- Humans
- Canines
- Dragons
- Unicorns
- Phoenixes
Untold Epics - Planning Stages
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:
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.
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.
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?
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?
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
Good luck
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