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File: Turn13A.png (3.73 MB, 2160x2160)
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Cheese meets cheese and broken meets broken. Whose cheese fu is stronger?

>Red-white: Momo, 12HP, 2Ex
>Black-white: Usami, 12HP, 11Ex
>Red: Rize, 1HP, 11Ex
>Gray-light blue: Erika, 5HP, 2Ex
>White with blue: Akira, 12HP, 3Ex
>Blue-white with a coat: Fuu, 3HP, 3Ex
>Green-white: Anne-Marie, 9HP, 0Ex
>Pink: Mimi, 12HP, 3Ex
>Blue-crimson: Nirish, 12HP, 6Ex
>Blue and robotic: Cognita, 7HP, 3Ex
>Purple-red: Jo, 10HP, 4Ex

Unhold phase
>>
File: Turn14.png (3.66 MB, 2160x2160)
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The boss does not intend to go down without a fight! Do your best girls!

>Red-white: Momo, 12HP, 2Ex
>Black-white: Usami, 12HP, 11Ex
>Red: Rize, 1HP, 11Ex
>Gray-light blue: Erika, 5HP, 2Ex
>White with blue: Akira, 12HP, 0Ex
>Blue-white with a coat: Fuu, 0HP, 8Ex
>Green-white: Anne-Marie, 9HP, 0Ex
>Pink: Mimi, 12HP, 7Ex
>Blue-crimson: Nirish, 12HP, 10Ex
>Blue and robotic: Cognita, 0HP, 12Ex
>Purple-red: Jo, 10HP, 8Ex

Act phase
>>
>>1085232
Clever. My fault for specifying 'north' as the bump direction and not 'away from the boss'.

Where'd I take damage from during the player phase though?
>>
>>1085273
From entering the freezing cloud. Persistent effects do harm the initiator, as was clarified in the previous thread.
>>
Oh, by the way. Previous thread: http://suptg.thisisnotatrueending.com/qstarchive/1043864/
>>
>>1085282
The cloud should have been cast S2 of my position at the time, though?

Which would then be a complete miss after the overwatch trigger, but again that's my failing to anticipate the boss jumping so far northwards.
>>
>>1085297
Well, there was nothing to cast the cloud on at S2. It was a bit of smart processing.
Only a bit though. Any inconsistencies are explained by general confusion from the unexpected pounce.
>>
>>1085317
Fair enough. I suppose I'm just a little confused by the positioning, since I ought to have cast the Cloud prior to the Barrier, but things rarely go according to plan in a fight.

I imagine the others can handle it now that it's Frozen, so I'll just lie here, eating my self-inflicted frostbite for a few turns.
>>
>>1085268
"Uwaa! Get away from Cognita, you big meanie!"
>Step diagonally to body-block Cognita, Strike S
> Strike S
=====
[Ex] -> 2/12
HP 13/13 | Action 2
Power 3 | Block 1
Move 4 | Evade 2
Drive: [Determined]
Weapon: > [Staff]
-Techniques-
> [Strike] [Barrier] {Crash}
-Methods-
> [Giant] [Triple] {Lightning} {Homing}
>>
>>1085268
Furutetsu Rize

>Move 3 UP, 2 LEFT
>Dodge

EX:11

Power 4 Block 1
Move 4 Evade 1
Determination

Sword

Strike, Shot, Crash

Pulling, Freezing, Rapid-fine, Lightning
>>
>>1085268
>[Volcanic][Shot] DMG=6+2 WWW
>- +1Ex
>[Volcanic][RapidFire][Beam] DMG=(3+2)*6 | RNG 7: WWW N WWW

>[Ex] -> 11 | +1Pwr | +1Mov | 2Methods
>HP 12/12 | Action 2
>Power 4 | Block 1
>Move 4 | Evade 1
>Drive: [Elan]
>Weapon: [Bow]

>Techniques
- [Shot] [Barrier] [Beam]

>Methods
- [Volcanic] [Reaching] [RapidFire] [Giant]
>>
"Pardon me, but may I weigh in upon this battle?"


