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Hi. Making a SITFO modeled after an archetypal man in black, and a tad bit of badass ex CIA agent. Think Agent 47 if he was a CIA agent
 
Dragonruby Dragonruby I give you the power to make changes to the stats of weapons and spells of everyone to make things more balanced.

Note animegirl20 animegirl20 choose "Threads Of Fate" so she has crazy powerful magic crap going on. In theory more Heart means more damage from spells. More Mind means less cost for spells. Didn't get to add those features in solidly like I wanted to and I'm still making more characters and story stuff right now. So Dragonruby Dragonruby if you want to do the game balancing and math thang. Go ahead.
 
Oh, nevermind then. I figured he wanted to make the Useless Lesbian moniker more fitting
 
CatJones CatJones Reduce cost to shoot to -4 Mana/+2 Corruption, Heavy Frame now has 4 Upgrade Slots

Gundam Watcher 27 Gundam Watcher 27 Increase Light Frame Health to 40

animegirl20 animegirl20 Increase damage of ROSEBOW to 4

.chxrryette. .chxrryette. Decrease cost to summon to -2 Mana/+1 Corruption and cost to shoot your weapon to -1 Mana/+1 Corruption

I'll list out my reasoning for these changes below, so if you don't care, feel free to ignore the rest of this text block.

For the MADO Frames, both the Heavy and Light Frames seemed like they needed a bit of extra tuning compared to the Medium Frame. For the Light Frame, the primary advantage it receives, aside from speed, is its increased Upgrade Slots, in return for really low health. Thing is the increased Upgrade Slots really only pan out late in the game. As an example, let's say (for simplicity's sake) all Upgrades cost 5 FA, and I assume everyone will be receiving FA at the same rate. If everyone is given 10 FA, everyone can buy two Upgrades. The Light Frame's advantage doesn't matter as everyone is essentially spending the same amount of FA up until the limit. It's only once a Medium Frame hits 4 Upgrades that a Light Frame having more Upgrade Slots is really that important. Meanwhile, the Heavy Frame suffers from having too few Upgrade Slots. Essentially, the Heavy Frame, past the two Upgrades they can get, will just sit around and pile up FA, cause they have no other use for it. While it could probably be given to other players, that's not really all that fun for the pilot of the Heavy Frame while everyone else is kitting themselves out with fancier upgrades.

Simply comparing the numbers straight, both Heavy Frame and Light Frame lose out a bit too. The two primary measurable stats are Health and Speed, and although max speed isn't as important as things like reflexes and quickness to react, it's really the only number I have to use, so it's suitable as a rough replacement, and really all of this is just rough comparisons just to be clear. It's hard to get a proper measure of what a point of health and a point of speed are worth, but anyways... A Light Frame with a Health of 30 and a Max Speed of 145 compared to a Medium Frame with a Health of 75 and a Max Speed of 95 trades less than 2x of the Medium Frame's speed for under half of the Medium Frame's health. As a ratio, this doesn't pan out very well for the Light Frame. Similarly, the Heavy Frame gets under double of the Medium Frame's health for under half of the Medium Frame's speed, and with even less Upgrade Slots to boot. Again, this is simply comparing it as a ratio since I don't have much else to compare it to, ideally I'd be able to figure out exactly how much a point of health is worth vs speed vs upgrades, but that requires a lot of back end knowledge such as how enemies will be statted out, and how these numbers will interact, etc. But, at least on a surface level glance, both the Light and Heavy Frame need a slight buff. I didn't want to increase the Heavy Frame's health anymore though, as 120 is already a lot, and it's probably better to buff it in other ways.

In terms of weapons, I kept changes primarily to the ranged weapons for several reasons. In regards to balance, most systems have a trade off for the range provided by ranged weapons, usually through lower damage and limited ammo. That's mostly kept around, as damage for ranged weapons are lower than melee weapons (except for my shield), and ammo is done through mana cost. However, the inclusion of Corruption does add a bit of an extra variable. Corruption is a fairly dangerous stat, and gets harder to remove as you go up in it, and with limited ways to remove it as well, it's something you need to pay close attention to. With Corruption costs for firing a weapon, ranged attackers will generate Corruption exponentially faster than a melee fighter, gaining one or several points for every time they just attack, vs a melee fighter who just summons a big stick and hits someone with it over and over. I'm honestly, in general, against having corruption gains for attacking or even for using magic, but in the interest of not redesigning the whole system, am just gonna cut corruption costs across the board for ranged weapons where possible, or buff them if not available.

For .chxrryette. .chxrryette. 's weapon, it's in a bit of a strange spot, being used for both melee and ranged. You can only summon two at a time without paying extra (I assume the cost listed is the cost for each additional sword as being able to summon "Any Additional Number at the Same Time of Existence as the First Two" seems a bit busted). As they're already being taxed for needing to summon new swords each time, the cost for firing should really be reduced as well. Also... If their weapon doesn't affect physical objects... What happens if you miss? Does it just keep flying forever? What happens if you just shoot a pair into the ground? Where do they go? Do they eventually disappear? Questions up on questions...
 
I am good with all these changes. To further balance things in terms of combat in the story the melee units will be in much greater danger than the ranged ones. Hopefully that will offset the cost of firing a weapon.

.chxrryette. .chxrryette. get ride of the cost for shooting the swords. You are controlling them telekinetically anyway.
 
Dragonruby Dragonruby MocaPoka MocaPoka

I went to go edit my CS to fix the HP when I saw the "Magical Girl Prodigy" Asset and remembered that I needed to ask this.

Does this give my character an extra spell? Also, is it possible to gain a special ability if you get certain Assets/Drawbacks together? I realized that if I have Impetuous and Thrill Seeker, I think my character would have a faster reaction time towards an incoming attack, or even be able to pull off some feint attacks.

If the Magic thing isn't too specific as to what it can do, can I by chance use it to make the Scythe be able to have a second blade grow on the mirror opposite of it? Just thinking about the instances of where this could be useful.

Also another question, Are MADO simulations a thing in the RP, like how the EVA had them in the first movie? It would be a good excuse for me to make data on EXCALIBUR if only for the Simulation only.
 
Fixed it. It was a carry over from the original version of this RP that Midoria and I overlooked
 
Fixed Catherine's character sheet. Removed the cost for shooting swords as requested by MocaPoka MocaPoka . As for my swords ( Dragonruby Dragonruby ), I'm thinking they will eventually disappear. If Rin shoots the ground (for some reason or another), then they will remain for a few seconds until disappearing. This goes for targeting magical beings or even missing her target entirely (the blade(s) will continue to fly until their imminent disappearance).
 
I'm the only person at my job (Corona Virus scared the rest away) so I've been sitting and watching YouTube all day. No one's stealing my radioactive sources while I'm sitting here at my desk, no sirreebob
 

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