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theonlysaneone Wrote:I actually like games with consecutive attacks. It works well in Neoquest II, and it gives more of an incentive to train Speed.
Don't get me started on NQII, Toungue.

There are very few games where Speed works in a Two Player (PvP) environment. It's a fun (and realistic) idea, but creating a proper amount of balance is another thing. Speed training in NQII makes Normal a breeze, and Evil and Insane only balance it out by having your Opponents running much higher health bars (mind you, I only played halfway through Evil, and don't remember much of it). In a PvP environment, there are very few situations where a balance can be made when one Pet is hitting the other even twice as often. Add in the common aspect that a higher-leveled (or higher stat) Pet is probably going to be the one hitting more often, and it further complicates things. While it's not impossible to do, it usually ends up being a design flaw on the part of the creator.
Actually i like the idea of speed. It would make different kinds of pets. WHat i mean is neopets has newbienators, strong pets (all over), defence pets and full offence pets.

Having agility used means that a small pet could hit 10 times before another if he just trains agility. That would make for cool battles. The guy gets a certain number of hits before the other can hit, making agility super important.
Benladesh Wrote:Having agility used means that a small pet could hit 10 times before another if he just trains agility. That would make for cool battles. The guy gets a certain number of hits before the other can hit, making agility super important.

Wow, that's an idea. I wish Neo incorporate that instead of it just a requirement for certain weaponry. Maybe not as frequent as ten hits in a row, but accordingly to the boosts (ie comparative to opponents with lesser, equal or higher boost).
I can just invision a small pet who is really quick and has a small weapon. he hits 5 times in a row for 10 Hp and then the other hits once for 40hp. It would make a super close battle and be fun. The thing is that battles shouldn't be too predictable. What I mean is that if you can just calculate what a person can do before the battle then you will only battle if you have an assured win. So many weapons will be needed. (like neopets)

If you have a freezer. i want to see a counter freeze thing XD
Good Luck with the future of this, what-ever-you-wanna-call-it, I'll be sure to join, sounds like it will be awesome, specially with everyones ideas and help - I had a good suggestion, but now can't remember it, oops.
One thing I don't like about the BD is the fact that 95% of the abilities are useless. So don't make yours like that, k? Toungue
Great ideas guys!!

Right now I'm really stumped on the idea of agility/speed. I think that this is just an equally important stat, don't you think? In karate and martial arts, you'll never die if you opponent can never hit you. My proposal is that having high agility means that your opponent could potentially miss you (an entire shot - all damage it null - you missed). Perhaps your defensive weapons would still work, just your attack weapons miss.

But what happens if you train agility insanely high (like you have a super pet like featheralley)... then all of your opponents attacks miss you? what the heck? unfair.

My question to you guys is how do you think I could bring balance to the agility stat?

* NOTE: Having agility, strength, and defense is important ... each one could have it's own niche per se. For example, there would be "agility pets" (opponent misses a lot, but agility pets don't do a lot of damage and when they get hit, it's a major blow) and "strength pets" (they like to do a lot of damage, period) and "defense pets" (can endure massive attacks).
Well, I'd say that agility should only matter in relation to your opponent's agility. But past that, I really don't know how it should work. Except that I would suggest that there be some chance of only receiving partial damage, rather than an all-or-nothing doging system (because it's possible to be just fast enough to receive only a glancing blow rather than a full-on hit or a total miss).

If you're planning on having any 1-player battling, I'd suggest having at least one opponent's stats be directly related to the stats of the challenging pet. If you could pull it off, you could turn at least some aspect of 1-player battling into entirely a strategy contest, which would be cool to see.
Well, we could always rip off Pokemon's speed idea... Toungue
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