Gameplay
Gameplay is undertaken on a battlegrid centered over the desired stage. Players move and strike freely on the grid. Some grids are open area, while others could have stage hazards outside or inside their bounds that could prove to be the deciders between victory and defeat.
Battles are undertaken in teams of varying sizes on different gamemodes (make one up before playing) on any stages. In certain games “drones” otherwise known as the AI player can be used for single team survival games. The AI is worked largely via random.org, or by a player who elects to control the “AI” because they have nothing to do. AI usually consists of multiple weaker “standard enemies” or a boss character who isn’t a character made specifically for player use.
When it’s your “Phase”, players take turns in executing their plans using the various commands as listed below.
[Move]: Moves the player 1 square in any of the 4 directions. This can be improved on by movement speed buffs. Afterwards a standard attack or special can be undertaken. Keep in mind that Allies can move past each other, but enemies cannot and so must be moved around if you wish to get to a location and are being blocked. There is a limit to 2 allied characters on a square at any given time.
[Sprint]: Doubles the players movement distance and then allows them to move by that much. (by standard this is 2, but a movement speed +1 buff would allow 4 movement on sprint cause it’s doubled). However no other commands can be issued afterwards. Same square occupation rules as the move command apply.
[Replenish]: Cannot be used with the move command, but on use, restores 10 TP to the character and uses their turn. Using this will impact the quantum gauge by 1 and negate any possible gains for the turn.
[Reload]: Can be used with the move command. On use it reloads the ammo to 1 of the character’s “reloadable specials” so that they can be used again, or just so ammo can be kept up. Using this twice in a row will cause a 1 quantum gauge reduction similar to replenish (bar the gain negation).
[Attack]: Character uses an attack directed at an enemy. The standard hit miss chances apply unless buffs or debuffs are in play in which case edit the “hit” or “miss” numbers accordingly. The Critical hit ratio of standard attacks is 30% and if an attack goes critical it deals triple damage and may have special effects or different "animations".
[Special]: Uses a special from the character directed at a target. Same hit miss occurs although the critical ratio of a special is only 10%.
[Item]: Uses one of your equipped items purchased using your battlefunds or found on a stage that can provided items.
[Flight]: This command is only available to characters with the known ability of flight. When a character is flying the character gains +1 movement and evasion and is immune to melee attacks and furthermore avoids groundbased stage traps (other than blatantly exiting the stage bounds). However if the character is hit by range they take an extra +1 damage. If the attack goes critical they are knocked clean out of the air and take 3 extra damage for plummeting (doesn’t include the +1 damage by standard) which reverts them to land based again. Every turn spent in flight uses 3 TP.
Stance change: Along with the commands a character at the start of a turn can take on various “stances” to aid themselves or others in combat. However most stances have a cost or withdrawal over the normal stance. Equipping a stance lasts until it is changed to another or is fizzled out by something occuring.
Normal: Returns to normal stance, no buffs, effects or debuffs are applied.
Defensive Stance: Reduces incoming damage by half and improves armor by 1, but reduces evasion by 1. Quantum gauge also suffers a 1 penalty per turn regardless of occurrences.
Offensive Stance: Increases damage by 1 and all criticals by 10%. However you will receive +1 damage from all attacks and TP costs will increase by 1 on offensive specials and even normal attacks. If no TP, reverts to normal stance.
Evasive Stance: Increases evasion and movement by 1, but reduces damage dealt by 1 and every attack avoided completely will cause a 1 quantum penalty.
Calculating Stance: Increases accuracy by 1 and gives a 50% chance to ignore armor bonuses on armored foes, however critical chances are reduced by half and TP costs of specials will rise by 1.
Concentration stance: Increases both accuracy and evasion by 1. But all attacks on the character will also deal equivalent damage to TP on hit and if TP is reduced completely the stance reverts to normal stance.
Focus Stance: Reduces TP cost by 1 and can improve the effects of support abilities (abilities which aren't fully offensive but can give buffs or health) but character is unable to use move or sprint and damage received is increased by 1.
Restoration Stance: The character focuses energy which regens life and TP by 2 per turn but cannot attack or use offensive specials. Also, if the character is attacked the Restoration stance will revert to normal immediately with a 1 quantum penalty.
