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Suggestions; Post short suggestions here
Topic Started: Mar 20 2012, 07:59 PM (288 Views)
Zepp
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scarththegrim

More Tacos.

Less Burritos.

Feel free to include more obscure mecha in the shops/NPCs.
---Feel free to ask Scarth for obscure mecha ideas (I loiter in Variations and manga mecha stats to find playable ones).
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Frenzy

Other than making the board ad-free, uh...lessee.

NPC VP/EXP that keeps pace with the players - 50 for a L5 and 100 for a L10, assuming you re-use that is fine, but the players will reach a point where even the top NPCs will level them. Base attacks are more fun when you have to factor in that the NPCs might be able to go toe-to-toe with you in terms of quality.
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scarththegrim

In that case Frenzy, wouldn't it be better to have the Levels reflect the PCs, not have set amounts?

Aka if the Top 3 PCs are say, 30VP, the L5 (if that's top-tier) NPC would be 30VP or even 40VP. The L4 would be 20 or 25. So on and So forth.

Next week, if the top 3 PCs are say, 100VP, the L5 would now be 100VP or even 110VP, the L4 would be 80 or 90. So on and So forth.
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Frenzy

Sort of - the NPC levels would keep pace once the PCs start getting over 50, so until at least...I dunno...half hit that level, the NPCs are all static - 10 - 50.

Something like that, anyhow.
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AModestProposal

Be honest with ourselves. While we hope the RPG lasts awhile past experience has shown us RPGs will only last a few months at best. Lets face it we are getting older. We have college, jobs, real life. I know that my free time for such adventures has been severally restricted. These limitations should be accounted in the progression of game to a conclusion. Set a max XP/VP for not only NPCs but for players as well, figure most people may not reach 2nd or 3rd upgrades by the time that the RPG closes. The OYW RPGs run well because they are setup to an ultimate conclusion.
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Frenzy

That seems kinda restrictive, really. Because what if one does hit the cap? There'd be no real gain from getting in fights and the like. Yes, we have less spare time - that shouldn't keep our characters from maybe hitting their 3rd upgrade if we work for it. Same with limiting NPC VP - I like knowing that the NPCs I bought for something after a few months aren't going to be expensive paperweights for PCs to just bowl over by the ton.

And OYW has a set end, unlike RPGs that don't go out of a series playbook, not to mention that one side really just needs to sit back and let the plot play out in OYW. Games like this are more involved than that.
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AModestProposal


It would only be restrictive should the player get to the level cap before the end of the RPG. If planned properly a player wouldn't get there until the very end of the RPG. This in turn would negate any perceived loss from fighting. Also when has the outcome of a fight been solely about gaining experience? Players fight to secure their place in game as well. Should that be not enough then other "end game" content could be created to help keep these players still interested.

With a cap in place people will know where their character is going and can work to get there. Not having some unrealistic goal and never reaching it. Consider how many games out there that have caps on player levels and NPCs? Why should ours be any different? When hasn't a NPC we have purchased turned out to be a dead weight after a month? People will and have always past NPCs, they were never intended to be equal with players outside of groups.

However, if you are worried how about this issue it can be easily fixed. Imagine we have a scale for our NPCs. Each level has a price and you've just bought a level 2 NPC. Should you want to make that a level 4 NPC then pay the difference between what you want and where the NPC is currently. Rather than paying full price again.

Regardless of how you feel about OYW, we are speaking of the mechanics of it. RE’s set end would be completely different than OYW’s set end. If anything it would have the possibility of different endings based on players’ actions.
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Frenzy

I'd recommend that -IF- we put in a cap, which I am adamantly against, it be something like 5-600 VP. Which should keep everyone happy.

And I can point to at least one RPG where NPCs pulled their weight the entire game through, even in sustained combat. It makes things more challenging when even small numbers are an actual threat. Even in OYW, the NPCs got tougher as time went on. And as for the set end, that would take a lot of planning when it's usually a lot easier to let things run. I mean, there are times when that would work, but honestly, I think it's impossible to plan for an end unless you've got a lot of specific factions in mind, and from what I know of RE, that's not how things roll.



Edited by Frenzy, Mar 28 2012, 08:46 PM.
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AModestProposal

I am not sure you entirely understand what the cap means. It is not just a limit of how much VP you have. It determines the skillset of everyone from 1 VP to whatever we pick. Mind you NPCs share in the cap as well. Potentially with such a high starting cap you will have players purchasing NPCs that are better than other players. Not just by a little but by hundreds of VP.

Now, that doesn’t mean once we hit the cap the RPG has to end. If the staff and Zepp are willing to continue we can then expand the cap and keep going. However, I suggest when raising the cap we also increase the beginning cap as well. In that way newer players are not being owned by NPCs other players own simply because they have been playing longer. Unlike MMOs, there is no starting area for new players to develop in. They will be right in there with the veterans.

As for set in you are taking me too literally at the word. By set end I mean that for example Zepp plans to run the RPG for 6 months straight. Once you know how long you will be open for, you can plan to fill the time you have with whatever. Then end with a logical concussion rather than “sorry, we closed… lol”.
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