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Author Topic: [Total Conversion] Under Siege  (Read 46620 times)

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May 18, 2013, 07:30:22 PM
Reply #60

Offline CHAOS_FANTAZY

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #60 on: May 18, 2013, 07:30:22 PM »
Alright, thanks for the information.
So let me try to step up to the plate and see if I have a bloody clue what I'm doing?

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May 18, 2013, 07:44:28 PM
Reply #61

Offline Ceridran

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #61 on: May 18, 2013, 07:44:28 PM »
Quote from: "CHAOS_FANTAZY"
Alright, thanks for the information.
So let me try to step up to the plate and see if I have a bloody clue what I'm doing?

(click to show/hide)

I like his jump skill, emitting a shockwave.

Universal Buster is strange, it's like a revolver with different sorts of bullets fired each time.

Hacking Terminal can take minions and neutral monsters to attack their own team? Is the hypnotization temporary, or permanant?

Virulent Vial's control reverse can be adapted to if you know how to deal with it. Health and Mana drain and sight screw are understandable, and may allow teams to escape. It's the friendly fire that worries me.

May 18, 2013, 07:57:32 PM
Reply #62

Offline xColdxFusionx

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #62 on: May 18, 2013, 07:57:32 PM »
Welp
Smash is flipping out at me for trying to give examples for everything
I highly advise you all look at the "UPDATE" section of the Guidelines tab

...Especially CHAOS_FANTAZY. You look like you're trying to do a bit too much at once with Dr. Coda.
Also stealing control is right out. Genji (Awesomenauts) is broken beyond repair because of it, and I'm not even sure it's physically possible.

May 18, 2013, 08:07:24 PM
Reply #63

Offline CHAOS_FANTAZY

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #63 on: May 18, 2013, 08:07:24 PM »
Quote from: "xColdxFusionx"
I highly advise you all look at the "UPDATE" section of the Guidelines tab...Especially CHAOS_FANTAZY. You look like you're trying to do a bit too much at once with Dr. Coda.
Well, yes; I have been struggling to fill out all the requirements for a character and I probably did fudge a few things...
Quote from: "xColdxFusionx"
Also stealing control is right out.
...Well, there goes that.  Hacking is one of Coda's primary themes as a character and if it can't be represented in his moveset, there's not that much point in including him.

Might be back later with a different character, but for now forget I said anything.

May 18, 2013, 09:10:57 PM
Reply #64

Offline Hallan Parva

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #64 on: May 18, 2013, 09:10:57 PM »
Cold Fusion didn't listen so I'm doing it on my own



Rule of Fours for Dummies: First Edition


What is the Rule of Fours, anyway?
Rule of Fours is an easy-to-use standardization of player classes for Coldy's Mobies (tentative title). Basically, everything relevant to building your character boils down to the number four. You have a total of four weapons and skills. You can buy four types of Player Mods to boost the strength of your weapons and skills. There are four Stat Boosters available per map that increase your character's properties. In essence, Rule of Fours allows you to have flexible options while still keeping a semi-rigid limit, to avoid overcomplicating things.

I'm a little confused. I just wanted to build a player class!
As mentioned earlier, player classes have a total of four weapons and skills. This means your class will either have a single weapon in three slots, each slot containing a vastly different special skill; two unique weapons, with their own unique skills; or three unique weapons, all with a shared skill (which may slightly change based on what weapon you have out, but for the most part it's the same). Player classes also have a Passive Power, which is always on, all the time, forever and ever, no matter what. Passive Powers never really have to be used per se, but they might have a condition which needs to be fulfilled before taking effect. Passive Powers could be unique types of ability stacks, stat bonuses while doing a certain thing, or even modifiers to your normal jump ("jump skills", essentially).

How should I design my Player Mods?
The Rule of Fours actually makes designing Player Mods extremely easy. With the 1/3 model, you could have a mod for each skill, and then the fourth mod for either the default attack or your character's inherent abilities. With the 2/2 model, you could have two generic boosts and one boost for each skill, or two boosts for each skill, or a boost for each weapon plus a boost for each skill. With the 3/1 model, you could have a boost for each weapon plus a boost for the shared skill, or modifiers that adjust the shared skill for each of the three weapons, or even have all of your boosters fuel that one shared skill. It's really up to you how you want to design Player Mods, but keep in mind that you'll have to spend Level Shards to get them. Also note that two of your Player Mods should be stackable; e.g. you can buy them more than once to boost their effects.

Level Shards? What the heck are those?
Level Shards are earned upon levelling up. Instead of a "hard" increase in conditions like attack power or health, you instead earn Level Shards which can be spent on these stat increases... or instead spent on Player Mods to boost your skills. Basically, you get to choose how your class levels up during the game. Do you keep your skills at base level to become a tanky wall of meat? Do you stay glassy to have godly skills early in the game? Do you focus all of your Level Shards in a single area to sharpen advantages or cover weak points? It's really up to you. Keep in mind that Stat Boosters change out based on what map you're playing, so if you want to guarantee that your class always has access to an item that boosts their MP, or the ability to automatically regenerate health, you should set that aside as one of your Player Mods.

