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Battle Mechanics
#1
- Communal HP; you screw up, both of you die
- Separate grids for top/bottom screen
- A few retries after KO before erasure
- 1 round = 12 seconds / 5 turns = 1 minute
#2
Scanning for Noise:

Between battles, a player may choose to scan. NPC thoughts are available to inspect, NPCs are available to imprint, and the types and amount of Noise sigils in the area are listed.

Taboo Noise, if we use them, will immediately engage the player that chose to scan. Spectral Noise are not listed in the first scan of an area. Players may choose which sigils to engage otherwise, up to four at a time.
#3
Possible way to handle battles:

Battles use a standard 9x9 grid. The edges of buildings will usually be present, hence the need for so much space despite there only being one player on each grid. There will be two grids, one for each partner, which are of the same area at a different angle. For example, if a building is in the top left of one grid, it may move to the middle bottom of the other.

Partners use a communal HP bar consisting of their average HP multiplied by 1.5. If one partner is KO'd, the other is as well. No other stats are shared. One character may target the other with a skill or item should they be in range if their grids were to overlap. Targetting in this manner is unaffected by obstacles. Otherwise, turns progress as normal.

Each Noise sigil contains one to three enemies of a tier determined by the sigil itself. Players may select up to four sigils at once while scanning, increasing the amount of enemies accordingly. Unlike in TWEWY, these enemies are individually weaker than usual, but combined can pose quite the challenge.

Different sets of partners do not usually team up except in selected days or specific battles. Teaming up, however, results in the standard, two-grid battle as normal with characters in their proper grids. Otherwise, battles that various sets of partners engage in are handled individually.
#4
All of that seems fine~

Question about different sets of partners in one battle, though-- does every single Player have their own separate grid, or are there 2(+) Players on one grid?
#5
There are only two grids. Players are on their proper grid.
#6
Leveling up works the same way as in normal statplaying. Pins gain a certain amount of Exp per enemy, or through possible other means, in which case the type of Exp received affects the evolution ONLY of pins with branched evolutions.
#7
Trends use the game's brands. They are area specific.

Each brand gets one point for every pin or equip that someone battling in the area is using. Points carry on across days.

For example, if someone was wearing two Gatito equips, one Tigre Punks equip, a Gatito pin, and two Natural Puppy pins:

Gatito - 3 points
Natural Puppy - 2 points
Tigre Punks - 1 point

from that person alone

If there are multiple brands with the lowest amount of points, the brand at the bottom of the chart is RNG'd and carries over. Trend boosts are as follows:

Top - 130% damage output for that brand
2nd - 120% damage output for that brand
3rd - 110% damage output for that brand
Last - 50% damage output for that brand

Such steep lowering because of how many brands there are and how easy it is to bump brands up

Focusing on one brand should not be easy, however

Ranking may decay if nobody is in the area for an amount of time- maybe two points a day? Default trends are RNG'd.
#8
When used by Reapers, Noise pins may be used both normally and to summon the corresponding Noise once.

Following this, only players and Cantus Reapers hold Canor/Cantus pins.
#9
Example Style using Kaden, also looking for GM approval on it.

Style: <Neorhythm Chain>

"I fight by breaking the flow-- altering the rhythm."

[Trait] Reversal: When the User successfully Evades, they move one cell diagonally, which is controlled by declaring which direction the User is 'leading'.

[Trait] Syncopation: When the User successfully lands a Critical hit, the involved pin(s) gain a stack of Sync, which reduces their next Reboot by 10% per stack (Maximum: 5 Stacks).

[Trait] Chain: The User chains together two skills, allowing for the use of two Act Commands in the space of a single Act Command. Both skills involved have partially reduced efficacy which varies from skill to skill. Using a Chain requires use of a Link, which are gained by the User and his Partner attacking the same enemy within the same Turn.

[Passive] Scaling Reverb: Upon activating Reversal or Syncopation, the User's Reaction or Luck is raised by 6%, respectively. This stacks a maximum of 3 times each, and decays by half if a Trait is not activated every turn.

[Passive] Glare of the Light: While in possession of the Light Puck, the accuracy of all incoming attacks is reduced by 10%.

[System] Neorhythm: Activating a Trait of Neorhythm Chain supplies 1/20 Neorhythm (NR), which is used towards special abilities between Pins, which are called Chimes (a special of a singular Pin), Chords (a special between two Pins), and Crescendos (a special among three Pins). Chimes cost 4 NR; Chords cost 8 NR; and Crescendos cost 16 NR. These values are lowered by 1 NR when an involved Pin evolves (Cannot be lowered past half the original cost).

[System] Faith in the Discotheque: Establishes the Partnership's accrual of Faith. When the User gains any amount of NR, his Partner gains access to Neorhythm Chain's Traits until the end of the next Ally Phase (the Partner requires 2 Links to execute a Chain, but suffers no reduced efficacy of their skills). When either the User or his Partner activates a Trait in this span of time, one unit of Faith is gained.
#10
Hey, can we get a player or two to be guinea pigs in a test battle? Just to see how the system works in practice.


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