Maidens of the Kaleidoscope

~Beyond the Border~ => Rumia's Party Games => Topic started by: AMZYoshio on November 11, 2010, 11:08:23 PM

Title: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on November 11, 2010, 11:08:23 PM
I have an amazing idea for a game, and I spent quite a while putting all the mechanics together in writing, even if I did borrow a lot of it.

Short version of the game's mechanics:

The game will play like Fire Emblem, and it will feature numerous Touhou Characters.

To those who haven't played Fire Emblem, the game will be basically played as such: I will post a picture of the current map and everybody's positions, and then the team of players has to decide, based on their characters, classes, items, etc. what to do next. This includes Moving, attacking enemies, healing teammates, trading items, and such. Each map is divided into tiles, and each tile will have a respective attribute to it, e.g. Grass is just normal, mountains act as walls and give defensive bonuses, etc. In essence, it's a strategical RPG.

The first thing that will need to be done to start this game is to choose a party of people, of which I have typed up a good list of candidates. The game can properly begin when there are at least 8 people agreed to be a character, although 10 would be nicer, with a maximum of 12. Those 8-12 people choose a character, but in their choosing they have to be wise - This game is cooperative, and a balanced team must be formed, or else the team will suffer dire consequences in a map if not careful.

The 8-12 people's goal for each respective map varies, but usually is one of the following: Defeat all enemies, Capture a certain point, or Survive a number of turns.

As the characters battle and make use of their skills, they will gain experience, which in turn will level them up. Leveling up to level 20 will grant a character an automatic Class Change, and from there their level is reset to 1, with a maximum of 20 again. There are certain classes that are an exception to this rule, and will be addressed in their description.

If a character dies, they're dead for good. Levels (maps) can be restarted any number of times needed to pass the it, although bonuses are given out if the level is completed on the first try.

I will act as any NPC, and I will calculate battle results based on the character's stats in each battle. I have a full set of DnD dice, including a 100 sided dice, that I will use to calculate chances.



Current Players (Bold+Underline = Confirmed)

Name....................................Character....Class

Hourai...................................Nazrin...........Thief
Pesco....................................Murasa.........Pirate
Herasy...................................Kogasa........Pegasus Knight
Shim......................................Cirno............Axe Trainee
Schezo..................................Byakuren.....Cleric
Lem........................................Reimu..........Lord
Doll.........................................Alice.............Mage
Berzul....................................Meiling........Fighter
Sacchi....................................Youmu........Myrmidon
Gumba...................................Rumia.........Dark Mage
Sophilia.................................Sanae.........Cavalier
PX...........................................Tenshi........Soldier


12 total players, max of 12

All Slots Filled~

Battle Generator (http://www.antimatterzone.com/generatoropen.htm)
Game (http://www.shrinemaiden.org/forum/index.php/topic,7688.0.html)
Game (Thread 2) (http://www.shrinemaiden.org/forum/index.php/topic,8236.0.html)
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Hanged Hourai on November 11, 2010, 11:11:12 PM
This looks very fun and interesting. If you want to do it, you can count me in!
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Pesco on November 11, 2010, 11:13:52 PM
Sounds similar to something we did before. Gimme a slot.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sana on November 11, 2010, 11:16:43 PM
Wait, so it's text-based Fire Emblem? Whaaaaat

Joining for glorious pegasi!
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: theshirn on November 11, 2010, 11:18:24 PM
In, but post your rules and mechanics.  Balance is tricky if you're playing around with this; let's see what you've got, and maybe we can all tweak it together.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 11, 2010, 11:22:48 PM
To those who have played Fire Emblem before, most of this post should be second nature to you. However, there are a few changes that you should pay attention to, mostly having to do with the way things are named.


STATS:

Health: Hit Points. Run out, you die.
Strength: Determines damage when using Melee based weapons
Magic: Determines damage when using Magic based weapons
Defense: Determines damage reduction when hit by Melee based weapons
Resistance: Determines damage reduction when hit by Magic based weapons
Speed: Determines how many hits a unit gets per attack, as well as hinders the chances of getting hit by enemies
Skill: Determines Hit Rate and Critical Hit Rate
Luck: Has an effect on Hit Rate, Evasion rates and Critical Evasion rates

Movement: Determines how far a unit can move.

The different stat names can be abbreviated as such: HP for Health, STR for Strength, MAG or INT for Magic (INT is for Intelligence), DEF for Defense, RES for Resistance, SPD for Speed, SKL for Skill, and LUK for Luck.

For quick reference of overall stats, a HP/STR/MAG/DEF/RES/SPD/SKL/LUK format can be used. The number correspond to the order these stats have been listed in. For example, 20/10/4/11/2/15/30/12 would mean 20 HP, 10 STR, 4 MAG, 11 DEF, 2 RES, 15 SPD, 30 SKL, and 12 LUK.

MOV is the accepted abbreviation for Movement, and Movement is only used to calculate how far somebody can move, and does nothing in a battle. This equates out to the shortest distance in tiles on the map from where the unit is positioned to where the unit wishes to go, taking into account walls and such. If a unit has a MOV of 5, they can move for 5 tiles of distance.



