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Move ideas for a text based turn based game


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Alright so basically I wanna make a turn based combat game involving omorashi to potentially play in the roleplay realm or in an interactive story. This topic is so that you all can help me create various moves for the game. Ill try to quickly explain the game system and give some examples.

(Note: I know this may seems discouragingly complicated but please don't let that stop you. I really appreciate any ideas you contribute. Thanks 🙂 )

Each player has the following main stats:

Health - Duh
Mana - Energy needed to perform magic moves. If you make a move, you can indicate how much mana it will cost if you want
Fatigue - How tired you are. The higher it is, the LESS tired you are. Fatigue increases by 10 each turn. If fatigue is below 100, your damage boost and damage resistance stats are lowered by that percent. (If you have +10% damage boost to all attacks and your fatigue is 50, your damage boost is lowered to +10% * 0.5 = +5%)
Bladder Capacity - Starts at 0 and increases by 5 each turn. Once at 100, you wet yourself and become Embarrassed which will be explained below.

Each player also has the following side stats:

Resistance- The percent of incoming damage that you resist (100 damage attack only deals 70 damage to you if you have 30% resist)
Boost- Same as resistance except towards your attacks on your opponent (100 damage attack deals 130 damage to your target opponent with 30% boost)
Critical- The % chance to double the damage of your attack
Pierce- The percent of your opponent's resistance that gets removed when you attack (If you opponent has 20% resist and you have 5% pierce, your opponent will only resist 15% of your attack)

Embarrassment- A very fatal effect that lasts for 10 turns. During these 10 turns, all your resistance is removes (-100%) and you also cannot perform any attacks on your opponent (any move that deals damage). 

Elements (As of now there are 4 elements into which moves can fall into. Certain moves may not fall into any category, but some will):

Poison- Usually involves moves that deal damage over time that involve poisoning (duh)
Fire- Also can involve damage over time from burning attacks, but any moves that relate to heat or flames falls into this category
Frost- Any moves that are associated with cold should fall into this category
Electric- Moves that relate to something electrical. Electrical attacks are usually associated with stunning the opponent, but not necessarily

(Note: All the side stats (resistance, boost, critical, and pierce) are divided into individual elements. Someone may have 30% boost towards poison attacks but only 10% boost towards fire, etc.)

Gear / Equipment:

The last thing in this game is gear:

Helmet- Hats or helmets that go on your head
Torso- Shirts, chest plates, tunics, etc. Anything that goes on the torso
Pants- Pants.... anything that goes on your legs
Boots- Shoes, boots, grieves, anything that covers feet
Primary Hand- Something that you would hold with your primary hand. Usually a weapon
Secondary Hand- Something you would hold in your other hand. Could be another weapon or a shield or some other item perhaps.
Neck- Amulets, necklaces
Back- Capes, cloaks, wings, quiver, etc
Finger- Rings

======================================================================================================

Okay. Now that all the information is out the way, you can go ahead and post any ideas you have. It could be an attack move, a defensive move, a piece of gear, a change to game mechanics, an addition to game mechanics, etc. Any ideas are welcome, though gear and moves are going to be needed in large quantities if this game is to have a vast choice of moves and strategy. Keep in mind this is all text based. No graphics needed. Thanks again 😄. Hope you decide to pitch an idea. Otherwise, have a great day

(Im going to reply below with a couple of ideas for gear and move just so you can get the idea of how to reply)

 

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Pants:
==========

Name: Nappy

Stats: 

- +150 Health

- 5% chance every turn for bladder capacity not to increase

- During embarrassment, your boost and resistance stats are 30% less dulled down.

- 10% chance to wet without embarrassment

- +5% Electrical boost

- +10% critical (Note: If an element is not specified, the stat is increased for all elements)

- +2% resistance

Move:
==========

Name: Shot of Water

Element: None

Fatigue Cost: 8 (By how much your fatigue decreases after this move)

Mana Cost: 0

Move Description: Causes your target opponent's bladder capacity to increase by 5

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Basic info

Name: Keya.

Age: 22.

Race: Elf.

Gender: Female.

Class: Archer.

==============================================================================================================================================

Basic stats

Hp: 120

Mana; 100

Defence: 100

Fatigue: 500

Bladder fullness: 0

==============================================================================================================================================

Gear

Head: None.

Upper body: A light blue tucked in shirt with a light leather chest plate.

Lower body: A pair of tight fitting brown pants.

Feet: Brown boots that tuck into the pants.

Primary weapon: Keya's Elven bow.

Secondary weapon: A concealed Dagger.

Neck: Keya's mum's amulet, it is in the shape of a silver rose and is said to give courage whenever the user wears it.

Back: Leather quiver for her arrows.

==============================================================================================================================================

Move set

Shoot arrow:

Keya will loose her arrow at her target.

from the same level as target will take 70 Damage.

from elevated position will take 90 Damage.

