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Battle system idea; Not intended to interfere with this board's battle system
Topic Started: Sep 23 2016, 11:34 PM (307 Views)
Darknavi.exe
There are multiple types of weapons. There are also multiple types of battlecards and battlechips. (I bet reading "battlechips" sent you packing, did it not?) The weapons and battlechips and cards used must match, even when fused. The previous idea was to have multiple cards of the same name be allowed to be added to my folder, but that brought up the possibility of weapons having unlimited uses. Even with limited uses, what if my sword broke before I ran out of Dark Swords or Dark Freezing Edges? What if my Hammer snapped at it's handle before I ran out of elemental or AOE hammers? What if my buster fell apart before I ran out of vulcans or, equally as absurd, ran out of ammo before I finished firing the vulcan, all supposed to be used up in one run? The second idea was to have 1 weapon of each type at your disposal, up to 6, though that would probably be pulled down to 3 since not many people could carry that many. To add onto this idea, only 1 card of a unique name and family would be allowed to be equipped into my folder. The cards would have a certain amount of energy needed to be used, and if your weapon broke, you would be flat out of luck if you had no more. Now, I want this to stay, but there is also another way out of this: Different levels of weapons. Remember The Legend of Zelda: Majora's Mask? Remember how Link could get his sword reforged, over and over again, until it was so strong that it could no longer be forged because it would never wear out, wear down or break? It was at it's strongest.

...I want to implement the same thing here.

Swords (and possibly sheaths), Bows and Arrows, Busters and bullets, Hammers, Shields, Knuckles, Gauntlets, Boots, Armor, you name it within reason!

Now, this is not completely smoothed out, this is still a work-in-progress, but I want to say it has gone far enough that I could explain it and it would work for a few minutes. Of course, at the rate I am going, it would never be finished as there would always be something new to add into or things would be changed completely.

There were far worse battle systems I had in mind, but I have dropped it down to just 3. The only problem is the Custom Bar. Here, allow me to explain.

Weapons, accessories, battlechips, battlecards, fused cards.

Weapons are needed for battlecards and battlechips. The exception to this is the Net, where only Battlechips apply. Waveroads are out of the net, so Weapons still apply.

Accessories... This is where the problem lies. How? Me.
I use Heat and Darkness. I am only capable of using Darkchips and Darkcards. That means I have to stick to Dark-elemental cards, purely. This is fine, so far, I can add those types of cards to use with my Weapons.

...but, Weapons are also compatible with regular chips and cards, non-dark chips and cards. This means I should be able to use those, too.

...No.

I am supposed to be able to use Darkchips and Darkcards without suffering from being tainted. That is way more than broken enough.
This has 2 solutions: Either never use non-dark cards and chips, making myself incompatible to them, or find a way to use them that is not so broken.

Queue Accessories and Weapons.
Some accessories and weapons exist to ward off or outright disable people from being tainted, based on what is equipped.

Now, I am the equivalent of a permanent anti-taint set. Still too broken? Okay, then queue in Denpa-Henkan.

...Wait, what? How the hell can you use Chips and Cards without Denpa-Henkan in the first place?

The original story was that I was a permanent Dark-elemental, but in 1 version of this, I can temporarily switch into a non-dark set. Think of this as the opposite of Devil Trigger from Devil May Cry. The retcon behind *that* is actually simple yet stupid: I was previously caught in the blast radius of electromagnetic discharge, and this was while wearing an anti-EM vest out of Battle Network 2, mind you. Change "vest" to "overcoat", like Wesker, but slightly larger and a little oversized. A suit, you get the idea. There were 2 other characters involved in this. They got out. I did not. I landed on the ground without any cushion, and a building landed on top of me. 2 problems with this: First, I survived and climbed and lifted my way out of the resulting rubble. Second, I was Electromagnetized...outside and in. Wearing a vest made to stop that sort of thing. Told you it sounded stupid. However, the electromagnetic blast was dark-elemental, this due to it's source. The result is that I can use Dark-elemental Cards and chips, as I later slowly discover.

The second relevant part of this whole story is that someone donated blood to have me captured and injected with the blood...turning me back into not-EM. To their delight, it worked out the way they wanted it to: I had to be careful with the cards I used, nothing dark. To their dismay, it worked out the way they wanted it to: I had to be careful with the cards I used, nothing dark...for a short amount of time. The purpose was simple: Incognito shenanigans. Next thing I know, I have a Transer full of Chips and Cards and can do the opposite of what I am supposed to. However, this is not without it's problems. No, I am not invincible. In fact, I die too easily, compared to everyone else.