Hair: 4
Top: 2
Bottom: 3
Color: Red

HP 12
Pwr 4
Mov 4
Blk 1
Eva 1
Act 2

Drive
[Elan]

Implement
[Sword]

Techniques
[Strike]
[Shot]
[Crash]

Methods
[Volcanic]
[Freezing]
[Pulling]
[Giant]
>>
>>1085268
Heavy Damage Sustained
...
System entering safe mode
Initiating Self Repair...

"I-must-stay-determined."
>>
>>1085268

"Muuu! Now you've done it!"

>[Mega][Healing][Strike] on Cogita-chan (spend 6 Ex)(Heals 7HP)
>[Freezing][Strike] on Neko-meany

Ex: 3 (Unspendable) + 8 (Pwr +1) (+1 Mov)(+1 additional Method)

Hp: 10
Pwr: 4
Mov: 4
Blk: 1
Eva: 1
Act: 2

Drive: [Friendship]: Gain 1 unspendable Ex for every non-KO'd ally within 4 tiles, gain 2 Ex when an ally is KO'd by an enemy, allies can spend an act to grant 1 Ex by cheering

Implement: [Staff]: +1 Range

Techniques:
[Strike]: Rng1, Dmg=Pwr, AoE sector (if size 1+), move 1+Mov/2 before attacking
[Throw]: Rng1, move target Pwr tiles
[Barrier]: Rng3, HP=2*Pwr, length = 3 + AoE, duration 3 turns, characters in zone of effect are bumped in the direction of the user's choosing, all tiles must be in range

Methods:
[Bashing]: Push target 2+Pwr/2 tiles, +1 dmg per 4 tiles, +1 stun per 5 tiles
[Freezing]: Target can't move for 2 turns
[Reaching]: +2Rng
[Healing]: no dmg from tech, target heals HP = dmg, spend 3 Ex, does not work on self
>>
>>1085654
I ask you to choose an alternate color scheme. We already have a red one, which may cause confusion.
>>
>>1085268
>Move 4W
>Cheer Mimi
"With Truth, Justice, and a bit of Luck on our side We Can Do It!"

Lucky Justice Anna-Marie
HP 9/12
Pwr 4 Blk 1
Mov 4 Eva1
Act 2 Ex 0/12
Drive
[Elan]

Implement
[Sword]

Techniques
[Strike]
[Barrier]
{Barrage}

Methods
[Freezing]
[Triple]
{Rapid-Fire}
{Lightning}
>>
>>1086149
Would orange be okay? Maybe white hair, no one else seems to have gone for that yet.
>>
>>1086191
That works
>>
>>1086120
Have you been getting any of the cheering Ex?
>>
>>1086201
By the way,what does the AoE sector attribute on the strike skill refer to? The wording is a little confusing.
>>
>>1086385

I'm not aware of anyone cheering for me specifically.
>>
>>1086509
You hit an arc in front of you.
I'm looking for ways to improve the wording.
>>
File: Turn14A.png (3.68 MB, 2160x2160)
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When your friend falls unconscious in a cloud of magic cold, it doesn't stop affecting them.

>Red-white: Momo, 8HP, 7Ex
>Black-white: Usami, 12HP, 12Ex
>Red: Rize, 1HP, 11Ex
>Gray-light blue: Erika, 5HP, 2Ex
>White with blue: Akira, 12HP, 0Ex
>Green-white: Anne-Marie, 9HP, 0Ex
>Pink: Mimi, 12HP, 8Ex
>Blue-crimson: Nirish, 12HP, 10Ex
>Blue and robotic: Cognita, 7HP, 12Ex
>Purple-red: Jo, 12HP, 2Ex

Blue-white with a coat: Fuu
Frozen.

To clarify, unconscious characters take damage from zones after everyone else has taken their actions, so you have time to try and help them.

Unhold phase.
>>
File: Turn15.png (3.66 MB, 2160x2160)
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Please don't forget that charging must not be interrupted by other actions.
Even if I sometimes forget about it.

>>1085654
You're pretty late, but welcome!

