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Alchaemus

Untold Epics - Planning Stages

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Untold Epics [Version 1.0] .:Planning Stages:. Realm of Untold Epics --------------------------- Untold Epics, a Tactical Role-Playing Game, has approximately 5 species to begin with. They are as followed:
  • Humans
  • Canines
  • Dragons
  • Unicorns
  • Phoenixes
Please Note: All races listed above are in the form of humanoids. Dragons, for instance, will only have two legs, but may have natural scaled skin. The feline race may appear to be a human with a different nose and have striped skin of a noticable difference in color (perhaps violet or blue). Factions of the Player ---------------------------- After picking their race, players begin with 5 units of their own and they are, as a whole, deemed the player's "party" as in most Tactical Role-Playing Games. Soldiers for Hire ----------------------- Design in progress; may not be implimented. What sets Untold Epics aside from many Tactical Role-Playing Games is the fact that the player may not decide the job of a given unit. Or not in the way one would assume. The skills assigned to a character defines that individual. Obviously a unit must be assigned a skill to be worthy in battle. An example of this would be: a player beginning with his or her five units must go through each of them and assign them their first skill. The skill "Combat" would make the unit a "Soldier." And it would continue henceforth thereafter. Talents of the Trade -------------------------- The example above, the use of the skill "Combat," would split off into an entire technique tree of six individual abilities for that player. "First Aid," "Taunt," "Adrenaline Rush" are a few examples of the abilities included under the technique tree "Combat." The possibility of a second skill tree would suppliment the character with a larger variety of choices to go against the opponent. Or the choice to upgrade previous skills is also an option. Global Navigation ----------------------- Like past Role-Playing Games, Untold Epics has a World Map interface where a player has a designated figurine that travels on terrain which matches that of the world. They may travel through the various terrain types and they have the choice whether or not they can enter a given village or town. The Flow of Battle ------------------------ When a given player travels the World Map of Untold Epics, he or she may witness other figures traveling along the terrain. Unlike past Role-Playing Games, Untold Epics will not necessarily have random encountered battle; rather, it is the player's choice whether they wish to engage in a battle with the monsters traveling amongst the grasslands. Once they have chosen to battle an enemy, they are redirected into an interactive map which has terrain matching that which they were previously on or near when traveling the World Map. They have an area to place their units, as does their opponent respectively. After both the player and the enemy have placed their units, the battle commences. But unlike Final Fantasy Tactics, or Vandal Hearts, Untold Epics has a battle system based not on squares, but rather on circles and putting to use radii. Battle is then done in such a way that it mimics most Tactical Role-Playing Games. Questions to be Answered ------------------------------ Should the Hit Points of a unit be set at a designated number from level one and increase at a concrete interval each time of level up? Or should it be determined by the strength attribute of a unit? Or something else entirely...? Would it be more effective if the defense of a given character decreased the amount of damage an opponent dealt to him or her in terms of percentage or should it just be a matter of subtraction in regards to armor and defense values against attack and weapon values? In the section above, Soldiers for Hire, it would be appriciated to have input on the idea as it lies for it may not be, as commented, implimented at all. Input on the entire idea itself would be helpful if, at all, available. Thank very much in advance.

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For the HP thing: You may want to have it like this

Unit X starts at 26 HP. The Max HP any unit can have is 99 HP. They have 10 levels to get there. So, what you decide is what kind of growth they have. Some units may have an accelerated growth (The first couple of levels they get + 7 HP, but as they get closer to the end, it becomes only +2), slow growth (Basically the opposite of the above example), or constant growth.

You may have to coddle units with a slow growth near the beginning, but soon they will catch up with the others. Likewise, the units with accelerated growth will be useful early, but will progressively slow down to the other units HP.

For Defense:
I think defense should be made a percent instead of a set value, just for variety's sake. That makes HP more valuable, and then units won't become too tanky and powerful. For instance:

In a typical RPG, a monster has an attack of 58 lets say. A unit with 100 HP and 8 defense can get hit by the same amount of attacks as a unit with 8 HP and 54 defense. That means that all you need is "Godly Armor", because defense is more oftenly raised through equipment than HP.

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Great suggestions. Without a doubt going to be taken into account.

At this moment in time, I believe my brother and I are centering all statistics on the humans for they will be the "neutral race"; or the race that is most balanced on either end. Our thoughts on the HP of units are a simple +10 each level up, beginning at 120.

Defense, however, is much more complicated where (Weapon Attack + Physical Strength) - (Armor Defense + Physical Defense) = Attack Dealt (that in itself is not complicated, but the equation to find the weapon and armor values relative to the strength and defense is rather confusing - I myself have yet to find how my brother concieved such madness). That is the ultimate equation, and then details are set at Armor and Weapons divided into Light, Medium, Heavy. The mindset we were attempting to build on was that a Level 1 character against another Level 1 character lacking both weapons and armor may kill each other in a matter of 12 hits. And it goes from there.

Ask for further information if it may assist...

Perhaps any other thoughts on the remainder of the concept?

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Just so you know, the circle idea is not unique. Nippon Ichi Software used the circle movement system in Phantom Brave and Makai Kingdom (both on PS2) which are two excellent games. You might want to check them out for a basic framework. While they are great systems, there is a lot of room for improvement.

Good luck

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