WEAPONS

Melee Weapons
Lances - Overall balanced weapons. Normal RNG: 1
Swords - Weaker than the other melee weapons, but lighter and critical friendly. Normal RNG: 1
Axes - Stronger than the other melee weapons, but heavier and not as critical friendly Normal RNG: 1
Bows - Balanced ranged weapons. Cannot attack if enemy is in front of you, however, it can attack 2 tiles away from your unit. Normal RNG: 2

Magic Weapons
Normal Magic - Overall balanced magic. Normal RNG: 1-2
Light Magic - Weaker than other magics, but quicker and critical friendly. Normal RNG: 1-2
Dark Magic - Stronger than other magics, but slower and not as critical friendly. Normal RNG: 1-2
Staves - Support type magic. Usually used to restore HP, however, a few other uses are available depending on the staff. Normal RNG: 1

Basic Weapon Use
Each weapon has a limited number of uses to it, and thusly attacks must be made wisely, or else the party's money will end up gone quickly. Each weapon class has several sub-classes under it, called ranks, and each individual weapon has several stats attached to it. The ranks of each type of weapon are simply letters, E through A, and then S. E is the worst kind of weapon, S is the greatest. The ranks generally go as follows for Melee weapons:

Melee Weapons: E = Iron, D = Steel, C = Specialty (Usally Killer), B = Specialty (Usually Brave), A = Silver, S = Ultimate

The Magics don't follow as easy of a pattern, but it's simple to memorize with a bit of experience - There are usually never more than 1 or 2 different kinds of weapons belonging to a rank, unless it's a specialty level. Ranks are important, as a unit cannot use a weapon unless their proficiency in that weapon is equal to or above the rank of the weapon they are trying to use.

All weapons also follow the same stat rules, which would be the following:

Might: Weapon's effectiveness, affects potentcy of attacks/effects, works with STR/MAG and the enemy?s DEF/RES
Hit: Weapon's inherent Accuracy, affects hit rate, works with SKL and LUK
Weight: Weapon's Weight, affects amount of hits allowed per attack, works with SPD
Critical: Weapon's critical strike ability, works with LUK and SKL
Range: Weapon's range. Cannot be altered.

The correct abbreviations of these terms are MT for Might, Hit for Hit (come on guys), WT for Weight, CRT or Crit for Critical, and RNG for Range.

Each Weapon's stats may be referred to as a character's stats would be, using a RANK/MT/Hit/WT/CRT/RNG formula. For example, if I said a weapon was C/10/85/2/10/1, then it is a rank C weapon, has a Might of 10, has a Hit Rate of 85%, has a Weight of 2, has a Critical Rate of 10%, and can only attack in front of the user (1 tile away). Another accepted form is to simply drop the rank and RNG from the ends, as the name of the weapon can easily tell such things, leaving the format at MT/Hit/WT/CRT.

The Weapon Triangle
Weapons work on a simple triangle of effectiveness:

Melee: Swords > Axes > Lances > Swords etc...
Magic: Normal > Light > Dark > Normal etc...

This means that Swords have an accuracy and might bonus versus Axes, Axes have the bonuses over Lances, and Lances have the bonuses over Swords. The same goes for the Magic Triangle. The two weapons that don't fit into any type of Triangle are Staves and Bows, and this is because Bows usually have no counterattack aimed at them AND they get a major bonus against flying units, and Staves having their major purpose to support and not attack.



BASIC CLASSES:

The Skills listed in the "Normal Skillset" section of each class will be listed in order of effectiveness. For example, if one class has a high STR/DEF, while another has a high DEF/STR, the first class would have a better STR but worse DEF than the second class, despite both having the two stats as high.

Lords

Lord
Lords are the backbone of the party, and required to be present in any battle. If they die, the battle is automatically lost. They usually have very balanced stats, but that means they are not particularly good at anything, so don't get too cocky with them.

Weapons: Swords
Normal Skillset: Balanced
MOV: 5
Upgrades to: Great Lord

Magic Users

Mages
Mages are a normal magical class. They use things such as Fire and Ice to take care of their enemies. Useful as backup units, as they are frail but powerful. At higher levels, it's possible to be more independent, as their speed and health climbs.

Weapons: Normal Magic
Normal Skillset: Low STR/ DEF/HP, High RES/MAG
MOV: 5
Upgrades to: Sage, Mage Knight

Light Mages
Light Mages are the deafeaters of darkness, the wielders of the holy. That, or they just use flashy things. They're a bit of a gamble when trying to hit consistently, but their criticals can more than make up for it.

Weapons: Light Magic
Normal Skillset: Low STR/DEF/HP, High RES/SKL
MOV: 5
Upgrades to: Light Sage, Paladin

Dark Mages
Dark Mages are the destructors of good and the darkeners of the land. They hit heavily, but are usually slow, and aren't as aided by the chance of a critical than the other basic mage classes. Their slowness may cause unwanted hits, as they can't avoid things as well.

Weapons: Dark Magic
Normal Skillset: Low STR/DEF/HP, High MAG/RES
MOV: 5
Upgrades to: Dark Sage, Dark Knight

Clerics
The game's healers. They are made for support and cannot attack. However, they are invaluable to the team's success, as their healing magic is more powerful than most items, and their supportive magic can be extremely useful.

Weapons: Staves
Normal Skillset: Low STR/DEF/HP, High MAG/SPD
MOV: 5
Upgrades to: Priestess, Light Sage

Lance Users

Soldier
The soldier is a solid ground unit, and is great for holding a line. They aren't as powerful or mobile as some other melee classes, but have above average defense, making the good at blocking critical points.

