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Post by ®onnie ®ude on Jan 23, 2008 22:13:30 GMT -5
In a previous thread we introduced a new role-playing method for the site. This new idea may have been liked or disliked by a few members and because of that we the admins have been working on a way to satisfy everyone by molding it into something everyone can enjoy. It wasn't easy, but heres what we have so far starting with additions to the Suit Mechanics.You will find that some changes have been made and others have stayed the same. SuitBasic Suit Info- When activated your suit is at 100%.
- At 0% your suit is broken.
- The suit provides no protection against Gantz Katanas, acid, lasers, bites and scratches from animals wearing suits, bites from vampires and instances of alien's weaponry w/ special alloy.
- Jumping and jumping gaps inhumanly possible (depending on your character ) requires boot node use, in which uses 5% of your suit's health. Then the suit automatically cushions your fall whether or not you fall on your face, your ass or your feet. That takes away suit damage that will be determined by the mod depending on how far you fell and etc etc....
Rage Mode- When your character is in an emotional state or has knowledge of the power the suit possess when called upon, they can experience Rage Mode. (bulking up in muscles, which increases speed and strength)
- Your character MUST have a suit in order to do this!
- Rage Mode lasts one turn.
- If Rage Mode is used 5 times in Log or during a mission your suit will break and only can be repaired by gantz upon re-entry into the room.
- Each time Rage Mode is used 20% heatlh will be subtracted from your current suit % the turn after its use.
- If you remain in Rage mode without a successful attack (meaning you missed and hit nothing) or even not moving while it is activated will be referred to as 'Suit Stupidity' and will penalize you of 10% of your suit's health.
- During the turn you use Rage Mode you will be exempt from any physical damage. (Gantz Katanas, acid, lasers, bites and scratches from animals wearing suits, bites from vampires and instances of alien's weaponry w/ special alloy still penetrate the suit immediately.
- If you use the power of the suit whilst in Rage Mode to cushion a fall that would have done WAY more damage, then it gets tricky. Doing this will probably knock off about half of the damage or all depending on what the mod decides to do and how far you dropped.
- Picking up heavy objects and using them requires Rage Mode. These objects are like trees, signs, cars and aliens that are very huge. Don't expect me to have every scenario in my head, but for majority of them this seems to work.
- Punches and kicks don't take away 5% when in rage mode. It's just
20% no matter what attack, jump or heavy object you lift (if possible to lift).
Vampires & AnimalsNot only that, but we are also working on allowing members with 250 posts to role play as an animal and those with 1000 posts to be a vampire. (Yes, a vampire!) Animals and Vampires will open new doors for rping and if you have the post count and rping experience you can be one too! However, in order to first be one, not only will we acknowledge the posts, but we will then be deducting that post count (250 for each animal, 1000 for each vamp) and you can finally enjoy rping as man's best friend or a blood sucker of the night. Keep an eye out, because sooner or later this opportunity will be available to the entire forum. Revamping the Sites RoleplayingDamn...we just don't give up do we? Well compared to the previous idea for an attempt at a new method of roleplaying for the entire site; this one is a whole hell of a lot more simpler and should be fun for us all. KBell and myself have lost a great portion of our lives coming up with 3 main techniques that will be available to members when creating Gantzers. These Techniques are... Melee Weapon Technique Hand To Hand Technique Ranged Weapon Technique These techniques don't say who or what you are in anyway. They aren't your race, they don't say whether or not you can wield a a certain way or anything of that sort. These are bonuses to which ever method your planning on using to attack. Keep in mind that you can only choose one. When this technique is chosen the mod will consider it as a bonus. Thus, taking into consideration that that's your bonus and that when using an attack fitting that technique, you will be given an edge in the outcome. How the mod chooses to consider this edge depends on how much the mod loves his rpers. Consider it a gift and choose wisely so that you can use it to your advantage, because here's where things get interesting. Very, very...interesting. Perks & FlawsPerks and Flaws is the reason why the role-player will be even gaming it up at all. Its all about character development.... Perks and flaws will first be issued out in your template. You can choose 