ForumsForum GamesInterest Check - Arena-Style Battle Game

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Doombreed
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Doombreed
7,022 posts
Templar

Right. This idea has apparently been flying around recently. So I decided to create a thread for it. Good place to start don't you think?

For those who don't know, a new forum game is in the making. The current concept is to allow word based arena style battles to take place with standard ground rules. Users can fight each other with fictional characters

Of course it still needs some work. This is just the main concept and so, this is the place to post ideas. I've had this idea a long ago but it worked well in a chat box really, not so much in a forum...

Tagging @HahiHa (First one to express interest in making such a game), @SirLegendary , @etg2002 , @Swarmlord2 and @armorplayergc

Ideas that have been suggested:

Time limit of 24 hours for each user to post a move.

Dice rolls for hits and (possibly) criticals

Elements

Different types of attacks and dodges

Tomorrow I will post my (refined) ideas. In the meantime, everyone can look through this and/or post his/her own suggestions. This already seems like it's going to be big xD

Looking forward to facing you in an honorable duel!

  • 17 Replies
Hectichermit
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Hectichermit
1,828 posts
Bard

Drugs...are drugs allowed :P

Btw I have established some of my characters powers, a bag that contains all kinds of things, basically a bag of holding from dnd, the ability to teleport via plant/bush, a large amount of knowledge on natural remedies and concoctions, immunity to pretty much all poison and negative drug effects, an aura of noxious fumes, and finally a stick that causes plants to grow

nivlac724
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nivlac724
2,555 posts
Shepherd

This seems pretty similar to my thread. But there are some differences we can probably have both.

Loop_Stratos
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Loop_Stratos
5,291 posts
Jester

Consider me in. Sounds similiar to a FG i used to play in a now-nonexistent forum.

HahiHa
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HahiHa
8,255 posts
Regent

Thanks @Doombreed for making this thread. I'm curious to see your ideas!
SirLegendary proposed the idea of leveling up, see here for his post. I think it could be nice to build on that. Whether it be by gaining additional dices/dice faces, or gaining abilities, or maybe some other way. I just thought, however, that high-level characters should not gain levels/abilities from fighting characters that are X levels below them. So you cannot "farm" "xp" from low-level characters (this is starting to sound like almost too big for a FG, I realize XD ).

@Hectichermit No drugs allowed
Potions and such should be fine though

@nivlac724 I think we may be able to run both, yes. The two threads may ideally even profit from each other's activity.

akshobhya
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akshobhya
5,063 posts
Justiciar

I am surely interested, @Doombreed!

armorplayergc
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armorplayergc
16,463 posts
King

You can count me in, and also, about leveling up, I think that for every let's say 2 levels you gain another dice, and each level requires 10% more XP than the last one maybe? let's say to reach level 1 you need 100 "XP" and you start at level 0, and the max level would be 10

Level 1: 100 XP
Level 2: 110 XP
*gets another dice*
Level 3: 121 XP
Level 4: 133 XP
*gets another dice*
Level 5: 146 XP
Level 6: 161 XP
*gets another dice*
Level 7: 177 XP
Level 8: 194 XP
*gets another dice*
Level 9: 214 XP
Level 10: 235 XP
*gets another dice*

1st dice: 210 XP
2nd dice: 254 XP
3rd dice: 307 XP
4th dice: 371 XP
5th dice: 449 XP

Doombreed
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Doombreed
7,022 posts
Templar

Well, apparently, there is a following already

So, here are some thoughts:

First we need to settle on a primarily turn based or primarily action based model. The two will be very different, since the first focuses on tactics and abilities while the second will definitely need a time limit and revolves mostly around the users' descriptive abilities and skills in writing.

For a more turn based approach:

- Dices to determine hits, misses and criticals are necessary. So we can make use of our nifty features in the site to let it progress smoothly A good model would be to roll a d20 for hits and a d14 for criticals so that one may roll them both off in a single post. But the system that way would need to take stats into account, as I cannot think of another way to make it work with Dice without some form of speed 'grades' between characters. In case we go for the turn based model, I have a half worked-on stat system that I was planning for an RPG so maybe we can use some elements from there, namely, with speed strength and endurance to determine every aspect of a character

- An element system seems like a good place to start. Elements need to be strong and weak against other elements. This will add a layer of strategy. My current element collection and the one I intend to use is:

Physical
Poison
Lightning
Water (& Ice)
Fire
Tech
Dark
Light

(possible additions:

-Earth
-Psychic
-Life/Holy
-Celestial
-Demonic)

With:

  • - Lightning destroying water, - water hitting fire, - fire hitting poison, - poison hitting physical, - physical hitting tech, - tech hitting lightning - and dark and light hitting each other.

Of course this is just a simple model to work with, there are many things that can be added. Also, the number of elements each user can pick for his character must be limited, so as to nerf the capabilities I suggest 3 as the maximum number xD

- In a turn based model, like explained, things become more tactical. So abilities with simple additional effects aside from damage or healing can make this very interesting. Like, stunning a target, or making it deal less damage. However, in order to avoid having users draw abilities out of magic hats during the battle, ful disclosure will be a necessary condition. With set limits, each user must reveal the abilities he or she has at his disposal before the game that way. Users must agree with each other, since if your opponent reasonably thinks your character to be too overpowered, then there is a high enough chance that this is the case*

*= each user's abilities can be reviewed by the game moderator and altered if deemed too powerful (see below)

In an action based model:

- Things start to rely on the ability of each user to adequately describe his actions. Each user will have to be able to write down his attack or defense flawlessly. If your opponent attacks you with a horizontal high sword swipe a simple *dodges* cannot be enough on your part Dodge where? maybe crouch?