Weapons: Lances
Normal Skillset: Low MAG/RES/SPD, High DEF/HP
MOV: 4
Upgrades to: General, Knight

Cavalier
A mounted unit good at rushing the enemy. They are more spritely than the soldier, and are able to wield two different kinds of weapons. They also have many choices upon upgrading their class. They are somewhat bad at blocking magical attacks, however.

Weapons: Lances, Swords
Normal Skillset: Low MAG/RES, High SPD/SKL
MOV: 7
Upgrades to: Knight, Paladin, Dark Knight

Pegasus Knight
Pegasus Knights are highly mobile and good against mages. However, they are easily shot down by arrows, and posess subpar defense. They are useful at reaching targets quickly, because they can fly across mountains and rivers and such.

Weapons: Lances
Normal Skillset: Low MAG/DEF/STR, High RES/SPD/SKL
MOV: 7
Upgrades to: Seraph Knight, Dragon Knight

Wyvern Knight
Much like Pegasus Knights in the sense of their mobility and flight, however, they are slower and stronger than Pegasus Knights.

Weapons: Lances
Normal Skillset: Low MAG/SKL/DEF, High SPD/RES/STR
MOV: 7
Upgrades to: Wyvern Master, Dragon Knight

Sword Users

Mercenary
Strong units that are skilled at hitting powerfully with blades. Definitely an attacking class, but prone to magical attacks.

Weapons: Swords
Normal Skillset: Low MAG/RES, High STR/SKL
MOV: 5
Upgrades to: Hero, Ranger

Myrmidon
Skilled sword users that are quick and nimble, and adept at gaining critical hits. They are somewhat fragile and have slightly below average strength compared to a Mercenary, however, so their use is a  gamble.

Weapons: Swords
Normal Skillset: Low MAG/RES/DEF/STR, High LUK/SPD/SKL
MOV: 5
Upgrades to: Swordmaster, Assassin

Thief
Crafty and nimble units who can unlock doors and chests with lockpicks, as well as steal items from enemies. Quick, but fragile. They are more mobile than most level 1 classes.

Weapons: Swords
Normal Skillset: Low MAG/DEF/STR/RES/HP, High SPD/SKL
MOV: 6
Skill: Steal - Take items from enemies (doesn't work with certain items).
Upgrades to: Rogue, Assassin

Axe Users

Fighter
Hearty attackers that are good at smashing the opposition. They are bruisers that rely on their great strength to end battles in one hit - otherwise, poor defense will become an issue.

Weapons: Axes
Normal Skillset: Low MAG/RES/DEF/SPD, High STR/HP
Mov: 5
Upgrades to: Warrior, Hero

Pirate
Slightly more defense-oriented version of the Fighter. They are slightly weaker as well, but posess the special skill of being able to cross water. Their class upgrade of Berserker also makes up for the lack of strength in the end.

Weapons: Axes
Normal Skillset: Low MAG/RES/SPD, High STR/HP/SKL
Mov: 5, tiles left/2 in water (round down)
Upgrades to: Berserker, Warrior

Bow Users

Archer
Ranged class. While they do not posess overwhelming strength or defense, their bows can attack from 2 tiles away, forcing anybody with a normal melee weapon into a hit in which they can't fight back. The downside, however, is that Archers cannot defend themselves from direct attacks.

Weapons: Bows
Normal Skillset: Low MAG/DEF/HP, High SKL/SPD
Mov: 5
Upgrades to: Sniper, Ranger


ADVANCED CLASSES

Lords

Great Lord
Great Lords are essentially the same thing as Lords, but with slightly better overall stats, and better MOV.

Weapons: Swords
Normal Skillset: Balanced (Slightly better than Lord)
MOV: 7

Magic Users

Sage
Sages are the ultimate Normal Magic users. Their magical abilities are supreme, however, they still retain their poor defense. They also have limited staff use.

Weapons: Normal Magic, Staves
Normal Skillset: Same as Mage
MOV: 6

Mage Knight
Mage Knights are more defended than sages, but weaker as far as their magic goes. However, they gain the use of swords, adding to their potential usefulness. Also, they are mounted units, giving them more mobility.

Weapons: Normal Magic, Swords
Normal Skillset: Low HP/DEF (Not as low as Sages), High RES/MAG
MOV: 7

Light Sage
Akin to the Sage, however, they wield Light Magic instead of Normal Magic. Their usefulness from the Light Mage is overall upgraded.

Weapons: Light Magic, Staves
Normal Skillset: Same as Light Mage
MOV: 6

Dark Sage
Akin to the Sage yet again, except this time weilding Dark Magic. Basically upgraded Dark Mages.

Weapons: Dark Magic, Staves
Normal Skillset: Same as Dark Mage
MOV: 6

Dark Knight
Somewhat akin to the Mage Knight, except they possess more Strength than a Mage Knight. They are more suited to use Dark Magic, but do have the option of using Melee weapons. They are useful attackers with decent enough defense and resistance, but suffer from the same fallbacks as Dark Mages and Sages.