3 perks and one flaw to aid and discourage your character. These will be chosen from a constantly growing list. We will allow you to make new ones and we will approve or reject them like w/ aliens and 100pt weaponry when necessary. Anyways, when your perks (personal strengths that determine your progression) consisting of: swordplay, pistol use, boxing...Just to name a few, are chosen you can then move onto flaws. Flaws will vary from being, you being ugly, to you being a loner or a person with very bad eyesight. These will balance out your character and bring them done when they should be happy. Moving along.... Mod/Roleplayer InvolvementAs you progress in missions and try and learn new things you will be issued new perks and flaws depending on your performance. These can make and break your character. Your character will even have a chance of losing a perk if it isn't well used and not only that, but mods will also hand out your flaws. So you'll have to be careful about what you do and how you do it depending on whether or not its even successful. A good Technique might help with that...HINT HINT~! Now remember, Perks and flaws are skills. That means they don't level up to a certain level. When you learn a skill its yours to have until you accidentally forget it or bump your head and are forced to! Wrong way Prime: I used a gun this mission so I get to use a level 3 boomgun. No...this isn't how it is. If prime gains the perk of using a boomgun, whatever that may be, it really doesn't matter what the fuck level his ass is. People will laugh at you... Right wayThe point is to find a balance of a technique, perks and flaws whilst surviving in Gantz. Then if you master that you might even gain a point or two. Think of it as pokemon, except Ash is on life support, and his pokemon die all the time. So, to sum this overview up. Change is expected and the forum is moving on to compensate for the new day and age. Will you still be role-playing with a shitty ass system? Or...will you upgrade to something so much better? The choice is yours. Oh...yeah and credit to Thels...we really appreciate what you left us....wherever you may be.
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Post by KßзŁŁ on Jan 23, 2008 22:33:15 GMT -5
Yeah guys read up and hit us back; we'd like to move along with the creation of the system so that we can incorporate it as quickly as possible!
WE NEED PERKS AND FLAWS! Come up with whatever Perks and Flaws you can, and remember, you will get to choose 3 perks and 1 flaw for each character at the beginning, but there will be no limit to how many one character can pick up along the way. Also remember that some will be impossible to start with, while others (such as doctor) may prove impossible to get without starting with them. Remember to choose wisely! Here's a list of what we're thinking about so far:
Perks:
*Boxer - Users with this skill understand how to throw punches correctly, and can control the power of their punches. This skill will negate the 5% damage done to your suit from punches by allowing you to throw jabs without utilizing the suit's power as a person untrained in fighting might do on accident. Any punches utilizing the suit's power will still cost 5%, unless rage mode is entered. Then 20% will be consumed, and all crush damage and punch/kick % damage will be negated.
*Kickboxer - Allows you to control the power of your kicks to negate the 5% damage from kicks not utilizing suit power.
*Judo - Or anything similar, really, for knowledgeable of takedowns
*Jujitsu - Or any similar, to make your character knowledgeable of submissions
*In Shape - Allows the character to run around quite a lot without becoming fatigued
*Pistols - Firearms
*Rifles - Firearms
*Climbing
*Swimming
*Sneak -Character is good at sneaking around; good at stealth
*Tumbling - For rolling away from danger, and breaking falls
*Evasion - For avoiding attacks while on their feet)
*Swordplay - good at stabbing and slashing with swords
*Knife Fighter - good at stabbing and slashing with very small blades
*Num-chucker
*Hammer Wielder
*Spear/Staff user
*Attentive - person is more likely to notice things most might not see, like stealth attacks for example, or things going on around them.
*Good Listener - person may hear important things over the rabble; for example, how to use items or information about gantz. This can help the person determine where stealth targets are
*First Responder - has slight knowledge of medical practice; knows how to do tourniquets, give CPR, etc.
*Doctor - REQUIRES FIRST AID RESPONDER can perform surgery if he has his tools
*Likeable - likely to receive help from NPCs
*Gantz Katana - Knows how to use a gantz katana
*X-Gun - Knows how to use an x-gun; includes needing to have seen their lag delayed fire type, successfully hitting many aliens
*X-Rifle - See X-Gun
*Y-Gun - Knows how to use a y-gun; includes needing to know how to send.