That much set aside, since non-dark cards are more powerful, this is quite fair, besides being the weakest of all. Darkcards and Darkchips have 2x the base power of non-dark cards and chips, but in non-dark form, using non-dark cards and chips requires mixing them, cutting the base power of all cards/chips involved in 1/2 for each subsequent card/chip added. There are 2 exceptions to this rule: First, do not be me. Everyone else can use non-dark cards without dropping their power and without fusing, getting more use out of them. Second, the most powerful in the verse can use and mix these cards without dropping their power.

On the net, a different folder is used for repetitive cards, limiting your movement. Off of the net, you may move freely, using cards for as long as your weapon is sturdy (unless infinite) and you either have a repetitive amount of cards or the power to run any of the cards.

The problem is the custom bar. On the net, it works as is known: Choose cards when it fills. Off of the net, different story: What would it do? Would this be 4.5, where the cards used are limited by how filled the gauge is, or would it slowly fill while you used what cards were equipped with what weapons?

To make matters worse, styles are a thing here. I have the basics covered, look for yourself:

Memory Segment 78:

Transer notice: (Use your Sword to replace Dark Sword attacks previously available only through Dark Cards.)
Bottom Screen: Select Card.
Attack with your sword to use it's effect.
(Card redundancy is ill advised.)
In replacement of one-time-use cards, Dark Sword takes the form of up to 5 unique Dark Sword cards.
(Dark Power is needed to use the cards' effects.)
Being invulnerable to being Tainted does not exclude needing power to use the cards.
Attacking with Dark Power uses a limited supply.
This supply will grow back over time
Stay on the ground and out of bright areas to regrow it much faster.
Dark Power will not regrow while in use.

Memory Segment 79:
Transer notice: (Scythes act as swords from distances unobtainable by held swords.)
Add Dark Power to the Scythe, then throw it to slice everything in maximum radial range.
Available: Curved Edge, Straight Edge.
(Attach different edges to achieve different effects.)

Memory Segment 80:
Transer notice: (Wielding HeelNavi Armor enables direct Dark Card usage.)
You may now use Dark Cards directly again.
Using Dark Cards consumes no Dark Power, but it disables future indirect use.
(Must resolve Custom Bar fill before Folderbak point.)

Memory Segment 81:
Transer notice: (Chips can be converted into cards.)
The twins have tried to draw power from the PET,
making it compatible with Transers in the process.
(Nostalgia, practicality and innovation share a blurry boundary.)
Turn chips into cards to access more attack combinations,
including chips never reborn as cards to begin with.
(Restore your chips and cards with limited use.)
Gigachip Folderbak may be used outside of the Net.
Defaulting it is unnecessary, but HeelNavi armor must recharge as a result.
On the net, this card may be set as a default, but it cannot be used endlessly.
(Mix cards to achieve combined effects.)
Mix multiple cards to gain new temporary attacks.
Your suit will need enough power to accommodate the combination.
On the net, combinations need NCP components which expand space.
(Work-in-progress.)

Memory Segment 82:

Transer notice: (Untainted Chips and Cards are now usable.)
Regular Battlechips and Battlecards may be used,
but only directly from your suit and on the Net.
(Both cards may share the same folder.)
Untainted cards have 2x as much power as Dark Cards,
but they cannot be used indirectly. Build your folder cautiously.
(Untainted cards and chips cannot be mixed.)
Unlike Dark cards and chips, regular cards and chips cannot be mixed.

Memory Segment 83:

Transer notice: (Each element has different attacks and effects.)
10 elements to attack with.
(2 elements may be used at 1x.)
Different tactics with different effects give variety on the field.
(Overuse will need time for recovery.)
In a similar manner to EXE Fake, using too many elemental attacks will leave her open for attack.
Unlike EXE Fake, an empty stamina bar must be filled completely before usage again.

Memory Segment 84:

Transer notice: (Different styles mean different methods of attack.)
Fire Leo's satellite burns everything in it's path effortlessly.
Attack cards and chips gain a boost in power.
Unlimited stamina means, when mixed with darkness, the attacks will keep piling on and on.
Speed and Defense are weak points, compensated with HP boosts.
The Kingdom is yours to rule with an iron fist.
EXE Fake's default style.

Ice Pegasus' satellite freezes everything in place with focus.
Projectile cards gain a boost in power with immediate execution.
When mixed with darkness, the possibilities and tricks are endless, making distance relative.
Speed and attack power are not strong suits, but defense and special attack power are the pinnacle of long range.
Magicians will keep everyone guessing.

Green Dragon enshrouds itself in the shadows.
Support cards last longer and may be used repeatedly.
Custom Bar becomes stamina meter for Support Cards used.
Attack and Defense are forsaken for unmatched speed.
Reacting at the right time means nothing can touch you in the Dark.
With everywhere to run and everyone to hide from, the Sky is the limit.

Memory Segment 85:

Transer notice: (Tribal forms bestow different types of power.)