Weapons: Dark Magic, Swords/Lances (Depends on Character)
Normal Skillset: Low SPD/SKL, High MAG/STR/RES/DEF
MOV: 7

Priestess
An upgraded version of the Cleric, now with Limited Light Magic use. Their high magic as a base stat helps compensate for their low magic level cap. Also, they gain the Purge

skill.

Weapons: Staves, Light Magic
Normal Skillset: Same as Cleric
MOV: 6
Skill: Purge - Instant attack bonuses toward unholy/undead creatures.

Lance Users

General
These units are the ultimate blockers and defenders in the game. Their defense is unmatched, and they do a superb job of holding lines or choke points. Their versatility in
weaponry, as well as their Shield skill, is also a nice plus. However, their low RES can be a downfall, as well as their sub-par speed.

Weapons: Lances, Swords, Bows
Normal Skillset: Same as Soldier
MOV: 5
Skill: Shield - (level/2, start at 1)% chance of taking zero damage from an attack. Does not work against Magic.

Knight
Mounted units that while offering less defense than a general, offer better attack in comparison. They are also mounted, adding to mobility over the general. They are very well rounded, with their only downfalls being slightly below average SPD and mediocre RES. When promoted from a Cavalier, however, their combat fallbacks are slightly averted, whereas their mobility suffers.

Weapons: Lances, Swords, Axes
Normal Skillset: Low MAG/SPD/RES, High HP/DEF/STR
MOV: 6

Paladin
This class is classified as a Lance Class instead of a Magic class because their stats suit the use of physical attacks more than magical attacks, unlike the Dark Knight. Thes mounted units are great for charging front lines due to their high MOV stat, and have increased RES over Cavaliers as well as use of Light Magic. If upgraded from a Light Mage, they bring increased STR and DEF, as well as Melee weapon choices. Their mobility is among the highest in the game, although they cannot fly.

Weapons: Lances, Swords, Light Magic
Normal Skillset: Low DEF/RES/HP, High SPD/SKL/SKL (Mostly balanced in reality, just a slight lean.)
MOV: 8

Seraph Knight
This, along with the Wyvern Master, is the ultimate mobile class in the game. They are essentially upgraded Pegasus Knights, with the exception of the new ability to use Swords, as well as the Manuever skill.

Weapons: Lances, Swords
Normal Skillset: Same as Pegasus Knight
MOV: 8
Skill: Manuever - (level/2, start at 1)% Chance of dodging incoming attack. Does not work against arrows.

Dragon Knight
A flier, although not as mobile as a Wyvern Master or Seraph Knight, and it gains no special skills. However, these sacrifices come with the reward of higher STR and a more balanced DEF/RES ratio, making for a more stable character, and making attacking less of a gamble.

Weapons: Lances
Normal Skillset: Low MAG/LUK, High SPD/RES/DEF/STR
MOV: 7

Wyvern Master
This, along with the Seraph Knight, is the ultimate mobile class in the game. Essentially an upgraded Wyvern Knight, however, they gain the skill Pierce, as well as the use of Swords.

Weapons: Lances, Swords
Normal Skillset: Same as Wyvern Knight
MOV: 8
Skill: Pierce - (level/2, start at 1)% Chance of ignoring enemy defense.


Sword Users

Hero
The Hero is an amazing sword unit. Heroes get the ability to use Axes as well, which if promoted from a Fighter, would classify them as axe characters. They are versatile nonetheless, with their only fallbacks being slightly below average RES and way below average MAG.

Weapons: Swords, Axes
Normal Skillset: Low MAG/RES, High STR/DEF/HP
MOV: 6

Swordmaster
Swordmasters are masters at getting criticals and dodging attacks. They have impecable speed and skill, as well as the Critical special skill. They suffer from stunted STR and DEF growth, however, meaning they will be less useful against armored units, and when hit, will suffer for it.

Weapons: Swords
Normal Skillset: Low MAG/RES/DEF/STR, High SKL/LUK/SPD
MOV: 6
Skill: Critical - +15% critical chance bonus to every hit

Assassin
Assassins are masters of the killing arts, and are able to use lockpicks like Thieves. They don't get the critical bonus of Swordmasters, however, they do make use of the  Silencer skill, which ensures instant death to an enemy if activated.

Weapons: Swords
Normal Skillset: Low MAG/DEF/RES/STR, High SPD/SKL/LUK
MOV: 6
Skill: Silencer - (level/2, start at 1)% chance of instant death to an enemy.

Rogue
Rogues are essentially upgraded thieves, although they have the new Pick ability, granting them free access to chests and doors without using keys or lockpicks. They are very swift, meaning they get constant double attack bonuses and dodging, but suffer from the same low DEF and RES as thieves.

Weapons: Swords
Normal Skillset: Low MAG/DEF/RES, High SPD/LUK/SKL
MOV: 6
Skills: Pick - Able to open doors and chests without keys or lockpicks; Steal - Take items from enemies (doesn't work with certain items)

Axe Users

Berserker
The Berserker is exactly what it sounds like - A crazy unit with an axe. They are somewhat of a glass cannon, in the sense that their DEF and RES drops in growth compared to Pirates, but they gain a 15% critical bonus to every attack, as well as a nice strength boost. 1 hit kills are what you hope for when using these.