*Lock On - Has knowledge of how to lock on with guns
*Controlled Rage- Knows how to control suit rage
*Controller - Knows basic knowledge of how to receive briefings on controller
*Stealth - Has knowledge of how to go into stealth
*Monobike - Has knowledge of how to move monobike (Note: The handle turns as a motorcycle would, manga evidence proves that the pedals are useless)
Flaws:
*Nearsighted - Without glasses or contacts, the subject is visually impaired
*Insane (describe how)
*Unlikeable - VERY unlikely to receive help from NPCs; likely to anger aliens, and even quite possibly npcs
*Claustrophobic - Character will not enter confined spaces unless death is imminent
*Afraid of heights - Character will not go near extreme heights unless death is imminent
*Addict - performance is reduced when not able to partake of their drug of choice. Player may start their LOG phase with a dealer set up, and even an amount of drugs, but the mod can kill the dealer/take the drugs if RPed well enough
*Poor hearing: - Character does not hear all noises, including voices, or does not identify direction completely correctly.
*Heavy feet - your feet tend to make more noise than most people's while walking; sneak chance is decreased
*Dangerous teleport - Gantz has a knack for putting you in a bad spot at the beginning of each mission...
We probably need more flaws at this point; perks are pretty easy for people to come up with as time goes by. We need to work on really challenging people with flaws, I think.
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Post by KßзŁŁ on Jan 23, 2008 23:49:30 GMT -5
Here are some more:
PERKS
Last target - Whenever someone randomly picks a target to harm, you're not the one that get's picked.
Safe teleport - You never arrive in a dangerous situation whenever you get teleported into the mission. In front of a riding truck, on top of a small platform where it's dangerous to fall off, most aliens around you, etc...
Rich - You have ample financial sources. You have no problems getting what you want outside the Gantz mission, save for some exceptions, such as weapons.
Federal ties - You have ties with the police or federal agents. You have friends among them that you could ask for small favors.
Yakuza ties - You have ties with the Yakuza. You have friends among them that you could ask for small favors.
Press ties - You have ties with the news or certain reporters. You have friends among them that you could ask for small favors.
Lethal blow - You know how to deal lethal blows with your fists.
Solid strike - You know how to strike past enemy weapons and claws using melee weapons(specify kind)
Weapon blocker - you are good at defending with weapons(specify kind)
FLAWS
Unlucky - Whenever someone randomly picks a target to harm, you're the one that get's picked.
Wanted - You are either a wanted criminal, or got blacklisted by the Yakuza. Either way, people might recognize you and know of your wanted status.
Pacifist - You are unwilling to fight. You will not harm a creature, unless that creature tries to harm you or anyone else that did not attack it first.
True Pacifist - You will not fight at any cost. You are able to defend yourself, parry attacks and blow up material and items, but will never harm another creature, not even creatures that attack you.
Severe Phobia (describe)
You can specify your own phobia, but it must be effective enough to get authorized. Examples include blood, etc...
Dumb face - You look like a retard. People that don't know you automatically assume that you're completely dumb. People don't take you seriously.
Mean face - You look really untrustworthy. People that don't know you automatically suspect you. People try to stay clear of you.
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gattsu
d3c3n7 g4n7z3r
Has a glitter trail; it's distracting...
Pain tastes like strawberry icecream
Posts: 207
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Post by gattsu on Jan 24, 2008 0:43:22 GMT -5
I don't think Weapon possession should count as a perk.... if anything it seems like a waste of a perk. I would say the majority of weapons you find in Gantz are far superior superior to any weapons you'd bring. If anything its like bringing toys that are fun to play with, but rarely do anything in a Gantz mission.
Unless... Suit case NUKE!!!! Or Uranium shells fit into a sniper weapon, or laser weapons that probably won't be portable for along time, or a portable version of metal storm...
or you could have the XM214 Microgun.
But really the type of weapons you'd need to bring to compete with Gantz weaponry are just insane. Even if you gained such a weapon... what use would it be, when Gantz weaponry is so superior. Even if you gained one in LOG... still.