>Red-white: Momo, 0HP, 0Ex
>Black-white: Usami, 12HP, 12Ex
>Red: Rize, 1HP, 11Ex
>Gray-light blue: Erika, 5HP, 2Ex
>White with blue: Akira, 12HP, 0Ex
>Green-white: Anne-Marie, 9HP, 0Ex
>Pink: Mimi, 12HP, 10Ex
>Blue-crimson: Nirish, 12HP, 12Ex
>Blue and robotic: Cognita, 7HP, 12Ex
>Purple-red: Jo, 12HP, 4Ex
>Orange: Fumiko, 12HP, 0Ex

Blue-white with a coat: Fuu
Frozen.

Act phase
>>
>>1087872
CHEER CHEER MIMI

Power 3 (1) Block 1
Move 4 Evade 1

HP 12 Actions 2

Loving Wand

TECHNIQUES
Beam
Shot
Strike

METHODS
Volcanic
Giant
Healing
Reaching
>>
>>1087878
"A-Apologies, instructor! My morning sword training ran over time!"

Do KO'd characters still block attacks and movement as normal? I ask because it looks like Momo is kind of stuck there until someone revives her.
>>
>>1087887
No, they just lie on the ground and look helpless.
>>
>>1087878
Furutetsu Rize
GO LAST

>Move 2 LEFT
>GIGA SWORD STRIKE

EX:11

Power 4 Block 1
Move 4 Evade 1
Determination

Sword

Strike, Shot, Crash

Pulling, Freezing, Rapid-fine, Lightning
>>
>>1087890
So if I were to move onto her current location what would happen? Would she be displaced?
>>
>>1087901
You'd just stand over her, like she stood over Cognita last turn.
>>
>>1087914
Thank you. That being the case...

>>1087878

"I will yet master the four element style! Volcanic blade!"

>Move 1 left, 3 down
>Move 3 down as part of a [Volcanic] [Strike] at kitty

HP: 12/12
Pwr: 4
Mov: 4
Blk: 1
Eva: 1
Act: 2

Ex:0

Drive
[Elan]: gain 1Ex when you damage enemy or enemy damages you, max 1 per enemy per act

Implement
[Sword]: +1 Pwr if target at range 1

Techniques
[Strike]: range 1, Pwr damage, AoE sector (if size +), move 1+mov/2 before attacking
[Shot]: range 2-5, Pwr damage
[Crash]: range 1, Pwr*1.5 damage, have 6 Ex

Methods
[Volcanic]: +2 damage, zone of effect persists for 1 turn and deals half orignal damage
[Freezing]: target can't move for 2 turns
[Pulling]: pull target 2+Pwr/2 tiles
[Giant]: +1AoE
>>
Good luck, everyone...
correction:
> Red-white: Momo, 0HP MAXEx

if I'm revived:
> Evade
> Triple-Homing Crash
> 9Ex (+1 act)
> Triple Strike
else
> lie still and try not to bleed on Fumiko
=====
[Ex] -> 12/12
HP 0/13 | Action 2
Power 3 | Block 1
Move 4 | Evade 2
Drive: [Determined]
Weapon: > [Staff]
-Techniques-
> [Strike] [Barrier] {Crash}
-Methods-
> [Giant] [Triple] {Lightning} {Homing}
>>
>>1087878
>Move 3S 5W

Lucky Justice Anna-Marie
HP 9/12
Pwr 4 Blk 1
Mov 4 Eva1
Act 2 Ex 0/12
Drive
[Elan]

Implement
[Sword]

Techniques
[Strike]
[Barrier]
{Barrage}

Methods
[Freezing]
[Triple]
{Rapid-Fire}
{Lightning}
>>
>>1087878

>>1087934

"Wake up, Momo! And Cognita-chan, save Fuu-chan!"

