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A forum for suggestions on game-mechanics and other things directly related to the functioning of the game.
1321by LunaRedEyesLunaRedEyes
27 Jun 2013 23:49Jump!
A forum for suggestions on the setting and other non-mechanical aspects of Project Ginga Bishounen.
11by LunaRedEyesLunaRedEyes
11 May 2013 16:33Jump!

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High Aggro NPC characters, they will attack on site. Different Rift Beasts may have different Skills depending on the Type of Beast

Rift Beast Types:

Physical types

Ranged types

Magic types

Rift Beast by LunaRedEyesLunaRedEyes, 27 Jun 2013 23:49

Damage: equipment depended
HP: Determined by base HP, Magic Effects, Science Effects
Armor: determined by Equipment, Arms, Magic, and Science Effects
Ammo (Weapons): No cost, must restock at base
Reload: Determines ammo reload speed for weapons
Rift Goo: Magic/Science (After CF) implements
Accuracy: equipment depended
Movement: How far a Unit can move in a turn
Speed: Turn order

Combat Attributes by LunaRedEyesLunaRedEyes, 24 Jun 2013 04:34
Combat
LunaRedEyesLunaRedEyes 24 Jun 2013 04:32
in discussion Suggestions / Mechanics Suggestions » Combat

Tactical hidden grid based combat.

Combat by LunaRedEyesLunaRedEyes, 24 Jun 2013 04:32

Web Shape: Hourglass
Skill Requirements and Level Up: Units must be equip with the Science Implement tagged with the appropriate Skill(s) to use the Perks in that Skill. (Ex. a Unit using a Computer tagged with "Info Security" cannot use "Steroids" Skills because the Implement cannot channel that skill)

Tier 1

  • Info Security
  • Steriods
  • Bombs
  • Potions

Tier 2

  • Cornucopia Fabricating

Tier 3

  • Spy Net - super info gathering
  • Internal Nanoswarm
  • Chemical Warfair - bombs with cc effects
  • Tonics - Rez option in here
Science Web by LunaRedEyesLunaRedEyes, 23 Jun 2013 03:38

Web Shape: Diamond
Skill Requirements and Level Up: Units must be equip with the Magic Implement tagged with the appropriate Skill(s) to use the Perks in that Skill. (Ex. a Unit using a Staff tagged with "Energy" cannot use "Mind" Skills because the Implement cannot channel that skill)

Tier 1

  • Energy: Shift the energy around a target dealing damage
    • Burn Up: Continuously concentrate energy around the target dealing damage over time
    • Chilling: Remove the energy around the target dealing damage and slowing them
    • AoE DoT
    • AoE Slow
  • Mind: Plague the target's mind with oppressive thoughts lowering their Damage for a short while
    • Suggestion: Suggest the target's next action, if it is not followed the Target suffers from a penalty (TBD)
    • Nightmare Visions: The unit begins to see illusions reducing their Accuracy
    • Command: Issue a task to a target, if it is not followed the Target suffers from a penalty (TBD)
  • Force: Create a self barrier that absorbs to # Damage
    • Wall: Create a short wall, absorbs damage equal to Force Rank
    • Aegis: Allies around you gain a barrier equal to half of Force Rank
    • Dome: Create a large area of Force, protecting those inside

Tier 2

  • Beast Calling
  • Weather (Energy+Force)
  • Telekinesis (Mind+Force)
  • Necromancy (Energy+Mind)
  • Disenchant (Energy+Mind+Force)

Tier 3

  • Teleportation
  • Temporal
Magic Web by LunaRedEyesLunaRedEyes, 23 Jun 2013 03:38

Web Shape: Parallel Lines
Skill Requirements and Level Up: HOLD

Tier 1

  • Diplomacy
  • Intimidation
  • Craft Weapon/Implement
  • Craft Armor
  • Scouting

Tier 2

  • Lore
  • Trade
  • Goad
  • Stealth
Cunning Web by LunaRedEyesLunaRedEyes, 23 Jun 2013 03:38

Web Shape: Triangle
Skill Requirements and Level Up: The Arms Web is all about the equipment your units will be donning and using during the course of the game. To use the Perks the Unit must be equip the appropriate gear with the Skill tag on it. (Ex. A Pepperbox will have the "Short Barrel" and "Ranged" Tag, so you cannot use "Melee" tagged Perks).