Pin down:

Keya will keep her targets hugging their cover using overwhelming speed.

Cost 5 Mana.

Drawback: Will increase bladder fullness by 15%.

Cooldown 3 turns

Back stab:

While in close range and behind a target, Keya will attack the target using her dagger.

If target is out of combat, target will be killed

if target is in combat, target will take 50 damage

Defend Self:

While in close range, Keya will use her Dagger to defend herself.

Target will take 40 Damage.

Teleport:

Using the power of the Elven gods, Keya will teleport to an elevated position or safety whichever is the priority.

Cost 10 Mana.

Cooldown 5 turns

Heal:

Keya's connection to the forest allows her to heal herself or her allies.

Cost 10 Mana.

Drawback

When healing there's a 40% chance that Keya will take 20% of the person's bladder fullness and vise versa.

Fire Arrows:

Requirement

Must have Fire nearby to use.

Will add an additional 40 Damage when using Shoot Arrow.

Rain:

Using the power of the Elven gods, Keya can make the surrounding area pour down with rain, blinding their enemies by 50% and gives a chance for herself and her allies to secretly relieve themselves if they so wish.

Cost 30 Mana.

Can only be done once a day.

==============================================================================================================================================

Bio

Keya was born in the Elven town of Willowstine, Her parents were members of the Elvan's ranger unit hence why she's trained to use a bow and arrow, she was also taught how to defend herself in CQC situations and how to help those in need using the power of the forest.

She has long flowing black hair and crystal blue eyes with a slender figure and pale skin tones.

She's a bit pee shy and so won't tell anyone about her need even if she's desperate.

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Thanks for the contribution @Red Simpson. Although it isn't exactly what I was looking for, I actually got some ideas from it. Just to clarify, this game doesn't have characters with abilities, but rather each individual player starts out fresh and can choose their path by getting new pieces of gear and learning new moves. In other words, we aren't making character profiles but game items such as gear and moves. 

The idea of characters with certain traits is most definitely interesting though and would be perfect for creating "npc" opponents. 

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Alright so Im just gonna rewrite some of the item ideas you made @Red Simpson. Lemme know if you are happy with it

NEW GAME CONCEPTS INTRODUCED:

- First to clarify, moves are sort of "Cards". Think magic the gathering. Each turn you use a card. Once its used (in this game) its gone for the rest of the game and you draw new moves every turn to fill your hand to a certain amount of cards (lets say 8 max cards per hand).

- Cooldown - (Concept by Red Simpson) If a move has a cooldown and you use it, it means that any other cards of that move that you have in your hand cannot be used until cooldown is over

- Traits - Upon character creation (Not now, this thread is for developing the game) once this game is going to be run in an RP or interactive, you will have a choice to choose 1 trait that your character has. Pieces of gear could also be made to grant some unique traits/perks, such as the Elven Bow (lowers fatigue cost of ranged attacks). If you feel like you have an idea for a perk, reply with it.

- Just another game detail: In combat if your bladder capacity is above 70%, your opponent is made aware of that (Because they can see you are "desperate")

- Enchantment moves - Enchantment moves are move cards which can be applied to another move to improve it or change it in some way. Enchantments can be applied without spending a turn, meaning you can enchant a card in your hand by combining the enchantment with the selected card and then just leave it in your hand. You can use the enchanted card the same turn you enchanted it or you can leave it for later and perform another move.

- A clarification about mana and other main stats. The amount of mana your character has, just like all your other main stats and side stats, are determined by both by someone's level and equipment. The amount of mana you have going into a battle starts out maxed out but it doesn't regenerate with the exception of special moves that could grant you some. This means that a player only has a limited amount of magic moves available to them each battle. 

- Another clarification about base stats. A brand new character in this game would have the following base stats:
Health: 100 
Mana: 10
Fatigue: 200
Bladder Capacity: 0-100 (Your bladder capacity starts at 0, and fills up throughout combat)

 

Primary Hand:
==========

Item Name: Keya's Elven bow

Item Stats: 

- +7% damage boost to ranged attacks

- +5% pierce to ranged attacks

- +10% critical chance to ranged attacks

- All ranged attacks cost half their normal fatigue cost

- Gives the wearer the following moves:

          >  Quantity granted: 3

          >  Move:
              ==========

              Name: Shoot Arrow 

              Element: None

              Attack Type: Ranged

              Fatigue Cost: 25 

              Mana Cost: 0

              Move Description: Deals 90 damage to target opponent if on elevated position. Otherwise 70 damage

 

          >  Quantity granted: 1

          >  Move:
              ==========

              Name: Enflame arrow

              Element: Fire

              Fatigue Cost: N/A

              Mana Cost: N/A

              Move Description: This move is an enchantment onto the "Shoot Arrow" move. If "Shoot Arrow" is enchanted with this enchantment, the "Shoot Arrow" move deals                An additional 40 damage over 2 turns (For example, if the shoot arrow card was supposed to do 70 damage, the opponent would take that 70 damage but he would                also take 20 damage twice for the following 2 turns). 