>[Healing][Strike]NW of me, hit Momo and Cognita? (-3 Ex)
>[Throw] Cognita 1S, 4W over Neko-Meanie

Ex: 5 (Unspendable) + 4 (Pwr +1) (+1 Mov)(+1 additional Method)

Hp: 12
Pwr: 4
Mov: 4
Blk: 1
Eva: 1
Act: 2

Drive: [Friendship]: Gain 1 unspendable Ex for every non-KO'd ally within 4 tiles, gain 2 Ex when an ally is KO'd by an enemy, allies can spend an act to grant 1 Ex by cheering

Implement: [Staff]: +1 Range

Techniques:
[Strike]: Rng1, Dmg=Pwr, AoE sector (if size 1+), move 1+Mov/2 before attacking
[Throw]: Rng1, move target Pwr tiles
[Barrier]: Rng3, HP=2*Pwr, length = 3 + AoE, duration 3 turns, characters in zone of effect are bumped in the direction of the user's choosing, all tiles must be in range

Methods:
[Bashing]: Push target 2+Pwr/2 tiles, +1 dmg per 4 tiles, +1 stun per 5 tiles
[Freezing]: Target can't move for 2 turns
[Reaching]: +2Rng
[Healing]: no dmg from tech, target heals HP = dmg, spend 3 Ex, does not work on self
>>
>>1088064
Didn't you have a clean shot from where you were standing? I don't think anyone moved in front of you so far this turn.
>>
>>1088069
Rize moved in front of me, with 1Hp, I could kill her with one attack and hit the cat with the other but that might seem a bit rude so I'll just let the cat kill her
>>
>>1088073
She did specify she wanted go after everyone else though, so maybe you could take a shot before she does if the instructor allows it?
>>
>>1088064
You could cast a Barrier so the cat spends its actions mauling it instead of everyone's faces? I'm surprised no one did that last turn.

>>1087872
Would I regain hitpoints from Determination before or after I take damage from the Cloud?
>>
>>1088079
Can you really do that? I'll try to attack but the problem is that she will still move there so I wont be able to use my volcanic beam

>>1087878
>[Volcanic][Giant][Shot] 3W
>-wait for everyone to act
>[Reaching][Giant][Barrier] W | NW | NNW | NNWW |

>[Ex] -> 12 | +1Pwr | +1Mov | 2Methods
>HP 12/12 | Action 2
>Power 4 | Block 1
>Move 4 | Evade 1
>Drive: [Elan]
>Weapon: [Bow]

>Techniques
- [Shot] [Barrier] [Beam]

>Methods
- [Volcanic] [Reaching] [RapidFire] [Giant]
>>
>>1088083
It's decided based on the total HP change. In this case, you'd be at -2 net HP change, so both Determination healing and the cloud damage would occur after all others took their actions.

Now that I've said this, I'm starting to think this system is a bit clunky...
>>
>>1088090
What's the verdict on delaying actions as Rize wants to? >>1087900
>>
File: ChiyochanCrying.gif (256 KB, 200x200)
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>>1086989
S-senpai...
>>
>>1088106
Oh my gosh. Senpai literally didn't notice you. That's awful Mimi-chan!
>>
>>1087878
>>1087934
I don't even know how much Ex I have anymore
Thinking about it, it would help if some post linking were involved.. Something for next time I guess.

>UEx: 5
>Move N, 3W
>Spend 3 Ex (I seem to have at least that much from all the KO and cheering)
>Healing Shot at Momo (Red-White) for 4HP


ミミちゃん
Variable Unspendable EX:5
Current EX: ???/5
Power 4 Block 1
Move 4 Evade 1
Actions 2
HP 12

Drive: Friendship - (Have 1 Unspendable EX for every non-KO'd ally within 4 tiles, Gain 2 EX when an ally is KO'd by enemy, Allies can spend an act grant 1 EX by cheering)
Implement: Paper Seals (Medical Items) - (+1 to duration (if>0), +2 to Pwr for persistent effects)

----- Techniques:
• Barrier - (Range3, Pwr*2 HP=(12), Length 3+AoE=(3), Duration (3+1=4) Turns, Characters in zone of effect are bumped in direction of user's choosing, All tiles must be in range)
• Shot - (Range 2-5, 4 Dmg)
• Cloud(EX) - (Range 2, AoE 1, Pwr/2=(3) Dmg, Persists for (3+1=4) Turns, Must have 3EX, Charge)