Weapons: Axes
Normal Skillset: Low MAG/RES/DEF, High STR/SKL
MOV: 6
Skill: Critical - +15% critical chance bonus to every hit

Warrior
Warriors are reliable fighters, and can stand up to a number of blows. Their skills with an axe are also highly reliable. They are essentially powerhouses who never stop, although their RES tends to be low, as well as STR and SKL being slightly lower than a Berserker, and they do not get the critical bonus. They gain the ability to use Bows, however, to compensate.

Weapons: Axes, Bows
Normal Skillset: Low MAG/RES, High STR/HP/SKL
MOV: 6

Bow Users

Ranger
Rangers are mounted archers with the ability to use swords. Their mounts give them good mobility, and they also gain some defensive bonuses over archers and snipers. Their SKL and ACC are not as great as a Sniper's, however.

Weapons: Bows, Swords
Normal Skillset: Low MAG/RES/DEF, High SPD/SKLL
MOV: 7

Sniper
The upgraded version of the Archer, the Sniper focuses all its skill into use of the bow, giving it higher efficiency with it over any other class that is able to use Bows. They still suffer from the low defense of Archers, however, they gain the Snipe ability, which has a chance of ensuring a hit, no matter what the enemy's SPD is.

Weapons: Bows
Normal Skillset: Low MAG/DEF/HP, High SKL/SPD/LUK
MOV: 6
Skill: Snipe - (level/2, start at 1)% chance of a guarenteed hit (ignore enemy SPD).

SPECIAL UNITS

Hakutaku
A special class that has one of two states of being - Human and Transformed. While human, they cannot attack and have terrible stats, usually resulting in a death, or at least severe injury. When transformed, however, they become extremely powerful, and tend to end battles quickly. The only stat that is unaffected by the transformation is HP. Transformation takes place when it is the Unit's turn to attack, and then last for the rest of the attack. For example, if the Hakutaku attacked an enemy, it would be Transform > Attack > Get Attacked > Somebody's possible second attack > Transform back > resume game. However, if attacked, it would be Get attacked WHILE HUMAN > Transform >Attack, etc. This transformational procedure is essential to plan for when using a Hakutaku, for they are extremely fragile while humans. Also, the weapons they use are expensive and rare, but the attacks of the Hakutaku are worth it. Also, their attack is a neutral, non melee nor magic attack that is calculated by averaging their STR and MAG, and defended by calculating the average of DEF and RES. While the Hakutaku does not have a class that it is upgradable to, its level cap is 40 instead of 20, and gains exp at a rate halfway inbetween a normal and a upgraded class.

Weapons: Moonstones
Normal Skillset while Human: Low EVERYTHING
Normal Skillset while Transformed: Low(barely) LUK, High STR/MAG/DEF/RES/SKL
MOV: 6
Skill: Transform - Used in battles. Has to be activated by a Moonstone.

Convoy
A class that is useless on the battlefield as far as attacking goes. However, this unit holds all of your extra items, and can be used as an item bank in the middle of battle. They cannot attack and have poor defenses, but are essential in the fact that each unit can only hold up to 5 items, while the convoy can hold up to 150.

Weapons: None
Normal Skillest: Really low everything
MOV: 5
Skill: Convoy - Hold massive amounts of items.

Trainee
A class that is inferior to every class battle-wise. However, they can level up more quickly than the other classes, and thusly change class quicker than other classes. Also, considering they are a trainee, they get to choose the path that they wish to follow, within their own scope of learning of course. For example, a Magic Trainee can turn into a Mage, Light Mage, or Dark mage. The trainee has a level cap of 10, after which they make their Class Upgrade.

Weapons: Magic type - All 3 offensive magics (limited); Sword type Swords; Axe type - Axes
Normal Skillset: An averagely low version of whatever school of learning they belong to
MOV: 4


For those of who the class upgrades are confusing, please follow the following chart:

(http://img593.imageshack.us/img593/2677/touhouemblemclasstree.th.png) (http://img593.imageshack.us/i/touhouemblemclasstree.png/)


The way the game is played

After the party is formed, a short story will be given to lead up to the level map that the players will play on. This map will then be posted as a picture, with the characters positioned on it, as well as the enemies. From there, the startup phase will begin.

In startup, the players have the choice of repositioning themselves between their respective tiles (switching places), as well as editing their inventory from the Convoy. They have access to a basic shop, which sells E rated weapons and basic healing items.

After the preparations are completed, the party chooses to begin, and the turn will start with theirs. Each player discusses the tactical use of their turn, and forms an order of actions that will be done.

The order in which actions are taken makes all the difference.

Not every player has to listen to the others, for they are the one roleplaying as their respective character, however, this is a cooperative game, so certain bits of advice should be at least taken into consideration.

Each unit has several different actions on their turn:

Move
Item
Trade
Equip
Attack
Talk (In certain cases)

Moving

When it is the player?s turn, moving is based upon the MOV stat of the unit. For this example, we will use a MOV of 5.

If surrounded by nothing, a player can move 5 tiles in any direction. This does mean, however, that going diagonally counts as 2 tiles, meaning over one, up one, over one, etc. If there are objects in the way, such as Mountains, Rivers, Enemies, whatever, they must calculate the movement of their character based on the amount of tiles it takes to go around something.

Tiles that cannot be walked through (Unless your class says you can):

Mountains, Water, Walls, Pillars, Castles (not forts), Ledges, Enemies

You can also never stop on a tile that currently houses either an enemy or a friendly unit ? only one person can occupy a tile at once.