(don't keep it on longer than 3 turns otherwise the inactivity penalty will occur though. :P)
Support Stance: The character supports allies in his current or adjacent squares. This causes the character to "cover" adjacent allies from attacks or specials by automatically moving to and guarding the attack with similar buffs to defensive stance
(does not cover self. use defensive stance to block for yourself). The support will also cause adjacent allies attack power to rise by 1
(does not stack from multiple support stances in the same location). While enabled Quantum gain is halved and rounded up.
(could be used to cover an ally using restoration stance)
Critical Stance: A stance used when getting close to becoming desynchronized. Improves movement, damage, armor, accuracy and evasion all by 1 but drains 3 TP a turn until out at which time the stance reverts to normal. Furthermore it can only be activated when below 25% HP.
The Quantum Gauge: The quantum Gauge is a 40 bar energy gauge that is filled over time and based on situation and is the basis for using the different super special phases.
[|||||||||||||||||||||||||||||||||||||||| ] <- (can be created like this and put into your characters status bar while ingame).
Filling the gauge: The Quantum gauge fills over time and based on what is happening in the battle.
When an enemy is within the 3x3 area around your character the gauge will fill by 1 per turn they stay there.
By taking damage the gauge will fill by the amount of damage you had taken. If you deal damage it fills by half the damage you dealt rounded up.
However if you don’t attack or use an offensive special for more than 3 turns
(inclusive, so it occurs on the 4th if nothing is done about it) the gauge will decrease by 2 as a “no action” penalty, and for the turn after that, 4, until it bottoms out if you don’t get a gain of more than 3 next turn to cancel out the 2 you just lost for inactivity. So keeping on the offensive or finding a balance when a support character is required.
Using a defensive ability such as healing an ally fills the gauge by 2 on both characters (target and user), Using buffs fills by 1 on all allies effected, while being affected by a debuff fills 2 to the character receiving the buff (and 1 for the user). Also being under the effects of debuffs causes the gauge to fill by 1 a turn while affected (does stack with multiple debuffs) because the character is more in danger. While being under the effect of too many Good buffs
(2 or more, 1 is fine, does not include ones that a character naturally has) reduces the quantum gain by 1 because the character is too well protected.
After the 3rd turn without offensive action the minor increments of defensive moves (buffing or healing) will not be counted and instead you will be reduced by the standard “no action penalty”.
(so you can’t infinitely sit back and buff/debuff/heal, you gotta get in the fight occasionally, or provide ranged support or something). Also as mentioned with the replenish or reload command, the gauge is also decreased via using replenish or reload too often or through the effects of certain stances.
Being on health lower than 50% will increase it by 1 a turn, and below 25% will cause it to go 2 a turn. Although being below 25% TP causes a degeneration of 1 per turn because of the character’s “lack of focus”.
Getting knocked down provides 4 Quantum on top of the damage you got dealt, while being the one to do the knocking down provides an extra 2 quantum on top of the gain for the attacker.
Finally witnessing an ally within a 5x5 area around you be Desynchronized causes the gauge to rise by a massive 5. While being the one to desynchronize a player or non-drone AI is worth 3. Defeating weak drone units is only worth 1.
So finding a balance between offense and defense is paramount to gaining enough quantum gauge in a game to unleash it’s effects.
At quantum gauge level 10 the first phase special can be used. At level 20 the second phase, and finally at level 40 the final phase special can be executed. Whenever a quantum special is used the gauge is reduced by the required bars and it has to be refilled again.
Using Random.org for hit chances and critical (and other) percentages:
When a character attacks their “hit miss” chances are calculated using random.org. Using
http://www.random.org/lists/ Depending on the “accuracy” level of the character vs the “evasion” of the target you add the word “hit” or “miss” to the list once. So if the character has +1 accuracy it will be:
Hit
Hit
Miss
But if the other person had +1 evasion and the attacker had normal accuracy it would get to:
Hit
Miss
Miss
Example for +1 accuracy to standard evasion:
There were 3 items in your list. Here they are in random order:
1. hit
2. hit
3. miss
Timestamp: 2012-09-27 04:58:07 UTC
So it seems the character hit completely. If you hit you should do a critical chance if the attack can go critical (which it usually can unless it’s a buff or support ability). For this you use the random integer randomizer here:
http://www.random.org/integers/
To use this simply randomize a 1-100 integer for 1 number keeping in mind the percentage you need. If the number you need or less comes up it’s a critical. For example if the critical hit ratio was 40% I need to get 40 or lower on the integer randomizer to acquire a critical, anything above doesn’t happen.