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Post by Defectron on Jan 24, 2008 0:48:29 GMT -5
Well in future missions for Northern assuming Futaba survives I was thinking that Futaba might bring some sort of concealed bomb to threaten people with as a last resort in case the vampire gantzers or someone else learned of her intentions and tried to move against her while in the room. Of course once everyone teleports out something like that wouldn't be as useful depending on the environment. So I'm not sure how much of a perk that would be.
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Post by KßзŁŁ on Jan 24, 2008 1:00:56 GMT -5
If you start with a weapon, it can give you an edge in your first LOG/before the ball opens. I think it would be a decent perk to start with, but not the best.
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Post by The Merc on Jan 24, 2008 2:18:30 GMT -5
I think I got some suggestions
Perk -
Back Alley Friend - Ties to the Black Market (Can get hard to obtain items) (Can be renamed Underworld Dealer)
And as for Flaws -
No Emotion - Can't relate to people as well, doesn't really understand people
Emotional - In touch with your feelings, you may break down crying at any moment or something else might happen depending on mood
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Tame
w3ll kn0wN g4n7z3r
"No one gets left behind!"
I just had a shoeful o' Bailey's
Posts: 162
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Post by Tame on Jan 24, 2008 5:54:49 GMT -5
Some suggested perks/flaws:
Perks:
*Charm: With either good looks or their manner of speaking, players can more easily convince others to help them. (Bit too much like Likeable maybe.)
*Leadership: Has some kind of charisma that makes it more likely for people to follow him.
*Cool head: Is more likely to keep a cool, rational head, and therefore not screw what they try to do with nerves.
Flaws:
*Youngster: The player is an infant and therefore cannot fight well etc.
*Oldie: The player is old and therefore cannot fight well etc.
*Hot head: Is more likely to screw up what they do because they're in a blind rage.
Now some questions about Perks. Obviously someone first entering Gantz isn't going to have the Gantz katana or X-Gun perks, but might earn them quite quickly. But, what if when this system is apllied, there's a character who's already been in a few missions and learnt along the way how to use these weapons? Would these kinds of perks count towards there three starter perks? Or would they get to have three others, and the mod would grant them such others?
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Post by KßзŁŁ on Jan 24, 2008 11:39:04 GMT -5
Good perks:
Back Alley Friend Leadership Cool head
Good flaws:
Emotional Youngster Oldie Hot Head Shortie - 4 feet tall or smaller Fatty - player is fat enough to be ungainly when moving around
OK guys perks are super easy to come up with I think; keep churning out the flaws if you can, I think we're getting close to having enough to be able to get this stuff started (at least in theory).
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Post by Benry on Jan 24, 2008 11:40:40 GMT -5
Perks: Con Man - You are a con man and have gained experience with playing with people and emotions. You can usually disguise your true self and people will find it very hard to see who you truly are.
Flaws: Stupid - You don't have a common sense and others will view you as strange. When the time is to be carefuul, you will usually rush without thinking of the consequences.
Perverted - You are perverted. You will see the opposite sex (or same one depending on your sexual orientation) with lust and will often try to get in their pants. people will most likely dislike you.
Fat Man - You are fat and thus are slow and not very agile. You will also find trouble at other normal physical activities where others can do just fine.
Thats it for now. More to come
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Post by KßзŁŁ on Jan 24, 2008 11:42:56 GMT -5
good additions buddy, but I beat you to adding the fatties
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Post by Benry on Jan 24, 2008 11:59:00 GMT -5
alright i got two more however i dunno where to put it on flaws or perks but i guess its more on flaws.
Dangerous Individual - More than half of the people in the room (including NPCs) fear you. They will avoid eye contact if possible and never speak to you unless you are the first to speak. even e#when you speak with them, they will be very careful on how they talk so they won't offend you. However when you are in a pinch or when you need help, they will not give it to you, unless they are scared shitless and are afraid you might kill them if they don't help. NOTE* This flaw cannot be chosen as a starter. One must gain it along the missions and only when the mod sees it fit will it be given. remember that most of the members of the room must fear you to gain this.