Moving is as strategical as anything in this game ? stopping on certain tiles, or in certain places, can make all the difference in a strategy.

After moving, a player may do any other action except move again.

Using Items/Equipping Weapons

Simple. Just say what item you want to use, and you?ll use it. After using an item, all you can do is equip a different weapon or end your turn, so be careful when you use it.

Equipping a weapon can be done at any time during your turn with no adverse effects ? your turn is never over after you equip. This is useful for anticipating incoming attacks, as your equipped weapon will be the weapon you use if you get attacked on the enemy?s turn.


Trading

Trading is simple. Walk up to a teammate, and say which items you wish to trade. Each person can only hold up to 5 items (Except the Convoy), so keep that in mind. Each player has to agree on the trade before it is official. After trading is complete, the unit who initiated the trade has the option to equip a new weapon, use an item, or end their turn.

Attacking

When attacking, one must choose their weapon to attack with. This is important, as the weapon triangles have to be considered, as well as knowing that when your turn is over, the weapon you used last is the weapon you will use if you are attacked.

The statistics on the battle will be calculated as follows:

Hit: The % chance of hitting your target. This is raised by having a higher Hit of your weapon and having a higher SKL and LUK (More based on SKL) of the character. This is lowered by the target having a higher SPD, as well as LUK, and the Hit% may fluxuate depending on other factors such as the Weapon Triangle, tile bonuses, and such. This cannot go over 100, and cannot go under 0.

Mt: This is the Might of the attack, and translates directly as damage done. This is rased by having a higher MAG or STR, depending on the weapon, and the weapon?s own personal MT. This is lowered by the enemy having a higher RES or DEF, depending on the weapon, and this can also fluxuate based on the same factors as Hit%. This cannot go under 0, but has no upper limit.

Crit: This is the % chance of landing a critical hit. This is raised by having a higher SKL, as well as having a weapon with a higher CRT rate. This is lowered by enemies having a higher LUK. This number can also be raised or lowered by the same factors as Hit% and Mt. A critical hit means that the Mt of the blow is multiplied by 3. Crit levels are naturally low, even if a class has a high SKL.

Skills: This is a hidden value, and is rolled for every time a class with a chance based skill attacks or is attacked. The chances of this happening are (level/2)%, with the number starting at one. This means for levels 1 and 2, the chance is 1%. This number is also rounded up, so at level 3, this chance will be 2%. When a skill is activated, the corresponding effect happens.

Double hits: There is a chance that a unit will gain the chance to do a 2x hit on its target. This is calculated by the units SPD, as well as the WT of the weapon. Units with higher SPD and lower WT weapons will obtain the 2x bonus. If the skills are about equal between units, each unit gets 1 hit. Brave Weapons always have a 2x Bonus, but the SPD of the unit makes it possible to have a 4x bonus, with there being two 2x attacks.

Order of attacking: The one who initiates the attack attacks first, obviously. However, the double hit rules make this slightly complicated ? If the unit who initated the attack has the 2x bonus the order goes Attacker>Defender>Attacker. If the unit who is attacked has the 2x bonus, the order goes Attacker>Defender>Defender.

Defending works the exact same way as attacking, just backwards (the enemy is the one who initates the attacks).


Talking

Talk to someone. May or may not do anything. This is a in character talk to somebody, and can be with other characters as well as NPC?s. I will alert people if different characters can talk to eachother.




Experience and Leveling Up

Experience is gained by attacking and killing enemies, as well as using staves for clerics. 1 experience point is gained if the unit cannot attack back, or does no damage. EXP is given out based on the amount of health the enemy, the class level of the player, and a bonus for finishing off the enemy, based on how hard the enemy is. When a character has 100exp, they level up.

Each character, when they level up, has a chance to gain 1 point in 1-5 skills, and this number is determined randomly via dice, with heavier weight toward 3 skills. The chances are 10% on one skill, 20% on 2, 40% on 3, 20% on 4, and 10% on 5.

The skills they level up in are determined by the weights of their class and individual characters, with the chances being out of 100. That way, a Mage for example is more likely to level up in Magic every time they level up, and less likely in strength.

When you level up, you have 3 ?do over? levelups. This means that, throughout the course of the game, if you get stuck with a really bad level, you can roll it again in hopes of getting something better. This can only be used 3 times IN THE ENTIRE GAME, and you are stuck with whatever you roll last. You can use all 3 on the same level up if you want, but that?s kinda foolish.

After a unit hits level 10 as a Trainee, they stop gaining EXP and change classes after the enemy?s turn, and any excess EXP is not carried over. Same goes for level 20 as a level 1 class. When you hit level 20 as a level 2 class, or 40 as a Hakutaku, you stop gaining EXP period.

Declaring Actions

A player can declare an action through the following syntax:

>INSERT ACTION HERE

That way, if in a hurry, somebody can simply read the actions and not all the banter around it. To undo an action before it?s actually carried out, use the same syntax, but say you?re undoing it, and state what you actually want to do. Once an action has been carried out, it is set in stone, and cannot be undone.


PLAYABLE CHARACTERS:

Note - With the Notably Good and Bad skills, they are assesed AFTER fitting them into a character archetype. For example, if a Mage has notably bad RES, their RES would still be better than quite a few classes, considering Mages have naturally high RES.