Example for standard attack critical chance:
Here are your random numbers:
97
Timestamp: 2012-09-27 05:00:46 UTC
In this case, no critical, not even close. This is the same way you will do other percentage chances. Such as a 25% chance to set an target on fire with an incendiary attack, if 25 or less rolled up, the character would get set on fire. If you’d like to use dice or even playing cards for certain abilities random.org also has the ability to randomize out from those also.
For all of these you’d usually want to keep them inside a spoiler tag or button click dropdown box so to save space if theres going to be a lot of these calculations.
Gridlocking, terrain tactics and directional attacks, oh my!: The act of gridlocking is removing the escape options from an enemy target in order to deal more damage or make use of directional effects (back-attacks, surrounding to hamper evasion). Certain buffs can be applied to moves which could allow movement of an enemy player via throws or knockback to place an enemy in an unfavorable position, or moving your characters to "surround" an enemy.
An enemy who has 2 or less "open" squares to move to without being blocked by an enemy suffer a 1 evasion debuff. Open squares are either terrain which is passable and doesn't hinder the player (swaps/traps/negative buff offering terrains or other players on spots around you are hinderances and count as obstructions in this). Characters can create specials which allow moving past targets, or "switching places" via counter-attacks which negate attacks by chance or by use to escape becoming gridlocked.
(got a character who's an assassin who can disappear and auto-backstab someone? that'll work. it better have a fair cost to use it though. :P) A character who is fully gridlocked and unable to move suffers a terrible -2 evasion, but hell that would work wonders for the quantum gauge if you survive it.
Certain stages should have special buff panels, debuff panels, traps, or some could even have item locations exclusive to the stages, battle turrets or
(if one is game enough to make one, and the others are game enough to play on it) have multiple levels of play
(such as a top, middle and bottom in one stage). Make use of terrain effects to get the drop on enemies, defend yourself, or take home a souvenir if the stage is nice. :P
Also when a character is attacked they are oriented to "face" the target be default. So if someone attacks from the left, their back will be turned to attacks from the right and will be side on from the top or bottom
(similar to final fantasy tactics now that I think about it). Attacks executed from the side have a 5% critical bonus and a 25% chance to ignore armor
(non-stacking), while attacks directed at the back have a +1 hit chance, +10% critical chance and 50% chance to ignore armor
(non-stacking).
It's fair to say that a character will only be distracted if they're attacked by something first and turned around. when it's just 1 on 1, the characters will always be aware of one another unless a special
(distraction special? cloaking? illusion dupe? be creative but not overpowered
) turns them around or causes the effects to work.
Repulsion Wave: The repulsion wave is an advanced technique that characters can use to escape from dire situations. They can be used to block and instantly counter enemies for a cost, to give the character so breathing room if becoming gridlocked, or as offensive techniques. The ability differs from character to character
(for example for a big character it might be a ground pound, while for a ninja it might be disappearing in a puff of smoke and leaving behind a dummy object which explodes) but on use it knocks-back all enemy targets 2 spaces in the 3x3 area around the character and deals 3 damage ignoring armor to all of them. Depending on the time used it has different costs.
If used to escape a special/attack you’d rather not take because it will either kill you or it went critical and you don’t want that it can be used to negate the damage dealt and knockback targets dealing the damage at the cost of the damage that would’ve been dealt in TP instead. If there is not enough TP the ability can still be used but all damage not negated into TP is still taken from the characters health
(if the health from not enough TP still kills the player the RW doesn't occur). Using the repulse Wave also removes all buffs good or bad from the character (other than standard passive buffs the player always has and terrain effects) and reduces the quantum gauge by 3,quantum gain from the damage dealt by the wave is also negated.
If used as an offensive technique to give yourself breathing room the cost is 2 TP per enemy character effected by the attack but it also causes 2 self damage (ignoring armor) regardless of targets but you can’t kill yourself with this damage, which also dispels all buffs like a defensive RW. No quantum gain (from the damage dealt or self damage sustained) is acquired from offensive Repulsing.