Dangerous Individual Squad Member (DIT Member) - When three or more dangerous individuals are in the same room, they can decide to ally up and to form a team. Nobody can oppose them alone and many will be too afraid to do so even if they can form a team. Unless there is another team with strong gantzers who are not afraid of them (like kurono's team in the manga) DIT members are the leaders there. Every begginner will learn to fear them. There is no leader of DIT. They are all equal.
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Post by KßзŁŁ on Jan 24, 2008 12:05:24 GMT -5
sounds like these would be traits that would have to be earned over time.. it'd have to be done at the mod's discretion I guess. Dangerous individual couldn't apply early on since no one would know who you are, unless you were maybe wanted and a cop was around.
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Post by Benry on Jan 24, 2008 12:07:50 GMT -5
yeah thats what i was aiming for. It would take a long time for half or more of the people in the room to fear you. Also even if you are a wanted criminal, some people, like veteran gantzers, might not fear you so it will be a hard trait t get.
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Post by KßзŁŁ on Jan 24, 2008 12:13:02 GMT -5
yeah, I think that would probably fall under perks, because it makes things easier on your character.
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Post by ®onnie ®ude on Jan 24, 2008 15:02:42 GMT -5
instead of spamming this thread with perks and flaws I think it would be best if we got to making the board for perks and flaw creation.
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Post by KßзŁŁ on Jan 24, 2008 16:28:49 GMT -5
I think what we need to do right now is have everybody in EASTERN go to OOC and say what you want your tech, 3 perks, flaw to be. Use the ideas we've tossed around to help you come up with ways of expressing who your character is to us by way of individual tech, perk, and flaw combination. If we take this discussion to Eastern OOC, we can address the situation where it needs it, as Eastern is undergoing the first revamp of any.
edit: I really think it's going to be a struggle to find a unique flaw for each person; the traits are looking nice so far from what I've been playing around with in my head though.
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demonicmuse
b47713-w0rN g4n7z3r
The King of Sparta
Posts: 522
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Post by demonicmuse on Jan 25, 2008 4:28:53 GMT -5
the perks that involve knowledge of the gantz stuff don't really work, because it's stuff that people will probably learn anyway. most of it is introduced by a character at the start of each hunt. not knowing how to use something just because you don't have the perk is kind of stupid if someone tells you how to do it. it should be '<insert gantz tech> profficiency' or something instead.
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Post by ®onnie ®ude on Jan 25, 2008 6:57:33 GMT -5
I think what we need to do right now is have everybody in EASTERN go to OOC and say what you want your tech, 3 perks, flaw to be. Use the ideas we've tossed around to help you come up with ways of expressing who your character is to us by way of individual tech, perk, and flaw combination. If we take this discussion to Eastern OOC, we can address the situation where it needs it, as Eastern is undergoing the first revamp of any. edit: I really think it's going to be a struggle to find a unique flaw for each person; the traits are looking nice so far from what I've been playing around with in my head though. Whoa whoa KBell. I was just going to use the new Gantz Mechanics this Mission. Were still working on this idea so chill out lol. Were not doin this shit just this second. Theres no reason to push it all on Eastern, because I have enough to worry about. That's why my first post for this idea was so vague instead of it explaining EVERYTHING like we were doing it now. Its a good idea so lets not rush it too much and ruin it. the perks that involve knowledge of the gantz stuff don't really work, because it's stuff that people will probably learn anyway. most of it is introduced by a character at the start of each hunt. not knowing how to use something just because you don't have the perk is kind of stupid if someone tells you how to do it. it should be '<insert gantz tech> profficiency' or something instead. That makes sense. I gotta agree w/ that.
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Post by The Merc on Jan 25, 2008 7:15:43 GMT -5
I'd actually like to say as future mod of West, that I'm quite against the perks and flaws idea. As with most of the suit stuff. I mean I like the idea for suit rage, but that's about it. I'll be sitting on both AIM and MSN, so Kbell, or Ronnie, contact me on either of those, I'd like to talk about an idea with one of you.