----- Methods:
• Freezing - (Target can't move for (2+1=3) Turns)
• Pulling - (Pull target 2+Pwr/2=(4) Tiles)
• Cleansing - (No damage from Tech, Reduces ongoing damage by dmg =(4), Stun by dmg/2=(2), Removes effects w/o HP
• Healing(EX) - (No dmg from Tech, Target heals HP=dmg=(4*), Spend 3 EX, Doesn't work on self
>>
>>1086989
I'm cheering for you in my heart-o!
(Drives are a bit hard to keep track of...)
>>
>>1088098
No reason she wouldn't be able to delay her actions.
>>
File: Turn15A.png (3.68 MB, 2160x2160)
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You did it girls! You did it! I always believed in you!
That boss was a bit of extracurricular activity, but you did really well! For beginners, I mean.

Though Jo, you've almost thrown poor Cognita through fire and a freezing cloud.

>Red-white: Momo, 5bHP, 9Ex
>Black-white: Usami, 12HP, 12Ex
>Red: Rize, 8HP, 11Ex
>Gray-light blue: Erika, 5HP, 2Ex
>White with blue: Akira, 12HP, 5Ex
>Green-white: Anne-Marie, 9HP, 0Ex
>Pink: Mimi, 12HP, 12Ex
>Blue-crimson: Nirish, 12HP, 12Ex
>Blue and robotic: Cognita, 0HP, 12Ex
>Purple-red: Jo, 12HP, 1Ex
>Orange: Fumiko, 7HP, 2Ex

Irrecoverable losses: Fuu

Practice class over!
Ice cream earned by instructor: 5
>>
Now I want to hear your feedback!

And I know I said those who were KO'd won't get ice cream, but that was a lie to motivate you. Let's enjoy some ice cream everyone.
>>
>>1088536
Could you some variation in terms of techs, methods.
>>
File: 1459269459651.jpg (2.02 MB, 4016x2298)
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An observers random insights.
Numbered directions/compass on map would be nice.
Some sort of action stack or is that to much work?
Non lethal method that's a buff?
A FIST weapon type would be awesome.
>>
>>1088570
>Numbered directions/compass on map would be nice.
It's literally North, South, West and East. I didn't think a compass would be needed for that.

>Some sort of action stack or is that to much work?
What do you mean by action stack?

>>1088550
Variation?
>>
>>1088606
Yes, more techs and methods, because I think depending on if someone wants close range focus or distance focus, builds are gonna be pretty similar.
>>
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>>1088536
>eating ice cream after one of your classmates literally froze to death
Mistakes were made.

Anyway, it ran alright on the whole, though more clarity in the rules descriptions would have let things go smoother. For instance, how we were all under the impression that a Wand provides +1 to AoE if a charge has been used for an attack, as opposed to +1 AoE once for one action spent charging; or how we didn't know what Stun or Bind did until they came up during the fight, though the terms appeared but went unexplained in the OP image.

I imagine there might be some interactions you haven't fully considered either (what area does a Giant Reaching Strike threaten?).

You should probably also have a properly-defined format for how overwatch and other off-turn triggers work, to prevent confusion like Turn 13 happening. I'm still not sure what order everything triggered in.

More variety in techniques and methods would give us more variety among the characters, as would some rebalancing between the options themselves. Note how everyone used more or less the same attacks all the time (most often Volcanic Strike/Shot/Beam with Giant or Reaching as needed) with admittedly a few exceptions. A number of the Methods are highly situational (for instance Lightning and Longshot), which means they'll seldom be picked over more generalist Methods (Volcanic, Giant, Reaching) given the limitation of 4.

Beam is probably too strong in comparison to Crash. However, AoEs become prohibitively awkward to use with higher numbers of players (perhaps you could have a Method for this?).

I'd like to see more Methods that interact with Barriers. They're potentially pretty potent, but the fact that the one thing they do isn't damage means that they won't see too much use. Similar problem with Throws.