- In an action based model, the best way to go will be with points. No actual health or anything, users just score points when they land a succesful attack on their opponent and the match is over when a fixed amount of points is reached. If the other user defends or dodges, then you don't get a point. However if his/her defense is flawed or in any way not well described, you get a point. This can also go with the turn based model but it will vary somewhat

- Elements can still be applied with the action based model but their effects will be severely limited as you can see. You cannot just have one type of elemental attack score more points against a user of the equivalent weak element.

- Some kind of speed and endurance limits, even if not actual numbers must be set. If a user 's character doesn't have any sort of armor and is more of a passive magical being, then he/she cannot block a sword attack for example. And to avoid fights that last forever, defenses and dodges must be very seriously contained and must, as explained above, be described flawlessly in order to count

- The biggest problem with the action based model is that it is most suited for swift action and battles so, it is best to use it with a chatbox as dice and coins cannot be used to determine whether an attack hits We have a chatbox but it has a flood limit and a very strict one too. let alone that we cannot occupy the whole chatbox to conduct a fight between two users obviously.

- Some kind of deadline must still be established in an action based model. Maybe the 'defender' can have 24 hours to defend against the oncoming attack, otherwise, it is an automatic point for the attacker.

For both models:

- A moderator or referee of sorts is required. In the turn based model, he will need to be there to work out damage, effects, take modifiers into account and all that, to allow the complexity of the game to leave the fighting users untouched. In the action based model, he will have to rule whether an attack or defense is valid and make sure that it is descriptive enough to count. We still have a long way to go towards that but I volunteer as a referee

Loop_Stratos
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Loop_Stratos
5,291 posts
Jester

I hope for Turn Based.

Doombreed
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Doombreed
7,022 posts
Templar

I hope for Turn Based

Truth be told, Turn based is easier and better, but I hope that the complexity will not turn interested users away. In order for the turn based model to work, there have to be abilities, elements, cooldowns, some sort of strength stat, some sort of HP stat, some sort of speed stat and many other things that will turn this into an RPG battle system. And that's all well and good, especially since the game moderator(s) will mostly be working out the battle damage and keeping track of the effects and cooldowns in that scenario, but I fear it may still be too complex...

akshobhya
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akshobhya
5,063 posts
Justiciar

I like the Turn based model, @Doombreed.

nivlac724
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nivlac724
2,555 posts
Shepherd

I'm going turn based.

armorplayergc
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armorplayergc
16,463 posts
King

I vote for Turn Based too

Doombreed
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Doombreed
7,022 posts
Templar

If it's turn based, you will have to give a lot of thought to your abilities then.

I propose this stat system:

Endurance (health)
Strength (attack stat #1)
Will (attack stat#2)
Speed (relative to the opponent's speed)

If 2 characters have the same speed, they both need 4+ to hit on the d20
If one character's speed is 10%, or higher than the other character's speed, that is easier to hit the opponent ( - 1 needed to roll on the d20)
For every 10% of difference between speed, an additional - 1 is needed, so if one character is 30% faster than the other, he hits on a 2+ (a roll of 1 always fails)
If one characer's speed is 20% less (character's speed = enemy's speed/1.2), or lower than the other one's, he needs a +1 to hit.
So if one character is 40% slower than the other, he needs a roll of 6+ to hit.
The reason for this is to allow speed increases to take place. Otherwise, it would have been too imbalanced. Now, you can even increase your speed by a massive amount

But why would you want that? Well, The way I am thinking it, speed also affects the criticals, which deal 30% more damage (except the lightning one. We'll discuss this later) For every 10% that your speed is higher than the enemy's, you get a -1 modifier on the needed result on the dice. So if you would only score a critical hit with a roll of 14, but increased your speed now so that it is 1.2* enemy's speed (20%), you need only a roll of 12.

I've also thought that the lightning element should be unique in that its criticals don't just deal 30% more damage, but 10% more + 100% (or 200%) of the character's speed.

At least, that's the way I've thought it so far. See how complex it is getting already?

But it is still not bad. A game moderator can easily keep track of those things. But add ability cooldowns, and calculation, and additional effects and it starts all piling up. It is still not a problem for me, since, I've thought this through, I can do it, but what happens when more than one fights take place at the same time?

If that's the way it is going, then here is the proposed battle profile:

Name:

Level:

Health: xxx/yyy (first number is health left, second is maximum health)

Energy: (to cast abilities)

Abilities: xxxxxxxxx (Y), xxxxxxxxx (Z) (all of a characteer's abilities by name, number in the parentheses indicates the number of turns this ability needs to cool down before it is useable again)

Strength (or Will):

Speed:

Modifiers: (Any positive or negative effects from the character's, or opponent's moves)

This is, of course the untested half-complete system I've thought so far... And it is a bugger to use I think xD

Hectichermit
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Hectichermit
1,828 posts
Bard

Suggestion
Dice Pool system
as you level you can dedicate more dice to a defensive or offensive aspect?

Loop_Stratos
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Loop_Stratos
5,291 posts
Jester

I'd say speed shouldn't affect hit ratio. I think that speed is pretty dominating that way too. Without speed, it's harder to hit or dodge. A little discourages non-speed builds imo.

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