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Post by ®onnie ®ude on Jan 25, 2008 8:39:35 GMT -5
I'd actually like to say as future mod of West, that I'm quite against the perks and flaws idea. As with most of the suit stuff. I mean I like the idea for suit rage, but that's about it. I'll be sitting on both AIM and MSN, so Kbell, or Ronnie, contact me on either of those, I'd like to talk about an idea with one of you. I spoke w/ Balance and we've grown to agree on a few of the mechanics. I'll post them later on today, but as I view the changes mechanics that barely have any flaws I see the "perks & flaws" not as useful as they were before. However, over time maybe we can develop this idea so it'll be a great addition to the roleplaying once animals and Vampires are added in as well. I want the simplest and most entertaining way to roleplay. Whether that means hoping back and forth between ideas to get the one that fits best or sticking to what we got or are better known for.
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Post by KßзŁŁ on Jan 26, 2008 22:22:23 GMT -5
demo I don't think you understand what the perks such as X-Gun or Gantz Katana mean. I'd like to clarify: These are perks that the mod will give the user when they feel they've had sufficient experience with the button control/manipulation of the weapon to really get a feel for it. If a character has this perk, they are very good with that weapon (these skills/perks cannot be started with, only learned)
Here is the way I view the way we RP (including some suggestions for how I think it could be improved): ______________
*Initiation Phase: What the Mod tells you; It's the mod's job to tell you what's going on around you. This should be done by telling you, the RPer, the following things:
-What you see
-What you hear
-What you feel (including taste, scent)
*Reaction Phase: How you react to what the mod reveals to you; This should be done by responding to the Mod of your project with the following things:
-What you are looking at; are you watching anything
-What you are actually paying attention to; are you thinking about something, to whom you are listening to, are you listening for movement behind you, etc.
-What you are doing; examination, movement, talking, etc. ________________
Now, I'd like to post three examples of well done perk/flaw combinations. What makes for good perks/flaws? Things that can affect either the Initiation phase or the Reaction phase.
*Note: There are also social skills, such as "black market connections", or "rich", that would allow you to do things otherwise not possible, such as start your character with a weapon, or pick up supplies in LOG.
You are going to want to pick things that likely will be unable to be picked up at all later; but also, remember that if you have no practical skills, you might be easy pickin's even if you're one crafty mofo. Well, without further ado, here are some examples of what I've been talking about; much thanks to Luke and Tame for helping me out with their characters!
*Name: Luke Lloyd
Perks: Evasion, Swordplay, In Shape
Flaw: Nearsighted (wears glasses) ________________
*Anthony Hastings
3 Perks: Attentive, Good Listener, Sneak
1 Flaw: Claustrophobia [This will affect you when you are in the preparation room; if you do not properly RP your condition, your character may be punished by the mod; it's up to the mod, though.] ________________
*Zerojii Kenpachi
Technique: Melee Weapons
Perks: Evade, Swordplay, Sneak
Flaw: Dangerous Teleport _________________
Alright guys, what do you think?
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Post by The Merc on Jan 26, 2008 23:36:34 GMT -5
You've just repeated exactly what you've been saying for the past few days about perks and flaws. I've yet to change my stance on them one bit.
As for how a mod should update, if we follow your idea, then one of two things will happen:
a) Delays. The mod will be trying to shove in as much detail as they can to satisfy your personal taste for detail that the project will be delayed quite a bit if the mod can't change their style completely.
b) Lack of story. The mod will once again concentrate so much on the now that they will forget about the will be.
So, I say no to trying to standardise mod updates, cause that pretty much also strips away each of their own individualality. And still, I'm against Perks and Flaws. Simply because as they currently stand, it still sits to complex to allow easy access into the system. Break it down, you say you want these to replace Strengths and Weaknesses. That I can agree on with those two things being to weak. However Perks and Flaws are to strong, figure out a system that's between S/W and P/F and then I'll probably be more receptive.
And I've got another point. Not all characters are equal. S/W was brief enough that no matter what was put there, the characters would still ultimately be unequal. P/F however, seem to make characters equal in all regards.
A school student wouldn't be as good as an Assassin.
So why should a system enter that would make the School student roughly on the same level as the assassin?