Mega and Giga are almost useless, unless you've got an obscene overabundance of Ex. In terms of damage yield, Mega is on par with Volcanic. Meanwhile, Giga requires you to sacrifice your second method, making it only useful at the end of a fight. However, given how opaque enemy boss hitpoints are, you'll hardly ever use it for fear that the battle will still continue after.
>>
>>1088672
Is she suffering from brain freeze in that pic?
>>
>>1088106

But you're my sempai!
>>
>>1088672
>one of your classmates literally froze to death
It was a practice, a practice! With stuffed animal puppets! No one had frozen to death! Oh man I didn't think my class would give people real PTSD.

>I'd like to see more Methods that interact with Barriers. They're potentially pretty potent, but the fact that the one thing they do isn't damage means that they won't see too much use
I'd say they've seen plenty of use though.

>more clarity
>properly-defined format
>interactions you haven't fully considered
All true :(
>>
>>1088536

Having all the methods and techniques interact with each other in a viable way would be nice, as >>1088672 stated.

Instead of doing things like Pwr*1.5, maybe you should just increase Pwr by a set number, since the translation of Pwr to damage or whatever doesn't always mean decent boosts to techniques (or in the reverse, crazy boosts like whoever hit the cat for 18).

Lastly, since this is your first skirmish (I think), DON'T smart process. Smart processing has this tendency to fuck up often. And on that note, do make your limit clear on what is and is not permissible for actions. Conditional actions (like move after person X does Y) also have this fun tendency to be misinterpreted, or result in misprocessing.

Oh, and be as specific as you can with your rules syntax. That helps prevent things like when I tried to knock that teddy bear in a direction I technically couldn't.

Also, I want to throw people over stuff.

All in all, fun game. Needs more work, but you're off to a good start.
>>
>>1088688
Mimichan is, like, 7 years old..
>>
>>1088536
>Eat delicious ice cream.
>Too fast
>-Brain freeze

>Suggestion/Question box
Mobility options. That is, mechanics for getting places faster, over or through obstacles, and dodge-utility.
Ex-generation options. Perhaps the inclusion of something like Charge, to provide Ex after a 2-action focus?
More gear!
Character progression options. How will leveling work?

I'm sure there're other things I can't think of right now.
Thanks for running, this was fun.
>>
>>1088770

But you joined before I did, making you my senpai!
>>
Aside from rules tweaks, if you have time, it would be neat to have an Ex option that allowed characters to combine abilities somehow as some kind of rainbows and unicorn faeries finishing (hopefully) attack.
>>
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>>1088774
>>
>>1088701
>I'd say they've seen plenty of use though.
Perhaps it's just personal bias, but I feel like a fair portion of it was by me, especially towards the end.

From the beginning, my intended strategy was: Freeze enemies in Volcanic zones and let them burn to death behind Barriers. Didn't really work out so well.

This is just the opinion I've formed from what I've experienced, but due to the time frame of play-by-post games, players generally find dealing damage more preferable to preventing damage, since it makes things go faster and lets you move onto the next event sooner (and also big damage numbers let you feel more like you're doing something useful) - note how the Dodge and Block actions were barely touched over the entire game. Because of this, crowd control and defense options generally have to be a little more potent than the damage options they're given alongside for players to consider them.

Pre-nerf Barriers were great (if somewhat overpowered) because they let you potentially double-dip hard control and soft control. Even so, I don't feel like many of the characters got much good use out of their Barriers. Reducing the movement potential was understandably, though you'll probably have to alter exactly how they work a little further before you hit a good balance.

>>1088786
I think [Giga] was intended to be the flashy finisher that's sort of like that. But the Ex cost, and the fact that Ex checks happen after expenditure, mean that it's horribly inefficient to use.

Though, now that I think about it, a Method that allows you to pay HP for damage instead of Ex would be potentially hilarious.
>>
>>1088525
"It's okay. My body can always be reassembled... unlike your weak flesh."

