterity up to da max, that doesn't automatically mean that she has less luck than anyone else) but for the game's sake, it'd probably work best. As for prizes, don't look at me, I'm completely leeched dry of any ideas for the next couple months or so >> Anyway, this could be fun. However, I would suggest trying to find someone else to talk to in Spacefleet. In all honesty, Strife hasn't been around here at all since midway through GW2. I think Keng is the highest-ranking active 'Fleet member. Technically off the topic, but goes here as well as anywhere: it rather seems to me that once the big changes in guilds take place, it'd be high time to reevaluate all the leadership issues in all guilds. I mean, I'm sitting pretty, Wolf's also active and the Mercs are already discussing the question, but for the other three, nobody seems to know who's really running the place. And a guild needs someone to run the place, regardless of their title.
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Post by Shadaras on Jun 22, 2009 11:27:21 GMT -5
Skill system = Awesome. ^_^ ...and it's something that I'd enjoy trying to help with. Anyway, this could be fun. However, I would suggest trying to find someone else to talk to in Spacefleet. In all honesty, Strife hasn't been around here at all since midway through GW2. I think Keng is the highest-ranking active 'Fleet member. Technically off the topic, but goes here as well as anywhere: it rather seems to me that once the big changes in guilds take place, it'd be high time to reevaluate all the leadership issues in all guilds. I mean, I'm sitting pretty, Wolf's also active and the Mercs are already discussing the question, but for the other three, nobody seems to know who's really running the place. And a guild needs someone to run the place, regardless of their title. Since we're talking about it, I'm the one in charge of the Knights when Wolf's not around.
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Post by Cyborg on Jun 22, 2009 11:50:08 GMT -5
Yes, as Wolf will be leaving on a trip soon, so Shade is incharge, I knew that but I agree, as for the Ninjas, and Mages and to some extent the Fleet, I have no clue who the leader is. I think Fraze is right about Keng being the niext highest, under Strife so I believe she is temporary leader, but she hasn't been on too much either. Yes the Mercs are figuring out a new leader, and obviously Hunty you're still here....unless a magical pixie hacked your account and is posting.
Now as for the idea Vyt, wonderful I love it, we would just need to find a balance that wouldn't make the luck multiplier too ridiculous. Like what if instead of multiplying the total after the dexterity factor, just multiplying the dexterity factor, or one dice specified dice roll, like always the first dice roll is multiplied or such. And then maybe we could add a wind resistance 6 sided dice roll, which we subtract from the total, because there would be atleast some resistance.
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Post by Huntress on Jun 22, 2009 12:04:04 GMT -5
The highest current rank isn't necessarily the automatic de-facto leader. Leadership is about who does stuff, not who ranks high enough to do stuff. Actually I seem to be the finest example there... Rider ran the Pirates for the first year or two, then she dropped off, I pretty much just took over on spot (had the position of the helmswoman back then, no higher than anyone else) and here I am today. The mages/ninjas/fleet could easily have an NPC leader, the title doesn't matter. They just currently lack someone who'd do the de facto puppeteering and diplomacy and prodding other guildmembers with pointy things. Think Agrabah in the Aladdin movie. Who was the Sultan? Who actually ran the place behind the Sultan? (Who ended up in a cave for ten thousand years, I never said leadership didn't come with risks? >>)
...o-kay, so. I agree that the point system needs refining. For instance, luck doesn't sound like a good multiplier to me. Doesn't sound like it should even be in the picture; as said, someone could put all their points in luck. The way I see it, the three skills could be Dexterity, hm, Strength and Concentration, feel free to argue, I'm making it up as I go, and for Luck each person could roll a separate die every time they shoot, because Lady Luck is a fickle little thing that changes all the time.
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Post by Cyborg on Jun 22, 2009 12:18:25 GMT -5
I had an idea for a possible point system.
Forumer A : Total Points 10 Dexterity: 8 Strength: 2
So let's say forumer A goes up and fires three shots [dice=20][dice=20][dice=20]
So their total so far is 14. They however have 8 dexterity points. So the total is now 22. The character also has a strength of 2, and multiplies the lowest shot value by two, therefore the shot of 2 points is now 4 points the total is now 24.