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Post by KßзŁŁ on Jan 26, 2008 23:39:22 GMT -5
You don't understand; this isn't an ultimatum. The only thing I'm asking is for you to give me what you would want your perks/flaw to be for your character in Eastern, if you have one[/i], which I'm pretty sure you've already done via msn. Nobody's saying you have to mod a certain way or anything. Relax man. I'm just trying to figure a freakin' system out for when I mod a project. Quit breakin' my balls.
edit: let me worry about "updating on time" and "lack of story" when I run my project with perks and flaws and it blows everything we've done up until now out of the water. also, everyone is created equal in the eyes of God, Balance; you'd do well to remember that if you plan on modding fairly. Besides, the perks and flaws just make people have real weaknesses and strengths that they can use to affect/be affect by their environment.
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Post by The Merc on Jan 26, 2008 23:51:49 GMT -5
I'm going to make a final post here for a while, because Kbell, you've been slowly ticking me off for a while now.
First point: Don't bring dieties into this. Especially dieties based in books that contradict themselves greatly, and hold no basing in science.
Second point: No, No one is created equal. A child born into a rich family is different to a child born in a poor family. Both might have the same strength, brains, and what not, but in the end of the day, the child of the rich family is above the child of the poor family. Same goes for my earlier statement. If an Assassin and a School Student entered Gantz for the first time, at the same time. The Assassin would obviously stand the better chance because they would be used to, even train for, getting targets and killing without question using gear specially requested of them. The closest a school student can do is pretend it's a video game, and only to a certain extent. There is, by no means, equality in there.
Third point: You pretty much took the system of what we have now. Result and React, and went off and standardised it. You pretty much stated that you wanted mods to go up to the standard of super fine detail. But if we did that, then, no offense intended Demonic Muse, but then we'd never see an update for West because DM would simply not have the time to update at all. Along with several other people around here, who might replace him or not.
And my fourth and final point: You might go and work out the system in your own project, but so far all we've seen over the past few days is you jacking Ronnies project. Only thing preventing you from bringing this system flat into things is you're not a sole admin. When you do get your own project, it's quite obvious that you're going to push quite bloody hard to bring this system into all projects once you get it to your own liking. You pretty much made a threat in Easterns OOC that you would dispose of me if I did not convert once you liked the system.
Chill on this shit, don't rush it, and actually go back to the drawing board. Go with a proper development cycle and not a friggin prototype approach.
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Post by KßзŁŁ on Jan 26, 2008 23:57:51 GMT -5
dude you're getting way too serious about this. I've talked to Ronnie and I needed to use his OOC to get the word out to people that RP in Eastern needed to PM me. Why don't you just relax and not worry about what I do with my time so much. I've got a perfectly good handle on this, and when I've got it to the point where it can be written down in a conventional way, that will happen. This doesn't affect you in any way, so I don't see why you're freaking out so hard.
I wrote down "How I view the way we RP"; that's all.
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gattsu
d3c3n7 g4n7z3r
Has a glitter trail; it's distracting...
Pain tastes like strawberry icecream
Posts: 207
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Post by gattsu on Jan 27, 2008 4:50:33 GMT -5
*Laughs* Have fun with that, everyone's equal... funny, very funny. I won't even point out the massive flaws in that.
No offense, but on your last posts you seemed somewhat egotistical. I'm sure all the people who mod on this site, could adequately write each update as if it was written to the guidelines of an English textbook entitled "how to write". The problem with describing everything though is.... that pretty soon you have a Classic Russian novel, and while some are good, some are overrated. The bottom line is though that it takes time, sometimes it takes away focus from the story, and sometimes it's just bad.
I do agree with balance though. One of the dynamics of Gantz is that Gantz doesn't pick people of equal ability. Those that have no ability, though if they survive gradually gain it. If Kurono, and Kaze were doing their first mission together no one would say they were equal. At points in the manga though, it's obvious through experience Kurono has far surpassed Kaze in his Gantzing ability.
Maybe if instead of having a group of P/F's in the beginning... you gradually gain them as you RP. This would adhere more to the feel of the Gantz manga. This makes more sense, and goes with one of themes of Gantz. Fairness and Equality have never been themes in Gantz. Gaining ability however has.