Dinosaur tribe is based on attack power.
Attack cards gain a greater increase in power.
Super Armor means attacks may continue despite being hit.
Using Darkness will stop merged cards from losing power.
Rampage through everything without being stopped by anything.
Matching Star Break: Fire Leo

Berserk tribe focuses on special attacks.
Similar Star Break: Ice Pegasus.
Electrical element is the primary difference.

Shinobi tribe focuses on hiding in the shadows and attacking unseen and unheard.
Matching Star Break: Green Dragon.

Sword: Use sharp objects. Also available: Pole, Kunai.
Mix a Sword with Grass Stage and Grass Seed to create a Pole.
Mix 2 Swords to create Kunai.
Ideal for Shinobi Star and Green Dragon.

Glove, Boots: Use with Dark Cards to enhance punches and kicks with attributes.
Mix Glove with Dash Attack and Air Shot to create Gut Punch.
Add Bronze/Silver/Gold Fist for Guts Straight.
Mix Glove with Meteor cards (converted from chips) and an input command line to use Fists as Meteors for additional damage.
Mix either with elements to obtain their attributes.
Mix Boots with Air Shot for Air Shoes. (FlotShoe work-in-progress)

The idea is that this would only work with non-dark cards. Could you imagine how broken this would if available with dark forms? No, there is a fix for that: Dark Soul Unison. You know, Chaos Soul Unison, straight out of Battle Network 5, which evolved from 4? Each Dark Soul is equipped with a Stage effect and an alternate Charge Shot. Furthermore, they are only compatible with certain cards and chips, further limiting the weapons to be equipped and cards/chips to be equipped in your folder.

Speaking of weapons, while I cannot equip anymore than basic weapons, everyone else may use elemental weapons and status-changing weapons. They may also use accessories which alter their status and vulnerabilities, giving more buffs and de-buffs to combine. There are also weapon/accessory sets to create suits and costumes for increased effects, based on what these sets are composed of. Because everyone else who happens to have a human form may use it, these sets will help them in ways their primary main-effective, dual-effective and super-effective forms cannot.

Virus breeding, different story on it's own. Non-dark super-effective characters may induce stage effects stronger than their dark variants or mixed variants. Dark Stage effects are, thereby, the weakest. So far, I am the only one in this verse that seems capable of using them. Well, 1 of 3, anyway. Weapons, check. Accessories, check. Cards/chips, check. Chaos Unison, check. Characters with human forms can use weapons without using cards, check. I do not apply to that. I am trying to remember something here, but I seem to have forgotten what it was.

Right, now I remember. In 1 version of this story, I may hold onto a non-dark form for periods of time longer than earlier depicted in this forum post. I equip 3 weapons of my choice *coughvergilcough* and roam the areas to deal some damage. In the first version, everyone else can, I cannot. Well, I can, but for painfully short periods of time. That reminds me, there is an incomplete card list for weapon types, mixed types coming up right behind them.

Added:
All canon characters (non-original) may battle with small armor. They will expand into their true forms with enough energy collected and maintained.
All original characters do not have to deal with this. Instead, they may mix cards matching their elements without losing any power in the process.

I could only do the same thing for Dark Souls and darkchips/cards. They need not be mixed, but doing so results in 50% power loss for the total.
Edited by Darknavi.exe, Sep 24 2016, 02:17 PM.
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Human: Phyris
Wizard: Umber
Conversion: UmberPhyris (Darknavi X/exe; Ryuusei/EXE)
Element: Fire
Weapon 1: Navi Buster
Weapon 1 Description: A buster much like Megaman's, only much more rapid. It is capable of firing 3 low shots (9%) per turn or 5 pathetic shots (5%) per turn, but requires a one turn cool down for 3.
Weapon 2: Flame Sphere
Weapon 2 Description: DarkNavi X can fire out a fireball that deals moderate damage. It is about the size of a beach ball, and has a short range.


Zenny: 2000z
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Lash
I have no idea what I just read but gods, was it glorious.

A system with weapon decay sounds very similar to early Fire Emblem games or even Fallout. Those games were very much "hard" fantasy/science fiction with established rules of physics. Adapting weapon decay to Star Force would imply that the cards are actually batteries of some sort for projecting the weapons listed on the card. And that... That isn't entirely problematic. It's just not the way SFRP has developed.

Having more powerful (eg, Break Sabre), but more brittle cards would be an interesting mechanic for sure. It avoids the problem of veterans spamming overpowered cards while incentivizing upgrading starter cards.

Still. If you're bothering with restrictions on Card Folders and stuff.... you may as well just limit it to inventory. Like, limiting them to carrying no more than three at a time, and treating them as counting towards a character's weapon limits. And that wouldn't be a mechanically bad decision; you'd have to rebalance character profiles to be a single abilities section (Passive, Triggers, Activated) and a single character weapon but it would be an interesting system.