Then factoring in wind resistance another die is rolled. [dice=6] So since that's a wind resistance of 2, 2 is taken off of the final total. So it's back down to 22.
[rand=041233426513068052208397302303082346135697868475194765559656693573]
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Post by Vyt: Down, but Not Out on Jun 22, 2009 12:53:09 GMT -5
Now as for the idea Vyt, wonderful I love it, we would just need to find a balance that wouldn't make the luck multiplier too ridiculous. Like what if instead of multiplying the total after the dexterity factor, just multiplying the dexterity factor, or one dice specified dice roll, like always the first dice roll is multiplied or such. And then maybe we could add a wind resistance 6 sided dice roll, which we subtract from the total, because there would be atleast some resistance. We can always make it so that a single increase in luck would need two points instead of one, but I fear that it'll make it that weak. I'll still need some time to calculate on a balanced equation.
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Post by Kengplant on Jun 23, 2009 3:55:42 GMT -5
But, uhhh, calculating something like that would probably be a pain in the butt, so I dunno. It isn't too bad as long as you ignore air resistance. Once that comes into play, the whole thing would become a nightmare. Anyway, this could be fun. However, I would suggest trying to find someone else to talk to in Spacefleet. In all honesty, Strife hasn't been around here at all since midway through GW2. I think Keng is the highest-ranking active 'Fleet member. See... now.. the thing about this is that Keng as a RP thing also considers Fraze to be equal or superior in rank to herself. You crazy special Ops people and your less than specific place in the ranking order that randomly changes based on the situation.
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Post by Fraze on Jun 23, 2009 4:06:53 GMT -5
It isn't too bad as long as you ignore air resistance. Once that comes into play, the whole thing would become a nightmare. Anyway, this could be fun. However, I would suggest trying to find someone else to talk to in Spacefleet. In all honesty, Strife hasn't been around here at all since midway through GW2. I think Keng is the highest-ranking active 'Fleet member. See... now.. the thing about this is that Keng as a RP thing also considers Fraze to be equal or superior in rank to herself. You crazy special Ops people and your less than specific place in the ranking order that randomly changes based on the situation. Ai-yi-yi, that thing keeps coming back to haunt me. I made up that position on the spot for the sake of a cool title, I never really expected it to go anywhere. But honestly, I don't think any of us cares much about rank anymore. I'm mostly going by length of time spent and activity in the guild. Despite coming in 2/3 of the way through the first 'Fleet RP and staying active through that, GW2, and Redemption, I still--for some reason--consider Fraze to be a relative newcomer to Spacefleet. On the other hand, I may currently be the most active 'Fleeter (if you'll forgive the mild conceit). Uhm. Back to the topic at hand. I'm fine with Spacefleet participating in the archery contest (in whatever form it may take) as long as everyone else is. In-character, participating in a friendly competition like this would help diplomatic relations.
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Post by Jina on Jun 23, 2009 6:58:59 GMT -5
Now as for the idea Vyt, wonderful I love it, we would just need to find a balance that wouldn't make the luck multiplier too ridiculous. Like what if instead of multiplying the total after the dexterity factor, just multiplying the dexterity factor, or one dice specified dice roll, like always the first dice roll is multiplied or such. And then maybe we could add a wind resistance 6 sided dice roll, which we subtract from the total, because there would be atleast some resistance. We can always make it so that a single increase in luck would need two points instead of one, but I fear that it'll make it that weak. I'll still need some time to calculate on a balanced equation. How about something along the lines of... You get three stats, Luck, Strength, and Accuracy. You get 5 pooints to spend, but you can take points away from stats to add to the others. The stats start at 0 and can be adjusted anywhere from -5 to +5. The equation is: ((1+(Strength/10))*(Roll^(1+(Luck/50))))+Accuracy. If you go for high Acc, you would get evened out results, but with higher luck, it would be more random. Also, with negative Acc, you could end up missing the target altogether.
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