Lords:

Reimu - Lord
Notably Good Skills: Strength, Skill
Notably Bad Skills: Defense, Speed, Resistance
Description: Reimu is a needed character for this game. Her stats are well rounded theoretically (Her "good" and "bad" skills are only by a small bit), however, your own luck may make her more or less a certain way. Solid Unit.


Magic Users:

Daiyousei - Trainee, magic class
Notably Good Skills: Speed
Notably Bad Skills: Defense, Resistance
Description: Daiyousei, being a trainee, needs to be watched. However, she has the potential to turn into a variety of powerful mages, depending on the player's choice. She does, however, have a bad defensive stats, even for a mage, so she needs to be looked after carefully. Her increased speed usually grants her a 2x bonus when fighting. One should have a basic idea what Daiyousei is intended to upgrade to before using, as Daiyousei loses the ability to use certain magics depending on her class upgrade, and therefore focusing on a group will ensure maximum efficiency.

Marisa - Mage
Notably Good Skills: Magic, Speed
Notably Bad Skills: Luck
Description: Marisa is a reliable mage, although she tends to just blast away, and not focus on criticals, just sheer overwhelming power. A useful mage, usually ends fights she gets into.

Alice - Mage
Notably Good Skills: Skill
Notably Bad Skills: Magic
Description: Alice is somewhat of an antithesis of Marisa, instead choosing to focus on skill, ensuring more criticals. She is not as powerful as Marisa magic wise, but brings to the table a special skill that allows her to summon dolls using special tomes ? she is the only one who can make use of these tomes. However, while she has dolls summoned, her stats suffer.

Patchouli - Mage
Notably Good Skills: Magic, Skill
Notably Bad Skills: Health, Defense
Description: Patchouli is extremely powerful, and well versed in magic, meaning she can hit powerfully and score consistent criticals. However, she is extremely frail, worse so than Daiyousei, and therefore cannot stand up to a lot of direct attacks.

Iku - Light Mage
Notably Good Skills: Resistance, Skill
Notably Bad Skills: Speed
Description: Iku is superb at defending against mages, as well as hitting her targets. However, she is a bit on the slow side as far as light mages go. Otherwise, a solid light mage, with all the perks that light mages get.

Rumia - Dark Mage
Notably Good Skills: Strength, Health
Notably Bad Skills: Speed
Description: Rumia has suprisingly good staying power for a mage, as well as a strength growth that is unheard of for a mage. This makes her a good canditate for a Dark Knight, however, she can just as easily be turned into a Dark Sage and still be effective.

Lance Users:

Sanae - Cavalier
Notably Good Skills: Skill, Defense
Notably Bad Skills: Luck
Description: Sanae isn't one to all-out overpower, but is reliable in her hits, as well as having a bit of staying power. A solid, overall good Cavalier

Shou - Cavalier
Notably Good Skills: Strength, Resistance
Notably Bad Skills: Speed
Description: Slower than your average Cavalier, but stronger and more resistant to magic attacks. Somewhat of a contrast to Sanae, although still a solid unit.

Tenshi - Soldier
Notably Good Skills: Defense, Health, Resistance
Notably Bad Skills: Strength
Description: Tenshi is a masochist, so she loves the pain she gets Tenshi has amazing defensive abilities, and therefore is good at taking blow after blow. However, her strength suffers for it, and thusly will have to be used as a finisher to gain sufficient experience.

Letty - Soldier
Notably Good Skills: Skill
Notably Bad Skills: Speed
Description: Has better attacking power than Tenshi due to her increased likelihood of criticals and more ensured hits, however, suffers from a bad speed and isn't as defensively able.

Aya - Pegasus Knight
Notably Good Skills: Speed, Skill
Notably Bad Skills: Luck, Defense
Description: Good for quick attacks and retreats, and has unrivaled speed. Her movement range makes her absolutely wonderul in maps with mountains and rivers that others would have to go around. As she attacks quickly, she doesn't have time to aim for critical shots, nor does she have time to properly defend herself. Reliably quick and accurate.

Kogasa ? Pegasus Knight
Notably Good Skills: Skill, Luck
Notably Bad Skills: Resistance
Description: Somewhat of a quirk character as far as Pegasus Knights go, she isn?t as magically defensive as most, but can surprise people with her criticals. (Surprise~)

Hatate - Wyvern Knight
Notably Good Skills: Defense
Notably Bad Skills: Speed
Description: Slower than Aya, but more powerful and has more staying power. She is not as accurate either, therefore she may end up missing more than Aya would, but her defense means she can stand up to the realiation.

Sword Users:

Chen - Trainee, sword class
Notably Good Skills: Speed, Resistance
Notably Bad Skills: Health
Description: Little Chen is very quick to act, and has good defense against magic. However, her health is somewhat lacking, making her die somewhat easily if the enemy is not taken care of immediately. Has the potential to become many powerful classes, but being a trainee, has to be initially watched very closely.

Sakuya - Myrmidon
Notably Good Skills: Skill
Notably Bad Skills: Health
Description: Slightly sub-par health, although she has deadly aim. Her bad skill, however, is not as bad as it sounds - only slightly. Simply keep an eye on her health, and she'll be fine.