Crafting adds an interesting element, though it looks pretty complex and time consuming. Similarly, Dark weapons add an interesting variety but add to the amount of things a new player must learn. Consider renaming Dark to Cursed; the tradeoff for stronger attack power or additional effect granted on it should come at the cost of a health bug or other effect, incentivizing them to be used as a finisher rather than a spammed attack.

I congratulate you on your hard work and unique proposal.
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Darknavi.exe
Applying edits from received reply.
"Dark" is now "Cursed".

I am going to wonder, however, if this also applies to Dark chips and Dark cards, the entire library of which I have yet to jump into.

Notice:
EXE Fake
 

Memory Segment 83:

Transer notice: (Each element has different attacks and effects.)
10 elements to attack with.
(2 elements may be used at 1x.)
Different tactics with different effects give variety on the field.
(Overuse will need time for recovery.)
In a similar manner to EXE Fake, using too many elemental attacks will leave her open for attack.
Unlike EXE Fake, an empty stamina bar must be filled completely before usage again.

This refers to the most powerful in my storyline of OCs, not me, as I had attempted to separate myself from the entity for clarification.

Lash
 

Still. If you're bothering with restrictions on Card Folders and stuff.... you may as well just limit it to inventory. Like, limiting them to carrying no more than three at a time, and treating them as counting towards a character's weapon limits. And that wouldn't be a mechanically bad decision; you'd have to rebalance character profiles to be a single abilities section (Passive, Triggers, Activated) and a single character weapon but it would be an interesting system.

So, either remove or keep the limit of cards in card folders, but limit the weapons carried to up to 3? That sounds fantastic, actually. Making sure more weapons means more weight and less speed, and that some weapons are heavy and clunky alone or with other weapons. Card redundancy is ill-advised if it takes power to use, power which either regrows as a slow-but-steady rate or must be manually refilled, and a separate folder for redundant cards if they are used in a one-time-use fashion.

Lash
 
Crafting adds an interesting element, though it looks pretty complex and time consuming. Similarly, Dark weapons add an interesting variety but add to the amount of things a new player must learn. Consider renaming Dark to Cursed; the tradeoff for stronger attack power or additional effect granted on it should come at the cost of a health bug or other effect, incentivizing them to be used as a finisher rather than a spammed attack.


Unfortunately, that was *kind of* the idea, though I am completely up to shortening the process, somehow. Determining which weapons to mix to get which effects for your character, carefully determining what works best, testing it out a little, indeed time-consuming, even when considered to be hand-in-hand with folder editing.

To make matters worse, I had to consider myself in this situation, still trying to balance how broken I am with limitations to this. I am considering the following:

Cannot craft Cursed weapons. Non elemental weapons automatically receive a Cursed effect. Cannot suffer tainted state.
Cannot use non-cursed cards or chips as-is, directly or indirectly. May only mix up to 5 (may increase limit to 3 or 2) non-cursed cards to use, at cost of power dropping in proportion to the total mixed.
Cannot mix cards with conflicting effects. Example: Drop-Down + Pop-Up.
Non-cursed cards, chips and weapons used without either are automatically more powerful than Cursed chips, cards and weapons. (This only applies to me because being unable to suffer a tainted state is broken.)

In case reverse Denpa-Henkan is usable:
Cannot use Cursed items. (Not allowed to taint non-Denpa-Henkan state, which would defeat the purpose of having this state in the first place.)
May use non-Cursed cards and chips (may change to cards-only. Not so bad, the most powerful can use non-cursed chips while not on the net.), but will be discarded (not-tossed) after a single use.
May mix non-Cursed cards and chips, their power will still decrease.
May use non-cursed elemental weapons without cards or chips. May not mix cards or chips onto non-cursed elemental weapons if both elements differ from element of currently-equipped weapon. When the cards and chips share an element with the weapon, or when the entire mix is composed of this element, the element itself will receive a power boost for the duration of it's use. Beware, this does not exempt cards and chips from single-time use.
Weapons used without chips or cards are still vulnerable to breaking or running out of ammo, when and where applicable.
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Human: Phyris
Wizard: Umber
Conversion: UmberPhyris (Darknavi X/exe; Ryuusei/EXE)
Element: Fire
Weapon 1: Navi Buster
Weapon 1 Description: A buster much like Megaman's, only much more rapid. It is capable of firing 3 low shots (9%) per turn or 5 pathetic shots (5%) per turn, but requires a one turn cool down for 3.
Weapon 2: Flame Sphere
Weapon 2 Description: DarkNavi X can fire out a fireball that deals moderate damage. It is about the size of a beach ball, and has a short range.


Zenny: 2000z
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