>>1088536
Cognita makes a sad noise after shoving ice cream into her face only to have it ooze out of her faux "mouth"

My Thoughts:
Methods that multiply power don't seem that great since all fractions are rounded down.

Given that this game can become a giant clusterfuck the homing method seems very useful but I don't feel it is so useful as to justify spending 3 Ex on it.

To make a homing attack you are already using up a precious method slot, and you're forgoing applying another method to it unless you have Ex to spend. I feel that these opportunity costs balance out the utility of the method, whereas making it cost 3 Ex makes the opportunity cost of using it instead of other Ex methods such as mega or healing, too great.

Longshot seems a bit unnecessary if this map is representative of the kind of sight-lines we'll be getting. As it stands very long range combat seems rare and it seems like a waste of Ex to attack from extreme range when you could move a bit closer and attack with a reaching shot instead.

There needs to be a better way to identify things on the map. While the current ID method for players is functional it still takes some doing to figure out who's who unless they have a unique accessory like a hat... or are a robot.

Numbering player tokens seems like an obvious solution but DESU I think it might make the battlefield look too busy. I'd suggest making a more varied set of cosmetic options but that's a lot of work and doesn't really solve the problem if only a handful become popular.

And all this is before adding IDs for enemies into the mix. DESU I can't really think of an elegant solution off the top of my head.

I love the Drive and Exceed system. They're what really makes this skirmish stand out and give it a unique dynamic.

Elan: A straight forward drive for girls who want to dish it and take it.

Determination: A good drive for tanks and frontliners as well as n00bs. When in doubt: take this drive. At least you don't have to worry about getting KOed as much.

Friendship: Tricky to use but has the potential to be really powerful with proper team play.

Love: Uh... it's kinda like a more risky version of friendship. Given the current "lethality" of the game I'm not sure the love drive is an optimal choice compared to other drives. You might wanna rework it completely since right now it's quite underwhelming with all the restrictions on it (max 3 per turn, lose everything if someone dies) but without restrictions it could become ridiculously OP. Again no real fix I can think of right off the top of my head.
>>
Increase the number of methods (tough!) or add advanced levels to each method and reduce the number that mahou can take to increase variety! The options need to be balanced, of course...

for instance, maybe:
[Reaching]: TECHRange +2; charge or spend 3EX, TECHRange +2.
combining [Reaching] and [Longshot]!
I would like to see Ex being used to avoid having to charge, than to gate power ups directly but that'd be super tough to do!

Multipliers and dividers make even numbered stats super important! +1 Mov for instance, isn't very useful when Strike rounds that bonus off altogether, and a mahou needs to get to 4Pwr at least, preferably 5 to get 6 at 3Ex.
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>>1088536
I am afraid I will not be able to provide any input due to my unfortunate late arrival.

"(Ack, I can't believe I was tardy! Shishou will have me doing practice swings till my arms fall off!)"

Looks like a cool system though. I like how techs can be freely assembled.
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>>1088815
I'm pretty sure but I'm talking about a team play oriented variant.
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>>1089046
I like this, a fun method to spread friendship and Justice!
>Combo Method Suggestions
[Stylish] Requires x girls with the [Elan] Drive. Multiplies the total Power of techniques used by y. Spend z Ex. (x=4? y=2.5? z=6?)
[Resilient] Requires x girls with [Determination]. Grants 1/2 Power to Block for all allies within y. Have z Ex (and maybe gives a free Block to the girls using it?)
[Cheerful] Requires x girls with [Friendship]. Restore health=1.5 Power, KO'd targets restore more? Spend y Ex
[Lovely] requires x girls with [Love]. I got nothing but the name.

And finally, the combo for all four drives: combine all methods used by 4 girls (each with a different drive) into a single attack.
>these probably need tweaking to function mechanically properly, but I think you get the idea?
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Sweet, I'm looking forwards to join at the actual launch of the game
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If you look forward to playing again, please watch for announcements at https://twitter.com/skirmammoth

Though first I have to rebalance the mechanics.

And rewrite the rules.

And draw more cute outfits.




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