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 Bleed Out System.

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King Zelda

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PostSubject: Bleed Out System.   Bleed Out System. I_icon_minitimeSat Mar 15, 2014 9:13 pm

I was thinking about a new system for Injuries . To me this makes sense but i'd like to get a few more people to comment on it.
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Bleed out. A simple yet effective way for players to take Rp battles or events more seriously. Lets roleplay here.
Bob and Jimmy are two saiyans. Bob hates jimmy because jimmy is an elite. and TLDR: Jimmy breaks Bob's body to the point of death without killing him. bob would be in some serious condition. and this is where my idea comes to play. After a knock out of a power exceeding 1000% of you. your insides have a chance to bleed. and a timer would start, typically a few months to maybe a year depending on how out-matched the fighting was when he was knocked out. In this time the player must rply get medical attention or in a few months face a pre-mature death due to his internal organs being to unstable to support life. I think this would add some realism to the Rp.
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Ranko

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PostSubject: Re: Bleed Out System.   Bleed Out System. I_icon_minitimeSun Mar 16, 2014 9:38 am

I personally have debated this idea a few times myself, though im not too sure how to implement it fairly in game, one of my ideas was a forced reduction in power along with a message that the person is mortally injured, though I always wondered how much power loss would be fair. Never discussed it with promo that i can remember because im not too sure of any way to implement it that would be fair. Afterall apperantly techies are "rare" according to the pbase so relying on the healing tank or a race with the heal skill is not likely.
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Hyperlot

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PostSubject: Re: Bleed Out System.   Bleed Out System. I_icon_minitimeThu Sep 04, 2014 8:52 pm

I have always thought Encore needed this, with a few other things along the same lines. Generally I think a good way to work this would be to have a system in place that could give a person an injury of varying severity whenever they received an attack that dealt sufficient enough damage, say a hit that did 25% or more with ki, or like, 40% or more with physical. Just rough, ballpark figures.

Lets say it was a gradient, where you received injures of varying severity based on how much damage was dealt, so...

Physical 15%/Ki 10% - Minor Injury

Physical 20%/Ki 15% - Injury

Physical 25%/Ki 20% - Wounded

Physical 30%/Ki 25% - Seriously Wounded

Physical 40%/Ki 30% - Mortally Wounded

So naturally, with an idea like this, the person can be wounded but still up and walking around. Their movement speed would be cut, and depending on the severity of the injury they would bleed out at a faster rate. Spending a certain amount of time "KO'd" while Injuried, even a minor injury, could result in death. No amount of just medding would be enough to mend something like this either, past like, Injury status. Someone with Heal, or a Healing Tank, would have to be used. Armor could be coded in to lower these ranges to make you harder to injury, and certain races could be naturally harder to injure (Saiyans) or some the injuries could work differently (Androids don't exactly bleed), and some would just be impervious to injuries (Only thinking of rares here though, Bio's and Majins, and maybe like, Bebi'd folk.) Bladed weapons, when equipped, could also raise the chance to inflict injuries as well.

I know initially this sounds harsh, especially because it could just straight up kill people in spars, but lets think about it realistically. It's totally plausible that you could die from a spar in the realm of Dragonball - if some Saiyan with 15k BP got into a spar with a human with 5 BP, I think 1 Solid shot would likely kill that SOB. An idea like this could lend more gravity and seriousness to sparring, discouraging people from doing it day in and day out, and could lend more weight to RPfights, too.

Just a suggestion tho
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King Zelda

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PostSubject: Interesting now.    Bleed Out System. I_icon_minitimeFri Sep 05, 2014 1:35 pm

My whole idea about this when i first posted it was more or less a Icon add which gives the illusion of a bleeding out charcter. for example. Only Serious damage would take place if the player was well over 250%, this would De-Tier Saiyan nubs from trying to meta-game changlings and whatnot. every 50% higher than 250% would have Tiers :
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250% 5% chance per punch to cause bleeding, Would add a blood splatter to Icon's base, overlay. would heal on its own overtime between 1-3 months, no real serious damage.

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300-350% 15% per punch to cause bleeding, But more serious and dramatic bleeding. Causes everything previous, but also a small trail of blood to follow the player around, giving the illusion he is loosing blood slowly. Can also heal on its own, but takes a lot of meditation. However has a 5% chance to kill every passing month. until it auto heals.
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350-450% 50% per punch to cause bleeding, But well more serious bleeding and a chance of death, everything previously posted, however the blood trail is more define, and much darker and messy. Pools of blood will show up under the player if he or she stands still. Requires a Regain tank to fix. if ignored player will die within a year. ( Unless a Saiyan who will heal over 1 year by themselves, however a heal tank is still required. for a few months )25% random chance at dying from internal bleeding per passing month.
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500% Knockout regardless of stats typically this is how it is already, however, they will bleed profusely, will only have 1 month ic to get major healing by the skill, or will die. everything posted above will occur.
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Hyperlot

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PostSubject: Re: Bleed Out System.   Bleed Out System. I_icon_minitimeFri Sep 05, 2014 1:43 pm

I like the icon bit, but Ki should really be able to injure people too, and have a higher chance of doing so. I can think of quite a few epic level injuries as a direct result of some ki shot. And I really do think you should consider bladed weaponry having an effect on the chances of injury. Also... I don't understand your numbers. 250%... Like, damage? In a single hit?
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King Zelda

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PostSubject: Re: Bleed Out System.   Bleed Out System. I_icon_minitimeFri Sep 05, 2014 1:45 pm

I meant if like they hit you and have 250% or over the chances of damage and whatnot,.
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Hyperlot

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PostSubject: Re: Bleed Out System.   Bleed Out System. I_icon_minitimeFri Sep 05, 2014 2:38 pm

Chances of damage? Maybe I don't get it because I haven't seen the code. I really do want to understand tho
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Piconoe

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PostSubject: Re: Bleed Out System.   Bleed Out System. I_icon_minitimeMon Sep 29, 2014 2:15 am

Ranko wrote:
I personally have debated this idea a few times myself, though im not too sure how to implement it fairly in game, one of my ideas was a forced reduction in power along with a message that the person is mortally injured, though I always wondered how much power loss would be fair. Never discussed it with promo that i can remember because im not too sure of any way to implement it that would be fair. Afterall apperantly techies are "rare" according to the pbase so relying on the healing tank or a race with the heal skill is not likely.

This can't really be fair, for both the weaker player and the stronger player. One, if the weaker player barely makes it out alive due to intervention, they'll be put on a clock to get Healed or Tanked, which isn't reliable because you might have an active Healer who can only play during the weekend. Boom, you die before he logs on. It's also not fair for the stronger player because there's quite a few times you want to beat down a weaker person to put them in their place (if evil) or get them to back off (if good/neutral), etc, and that takes that option away. One of the biggest complaints about villains is when they kill too many people, which hurts RP. Now they can't even attack people or it hurts RP because they'll die later even if you intentionally let them go?
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PostSubject: Re: Bleed Out System.   Bleed Out System. I_icon_minitime

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