Tier 1 Skills

Melee

  • Light Weapon
    • Dual Strike: Strike twice in quick succession
    • Weak Point: Deliver an accurate blow at the cost of power
    • Dash: Quickly traverse a short distance dealing damage to those caught in the way
  • Heavy Weapon
    • Knock away: Target takes damage and is pushed away from you
    • Overhand: Deliver a powerful blow to a Target at the cost of accuracy
    • Might Cleave: Deal damage to all adjacent targets dealing decreasing damage as more units are hit
  • Thrown Weapon
    • Ricochet: The weapon will bonuce off of targets dealing decreasing damage
    • Seeking: Ranged attacks will be more likely to hit targets behind cover

Ranged

  • Long Barrel
  • Short Barrel
  • Launchers

Armor

  • Heavy Armor
  • Medium Armor
  • Light Armor

Tier 2 Skills

Styles

  • Fighting Defensively (Melee)
  • Called Shots (Ranged)

Manuevers

  • Hand-to-hand (Melee)
  • Suppression (Ranged)

Tier 3 Skills

  • Frame Control - Prime
Arms Web by LunaRedEyesLunaRedEyes, 23 Jun 2013 03:38
Perks
LunaRedEyesLunaRedEyes 07 Jun 2013 02:39
in discussion Suggestions / Mechanics Suggestions » Skill Web

Overview:

Perks are unlocked as Players Level Up their Skills. These Perks can manifest in a variety of ways depending on the Skill. Units can choose which Perks they would like to utilize depending on their total Skill Level across all Categories. Using these Perk Points the Unit can be built any way the Player desires.

  • Ted Thought: Do we want Faction Access to determine how fast Units can unlock Perks or decrease the Cost of Perks in a Tier? Also Do we want Perks to be freely switchable or set in stone once points are spent?
Perks by LunaRedEyesLunaRedEyes, 07 Jun 2013 02:39

Combat Equipment

  • Guns
    • Long Barrel
    • Short Barrel
    • Launchers
  • Armor
    • Heavy Armor
    • Medium Armor
    • Light Armor
  • Melee
    • Light Weapons
    • Heavy Weapons
    • Thrown Weapons
  • Implements
    • Magic
      • Scepters
      • Orbs
    • Science
      • Mobile Interface (Info. Security Only, Handhelds to BCI)
      • See Consumables for other Science Implements

Consumables

  • Steroids (Science)
  • Bombs (Science)
  • Potions (Science)

Base/Fortifications

  • Spy Cams
  • Non-manned turrets
  • Trenches
  • Traps
  • Energy shields
Equipment by LunaRedEyesLunaRedEyes, 30 May 2013 21:14

There is the world and a rift world. The two are connected by "Rifts" that bring the following benefits: allow the use of Magic, Mutants are born here, and Bountiful Resources. Rifts appear and disappear randomly in areas, because of this it is difficult to maintain solid governments, leading to more Nomadic Factions following these points for survival, riches, or power. However the benefits of the Rifts come at a price. Monsters can appear from these rifts and Humans can contract horrible mutations.

Rift "Goo"

Game Modes:

  • Single Player Story Campaign
  • Single Player Conquest Mode
  • Multi-Player Campaign
  • Be able to turn on and off prior associations (Single Player)
Premise/Setting by LunaRedEyesLunaRedEyes, 23 May 2013 20:44

Survival Resources (Food + Water)

  • Food
  • Water

Crafting Resources (Rift + Local Materials)

  • Magic Gathering
  • Science Gathering
  • Local Gathering
Resources by LunaRedEyesLunaRedEyes, 23 May 2013 20:35
Re: Maps
Ksher(Roger)Ksher(Roger) 17 May 2013 00:14
in discussion Suggestions / Mechanics Suggestions » Maps

Terrain generated randomly as the Player's squads move around the map. General Aesthic, urban and suburban

Re: Maps by Ksher(Roger)Ksher(Roger), 17 May 2013 00:14

Hostile:

  • Monsters
  • nonnegotiable

Non-Hostile:

  • locals
  • trade
  • map information
  • espionage
  • killing them
Neutral Faction by LunaRedEyesLunaRedEyes, 11 May 2013 18:33

What we want our game to be:

Roger: Fallen Enchantress, X-Com: Enemy Unknown, and Civ4
Kellie: Age of Empires, Pharaoh, MERCs
Ted: FF 12, Etrain Odyessy, Starcraft

Game Outline by LunaRedEyesLunaRedEyes, 11 May 2013 16:33

4 areas of skill
the areas of access are the different fields of study. each field has 3 basic levels a skill falls into

combat - the physical skills combat training both dexterity and strength based
finesse/cunning/culture - merchant ability and diplomacy
magic - being able to use magic equipment and eventually cast magic
science - use scientific devices and eventually create own?

magic science are opposed
combat cunning are opposed

3 tiers of an area
while there are dozens of skills that branch off in various ways a skill can always be placed into one of the tier families that have a certain costs to be able to access them.