 

          >  Quantity granted: 1

          >  Move:
              ==========

              Name: Elevate

              Element: None

              Fatigue Cost: 50

              Mana Cost: 10

              Move Description: Moves you to an elevated position for 10 turns. An elevated position increases your resistance to Ranged and Magic attacks by 25%. Your                              resistance to Melee attacks is increased by 50%

==========================
==========================
 

Secondary Hand Item:
===========

Item Name: Concealed dagger

Item Stats:

- +7% dmg Boost to Melee attacks

- +3% Critical to Melee attacks

- +2 Fatigue regeneration per turn

- Gives the wearer the following moves:

          >  Quantity granted: 5

          >  Move:
              ==========

              Name: Back Stab

              Element: None

              Attack Type: Melee

              Fatigue Cost: 20

              Mana Cost: 0

              Move Description: You stab your target opponent dealing 50 damage

              Cooldown: 1 turn

   

             

          >  Quantity granted: 5

          >  Move:
              ==========

              Name: Defensive stance

              Element: None

              Fatigue Cost: 0

              Mana Cost: 0

              Move Description: For 1 turn, you gain the following buffs:
                                                  - +30% Resistance to Melee attacks
                                                  - +10% Resistance to Ranged attacks
                                                  - You are immune to your opponent's Melee Pierce (When you opponent attacks, any Melee pierce he has doesn't work)

Cooldown: 1 turns

=================================
=================================

Move:
==========

Name: Pin down

Element: None

Fatigue Cost: 40

Mana Cost: 3

Move Description: All opponents will not be able to make any moves that apply to you in any way (attacks, debuffs) for the next 3 turns. This move causes your                        bladder capacity to increase by 15%

Cooldown: 5 turns

 

Move:
==========

Name: Forest Breeze

Element: None

Fatigue Cost: 15

Mana Cost: 3

Move Description: Heals you and all your teammates for 30 Health. There is a 40% chance per teammate to lower their bladder capacity by 20%.

 

Move:
==========

Name: Rain

Element: Frost

Fatigue Cost: 35

Mana Cost: 5

Move Description: Makes the surrounding area pour down with rain, making it difficult for your opponents to see. For the next 5 turns, there is a +50% chance for you and all your teammates to wet themselves without embarrassment 

Cooldown: 7 turns

 

Trait:
==========

Trait Name: Pee Shy

Trait Description: Your opponent cannot see whether you are desperate or not (above 70% bladder capacity)

@Red Simpson So above I essentially took what you posted and converted it into 2 pieces of gear, and various moves you developed and gave them some of my own stats since you had them missing in some areas. Thanks for the ideas by the way 🙂 

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@Red Simpson Glad you like it. I assume you kind of got the idea of this thread. Just like magic the gathering, you need to have a vast library of cards that players will then be able to collect and make a deck so they could play, so before I start a thread where this game could actually be played, there needs to be a solid combat system as well as many different cards, and it the case of this game, pieces of gear and traits.

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More ideas:

 

Pants:
==========

Item Name: Goodnite Diaper

Stats: 

- Can wet 2 times without embarrassment

 

Helmet:
==========

Item Name: Bolt Infused Leather Cap

Stats:

- +30 Health

- +3% Electrical Dmg Boost

- +4% Electrical Resistance

 

Torso:
==========

Item Name: Bolt Infused Leather Tunic

Stats:

- +50 Health

- +5% Electrical Dmg Boost

- +5% Electrical Resistance

 

Pants:

==========

Item Name: Bolt Infused Leather Pants

Stats:

- +25 Health

- +2% Electrical Dmg Boost

- +3% Electrical Resistance

 

Boots:
==========

Item Name: Bolt Infused Leather Boots

Stats:

- +15 Health

- +2% Electrical Dmg Boost

- +2% Electrical Resistance

 

 

Primary and Secondary Hand (This is a 2 handed item):
==========

Item Name: Zeus' Staff 

Stats:

- +35 Mana

- Electrical Magic attacks cost 0 Fatigue

- Electrical Magic attacks don't have cooldown

- +5 Fatigue Increase per turn

- +25% Electrical Dmg Boost

- +30% Electrical Resistance

- +25% Electrical Critical Chance

- +15% Electrical Pierce

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17 hours ago, ShadowPhantom said:

@Red Simpson Oh no thats fine. Im not obsessed with diapers either, but its a powerful piece of gear since in a "match" of this game, wetting yourself applies a massive debuff. Point being, there is no intention to specifically focus on diapers. 

Unfortunately I’m not creative enough to throw out ideas. However, to me anyway, would you want to make the goodnite diaper more realistic?

because you couldn’t wet a real one twice without it leaking and you being embarrassed

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