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Post by KßзŁŁ on Jan 27, 2008 5:02:53 GMT -5
the idea of perks and flaws is that you use them to define what kind of character you are RPing. As for the way I see how we RP, I'm not saying that each part of that is necessary for every person. I'm just saying that that's as deep as it goes; you might just want to say what your character is doing. That's fine; no one is forcing you to say where he's looking or what he's actually thinking about. The mod, at the same time, might not give you very much to go on; he might not tell you that there's some kind of sound going on around you. Some people would want to know that, though.
The true purpose of perks and flaws is to allow each person to RP and have an experience that is tailor made to their liking. Yes, picking perks and flaws is a little bit of work, but if you don't even give it a chance, you'll never know if you would prefer it or not, and neither will anyone else. Right now, I require the help of the Eastern Project to shape this idea into something concrete. Ronnie has seen fit to ask those users to aid me in this fact, because after talking to me long and hard, he trusts that I know what I'm doing.
I can understand that I seem egotistical at the moment, but the fact of the matter is, I have an idea in my mind that is very difficult to put onto paper, mostly because it's not even well defined in my own mind yet. I have talked to several different people privately for multiple hours about what's going on, and all I need right now is for everybody participating in Eastern to give me the three perks and one flaw that they would have liked their character to have started with if it were possible. Is that really so much to ask?
edit: as for the whole thing about God, that was a joke. I didn't think anyone would take it seriously. Obviously people aren't created equal. The perks and flaws reflect that. What I meant was that mods have to treat people equally, and judge them by how they RP. That's all.
here's an example of how flaws and perks allow for unbalanced characters:
Badass
Technique: Ranged
Perks: Pistol Expertise, Yakuza Ties, Evade
Flaw: Nearsighted
^^ as you can see from the perks and flaw listed above, this guy would be a kick ass dude with some pistols (which he could have since he's a yakuza)... unless he forgets his glasses. If he's smart, though, he'd just go to a mall and buy some sports glasses or something in LOG... but whatever.
Dumbass
Technique: Hand
Perks: Aware, Good Listener, Boxer [reduces 5% suit loss from all but Deathblows (Punches). Deathblows (Punches) can happen without the user meaning to unless the perk Deathblows (Punches) has also been taken.]
Flaw: Fatty
^^ As you can see, while this person may be able to pick up other techniques quickly upon entering the gantz room, and they might also notice danger before it is upon them, there's no way they're going to outrun anything, and it's doubtful that they're going to be able to kill anything on their own. They might be able to throw controlled punches, but that's really all they have going for them. Even swap fatty for another flaw, for example; Dangerous Teleport, and there's no way this guy is surviving; even if he brings a gun, he's not as likely to hit with it as a Ranged tech person would be. Say he fights with his hands; he's only going to be able to throw death blows by freaking out and hitting stuff as hard as he can, which might cause even more collateral damage than intended. Even though he might be built mainly for hand to hand, he's taking flaws that don't help a melee fighter very much, so he's more at risk for death than some others might be. The risk of being a character like this might be great, but if you can manage to pull if off right, you could make a really badass character.
edit: let me further add that I believe the RPers should be the center of attention when it comes to the main projects. By configuring the perks/flaw of NPCs, we can easily make it so that their type of character would be less likely to survive than a well thought out character.
While according to practical skills:
*Badass > Dumbass
It is also possible that according to the potential to learn skills, over time (given survival), the tables can turn:
Dumbass > Badass
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Post by ®onnie ®ude on Jan 30, 2008 19:09:40 GMT -5
Alright Perks & Flaws aside...this thread was merely for introduction into that idea; not the development. If you wish to go further into it make a new thread, because arguing between an admin and a future mod looks really bad regardless of whether or not who's right or wrong.
I'll go put the new suit mechanics in the Mechanics section of the site. Eastern will be the only expected project to use them first. My reasoning for this is because most of the Projects other then Northern are already mid-hunt and can't really switch to this so soon. If your a mod and would like to use these mechanics now its entirely up to you.
However, the next hunt for Southern and Western the mods will need to use these mechanics and as for Northern , it's 3rd Hunt will require usage of these mechanics as well.
If you have any questions about this Mods can ask for assistance in Staff only and non-staff can PM me or ask further questions in the FAQ section of the site.
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Post by GANTZ on Jan 30, 2008 21:18:38 GMT -5
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