1 - basic access - basic training and schooling in a field
2 - advanced access - more advance skills that build on other basic trainings or rare abilities
3 - specialty access - skills that take a lot of time and mastery of their area to learn

Guild access
each guild is stated out with 8 points

level 1 of an access costs 1 point
level 2 of an access costs 2 points
level 3 of an access costs 4 points

**possible combinations = 23 possible organizations **
we can either have an organization for all of them or some of them and leave some to be custom. i think it would be cool to have a select number of them be major players in the lore but if you custom stated any number it would come up with a guild statistic.. 23 shouldnt be that hard to come up with.

level 1 in all areas = 1 variant
level 2 in one area level 1 in two neighboring = 4 variants
level 2 in one area 1 in left neighbor and 1 in opposing = 4 variants
level 2 in one area 1 in right neighbor and 1 in opposing = 4 variants
level 2 in two neighboring areas = 4 variants
level 2 in two areas that are opposing = 2 variants
level 3 in one area = 4 variants

concepts detailed by kellehkelleh, 07 May 2013 03:17

examples(numbers are just hypothetical)
tier cost > tier cost with guild access
skill cost >skill cost purchased access

costs to buy things
5: train one person in a skill
3: train one person in a skill with tier unlocked
10: buy a tier
5: buy a tier with access

option one = 50
25: train 5 people in skill A without the tier
25: train 5 people in skill B without the tier

option two = 40
10: buy a tier
15: train 5 people in skill A with the tier
15: train 5 people in skill B with the tier

option three = 35
5: buy a tier that you have access to
15: train 5 people in skill A with the tier
15: train 5 people in skill B with the tier

example by kellehkelleh, 07 May 2013 03:17

Guilds and accesses

the idea is that for the skill web there would be 4 areas of skills. in these 4 areas there would be 3 tiers of advancement for that skill. tiers can be bought to be unlocked and give a cheaper price for all the skills in that tier. the different tiers would have scaling costs to unluck.

Different organization would have different access to those tiers depending on what kind of organization they are. the accesses would reduce costs to unlock those tiers.

vocabulary
area of skill : the 4 different schools of skill
area tiers: the 3 different levels of an area
access: weather the guild your playing is stated out to give reduced price to a tier
organization: the group that you are affiliated with and working for.
unlock a tier: get a reduced cost for all the skills in a tier:

Faction Acesses Idea by kellehkelleh, 07 May 2013 03:16
Events
LunaRedEyesLunaRedEyes 05 May 2013 04:58
in discussion Suggestions / Mechanics Suggestions » Events

Map Events:

  • Map generated Events, includes mob spawns, change in weather effects, and other things.

Faction Events:

  • Objectives that reward players with support from the Faction
  • Faction Specific Events

Special Enemies:

  • "Bosses" or elusive mobs that spawn after so many Rounds

Artifacts:

  • Special Materials that can unlock Mutation Equipment

Objectives:

  • Highly contested resources or holding points that will reward players for successfully defending the position.
Events by LunaRedEyesLunaRedEyes, 05 May 2013 04:58
Maps
LunaRedEyesLunaRedEyes 05 May 2013 04:56
in discussion Suggestions / Mechanics Suggestions » Maps

Types of Maps

Terrain

Weather

Maps by LunaRedEyesLunaRedEyes, 05 May 2013 04:56

Units Types

  • Human - Average stats across the board, they have the aptitude for anything that is thrown their way.
  • Riftborn - natural mutations (Magic) - Humans born nearby a Rift or into a family with Rift in their blood. They excel in certain attributes and lack in another.
  • Mutatants - Units affected by Science mutations, effects vary.

Attributes:

  • Higher Values in attributes will increase the rate of Level Up of specific Webs
  • Power - Arms Web Growth
  • Guile - Cunning Web Growth
  • Resolve - Magic Web Growth
  • Intelligence - Science Web Growth

Magic Mutations:

2 random attributes are better, 1 random attribute is worst.

Science Mutations:

Units with Science Mutations only occur to Units affected by Science Web Skills that grant them. Effects determined by the Skill.

Unit Information by LunaRedEyesLunaRedEyes, 05 May 2013 04:54
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