Can I see an example? I'd like to go over all of this.
Sure thing! Just open this spoiler down here...

(click to show/hide)
So, what should I get from all this?
Basically, it boils down to Keeping It Simple, Stupid. The idea with the Rule of Fours is to have a character's skills and weapons all be tightly knit with each other, so you don't have this one guy that can "have it all". It also keeps the game very easy to learn and fast to play, while still maintaining a general sense of strategy and counter-play.

May 18, 2013, 09:39:59 PM
Reply #65

Offline Ceridran

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #65 on: May 18, 2013, 09:39:59 PM »
Are you telling me you want this- what is even going on.

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May 18, 2013, 10:19:09 PM
Reply #66

Offline xColdxFusionx

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #66 on: May 18, 2013, 10:19:09 PM »
...Smash, you're just making this more confusing for everyone.

The main thing that I wanted people to get out of that guide is the "Rule of Fours design" that I tried to allude to in the update to my post.
You just tried to completely change the system on everyone.

If we're going to go and throw everyone for a loop, let ME do it.

...Quick time-out while we actually finalize how all of this is going to work, since apparently we're on five different pages over here. :/

May 18, 2013, 11:46:11 PM
Reply #67

Offline Balrog

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #67 on: May 18, 2013, 11:46:11 PM »
And people ask my why I don't have a dev team.

May 18, 2013, 11:58:46 PM
Reply #68

Offline Korby

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #68 on: May 18, 2013, 11:58:46 PM »
this is more cold fusion posting before everything was worked out.

it's an error with the leader, not the team.

May 19, 2013, 12:03:58 AM
Reply #69

Offline tsukiyomaru0

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #69 on: May 19, 2013, 12:03:58 AM »
Quote from: "Balrog"
And people ask my why I don't have a dev team.
you should, makes debugging and balancing much easier.

May 19, 2013, 01:02:01 AM
Reply #70

Offline xColdxFusionx

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #70 on: May 19, 2013, 01:02:01 AM »
Quote from: "Korby"
this is more cold fusion posting before everything was worked out.

it's an error with the leader, not the team.

Y'see
I based this idea on earlier discussions we had
But then ideas were thrown around when I wasn't paying attention
So now we're all over the place and have to reassemble everything

May 19, 2013, 11:23:43 PM
Reply #71

Offline xColdxFusionx

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #71 on: May 19, 2013, 11:23:43 PM »
Disregard what we posted yesterday; we were still in the process of getting our stuff together.
Sorry about the confusion, folks. New stuff going up.

Under Siege Setup
(click to show/hide)

Character Submission Guidelines
1.) You can't submit an author avatar. Those characters have their own mod.
2.) I reserve full rights to accept and deny character submissions. Anyone who's submitted a character to CSCC knows how this works.
3.) If we have too many of a specific type of character, a waitlist will be created. Characters on the waitlist will be accepted as other types of characters are added.
4.) Put some effort into your character! If you make something really lazy and generic, it will be rejected.
5.) Follow the formatting, and make sure you have all the information planned. If you're missing things, don't expect me to help you fill them in nearly as much as I do with CSCC.
6.) The word of the day is "Kiss": Keep It Simple, Stupid! Don't give your character fifty different modes just for the sake of adding more stuff; “less is more,” as the saying goes.
7.) Try to keep in mind a specific playstyle when building your character. If you need an example, Alphonse's entire moveset is based around the concept of trying to hold his target in a specific range while poking them with his revolvers.
8.) Make sure all of your upgrades have something interesting to them that makes people want to upgrade them. While flat values are easy to make, you want to make the player say "hey, I kind of want that."
9.) It has to be your character. Don't submit copyrighted characters. I didn't think I'd actually have to write this down. Thanks, YD. :/

Condition Glossary
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Tag List
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Character Example
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May 20, 2013, 12:06:08 AM
Reply #72

Offline tsukiyomaru0

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #72 on: May 20, 2013, 12:06:08 AM »
K, now I gotta hunt for that post I made with my character suggestion.

May 20, 2013, 01:07:44 AM
Reply #73

Offline Ceridran

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #73 on: May 20, 2013, 01:07:44 AM »
So we don't need those ultimate abilities anymore? I wasn't really a big fan of Lockdown anyway, so I think I like that. Or is there something I don't understand?

May 20, 2013, 01:32:51 AM
Reply #74

Offline Hallan Parva

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #74 on: May 20, 2013, 01:32:51 AM »
Basically, the Ultimate Mod isn't really an "ability" anymore. In Alphonse's example, it unlocks one of his Skills, sure, but for your character it could do something else. Maybe an existing skill completely changes its effect. Maybe all of your weapons have some sort of extra bonus tacked on to them with the Ultimate Mod. Maybe your character just gets a really REALLY good passive ability to make them more badass.

The Ultimate Mod is really supposed to sort of mark the transition into the "big leagues"; it's like, say, if a Medic in TF2 needed to buy the ability to use the Medigun's Ubercharge, or if the Pyro bought their ability that turns reflected projectiles into critical hits. Does it need to be an ability? No, not really. However, your Ultimate Mod can't be bought until Level 6 (when you get the first Gold Level Shard) so it's gotta be something pretty damn impressive.