On use the RW must be recharged for 5 turns in which time it cannot be used at all until finished reloading. Worthy of note is that the repulse wave cannot be used to escape from any of the ultimate ability phases as these override the effects of the Repulse wave.
NEW! Knocking down, "One more!" and All out attacks (straight from Persona, kinda)
Ways to knockdown an enemy:
Critical hit (automatic knockdown)
Weakness/aversion hit (If someone takes extra damage from melee or certain types of magic, that gets them knocked down.)
Knockback (every one square of knockback is 25%, meaning 4 squares of knockback in one go is always knockdown)
Certain Ailments (stuns acts as a knockdown 33% of the time. getting frozen or just anything on the grounds of stun/disable.)
Counter-attacks (Successful counter specials that deal damage are 25% of knockdown.)
Missing with large melee attacks (melee attacks and specials that can deal over 3 damage can cause self knockdown/slip-up if you miss with a 25% chance, this doesn't provide a one more to anyone however, but you can still get AOAed.)
If an enemy is knocked down the enemy receives a full turn stun provided said enemy is not acted upon to unknock them down before their turn is on. On their next turn they will get back up again and be able to resume, but otherwise they're down and unable to move and recieve -2 evasion when down. If they are attacked at all however this will remove the knockdown, buffs that don't deal damage outright can still be used on them without unknocking down however. You also can't chain knockdowns. So once knocked down regardless if the next hit SHOULD'VE knocked them down, it won't, cause you can't knockdown something thats already down. (and so hence they'll just pop up again). It's good to know that repulsion waves are still useable after being knocked down, so use it to get out of tight spots and get back to your feet.
When you knockdown an enemy the executing character gets another free turn. Regardless if there was multiple knockdowns in a single move it still only counts for one extra turn. Hypers can't cause knockdown, but a knockdown can facilitate their safe execution without missing.
When enemies are knocked down an All-out attack can be executed. If there are no "still standing" enemies in a 3x3 area and there are 2 or more allied characters within 3 squares of an enemy/enemies it can be executed. This needs to be "accepted" by all the characters who could do said attack. Using this best normal attack damage the characters each have, adds them together then multiplies that by a random percentage between 100%-300% then splits said damage between all possible targets. All out attacks also cause cartoony beat-up clouds and can apply special effects which are linked to normal attacks along with them. It's also completely unblockable and undodgeable for the receivers.
Achievements: Like in the original SSBGB upon completion of certain mini-objectives within a match an “achievement” bonus may be awarded. Some acheivements are one time while others can be stacked. Achievements can give certain EXP bonuses upon finishing, or bonus battlefunds for later.
EXP: At the end of a match EXP is rewarded to all teams that it's applicable to (in otherwords, not the AI). EXP is equal to the sum of: half damage dealt altogether, the damage the character had taken altogether, 5 times the level of all enemy targets defeated (so defeating a level 2 drone enemy would be worth 10 EXP), total quantum gauge left over at the end of the match plus any achievement EXP bonuses you acquired in the match. This is then finally multiplied by the character's EXP modifier and applied to the character.
A level is worth 50xlevel of character meaning that if a character is level 3, they require 150 EXP for that level to go to the next one. Upon leveling up AP is rewarded based on the level the character reached. So reaching level 4 rewards 4 AP to be spent on various upgrades and so on.
Upgradeables include HP and TP levels, attack, effect or range increases on separate moves
(also including the repulsion blast ability) and Equipment space improvements.
Certain EXP bonuses can be agreed on based on battle types provided they do not completely break the EXP gain system and become overpowered, which can be discussed with the GM and other players.
Battle funds: Battlefunds are also given at the end of a match per character. Battlefunds earned at the end is equal to EXP gained, halved, and then multiplied by 10. meaning a gain of 30 EXP will give 150 battlefunds. Then added on are any achievements that reward in battlefunds after the EXP battlefund base is calculated. Battlefunds will be usable at an "ingame" shop to buy equipment for your characters which will be discussed later on in thread and game creation.
Like with EXP, certain gamemodes which are created can give different battlefund bonuses depending on what their mode requires. (to be created when game is made and updated as game progresses)