Youmu - Myrmidon
Notably Good Skills: Luck, Speed
Notably Bad Skills: Defense
Description: Her amazing Luck and Speed make for a remarkable combination that is sure to land many criticals. Perfectly set up for a Swordmaster, although her poorish defense makes her a unit that you have to keep an eye on in certain situations.

Nazrin - Thief
Notably Good Skills: Speed, Skill
Notably Bad Skills: Resistance
Description: Will score consistent hits as well as dodge many, however, being a thief means she isn't going to be a frontline attacker. Her knack for getting treasure makes her useful, however, seeing how she doesn't need keys to open things.

Yuugi - Mercenary
Notably Good Skills: Health, Strength
Notably Bad Skills: Resistance, Luck
Description: Complete and utter bruiser. Yuugi is great at scoring strong hits, as well as taking a few of her own. However, she is less effective defending against Magical attacks, and her criticals are few and far inbetween.

Axe Users:

Cirno - Trainee, axe class
Notably Good Skills: Health, Strength
Notably Bad Skills: Skill
Description: Cirno is very headstrong and bounces back easily, meaning she'll certainly have a lot of vitality when properly leveled. She tends not to think, however, and misses a number of her shots. It's not a terrible disadvantage, but noticable over others.

Meiling - Fighter
Notably Good Skills: Heatlh, Skill
Notably Bad Skills: Speed
Description: Lazy by nature, she tends to be lethargic during battles, making her suffer a speed loss. However, she holds a lot of health and skill, meaning her criticals can keep her speed loss at a minimum.

Murasa - Pirate
Notably Good Skills: Defense, Speed
Notably Bad Skills: Skill
Description: Murasa is slightly more stable than Meiling, and speedier as well. Her skill suffers, however, meaning critical hits will be not as frequent with her. Also, her ability to cross water could come in handy.

Bow Users:

Reisen - Archer
Notably Good Skills: Luck, Speed
Notably Bad Skills: Defense
Description: Reisen is good at dodging attacks, as well as getting the double hit when it's her turn to attack. However, she is less defended than most, meaning she can die easily if left out in the open.

Special Units:

Eirin - Cleric OR Archer

Eirin can be played as either a Cleric OR an Archer, but not both. Once a choice has been made, it's been made. Example: somebody wants to be Eirin as a Cleric - Eirin will never be an Archer, and cannot upgrade into Archer-type Classes, and will act as a normal Cleric.

As a Cleric:
Notably Good Skills: Magic, Defense
Notably Bad Skills: Speed, Skill
Description: Eirin doesn't trifle with Light Magic, instead wanting to focus on her Healing Skills. Through this, her criticals as an upgraded class are virtually nonexistant, however, her powerful healing skill can be transferred to powerful magic. She also has somewhat good defense, making her able to stand up for herself a little more before she is able to retaliate.

As an Archer:
Notably Good Skills: Skill, Strength
Notably Bad Skills: Resistance, Speed
Description: Stronger and more Skillful than Reisen, however she is slower and and less apt at blocking magical attacks. Solid archer overall.

Byakuren - Cleric OR Light Mage

Byakuren is in the same boat as Eirin for dual classing, except she can be a Cleric or a Light Mage.

As a Cleric:
Notably Good Skills: Resistance, Skill
Notably Bad Skills: Defense, Accuracy
Description: Byakuren has the potential to be a powerful Priestess or Light Sage, with her high skill, however this is somewhat more of a gamble due to her low accuracy. She is adept at taking magical hits, but fails when it comes to being attacked with melee weapons. Her healing skills are average.

As a Light Mage:
Notably Good Skills: Magic, Skill
Notably Bad Skills: Defense
Description: A powerhouse of a Light Mage, but fragile must be watched. Her high magic means her usefulness as a healer can be unlocked with her upgraded class, but her true power will always be powerful light magic and devastating criticals.

Keine - Hakutaku
Notably Good Skills: Killing
Notably Bad Skills: Being a squishy Human
Description: As the only Hakutaku in the game, the advantages and disadvantages are already listed out in the description of her class. However, to reiterate, she is a powerhouse as a Hakutaku, but nearly defenseless and prone to death as a Human. Her weapons are also rare and expensive, but have more uses than normal weapons.

Rinnosuke (unplayable) - Convoy
Notably Good Skills: Nothing
Notably Bad Skills: Everything
Description: Nobody can embody the power than is Rinnosuke. The team as a whole decides where he shall go, and who he shall trade with in a turn. This is because he's boring and can't attack, and all he does is hold stuff. Watch out, he dies easily, and if he dies, you can continue the game, but all your items that he was holding are lost, meaning you should probably restart the level.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 11, 2010, 11:33:55 PM
STORY THUS FAR:


Gensokyo, a land torn by war.

For several months now, a war has broken out between many of Gensokyo's residents, all over the strange occurences that have been happening as of late. Many of Gensokyo's residents have lost their ability to use Magic - some lucky people still hold on to their abilities, but only to an extent, as items are now needed to amplify magical power. In light of this situation, Gensokyo's denizens have taken up conventional arms and begun to riot.

Not much is known about how or why this is happening. What is certain, however, is that this is the work of powerful Youkai, as is all the incidents in this magical land.

--

CHAPTER 1

Reimu, the resident Shrine Maiden, has begun to lead a small group of hired hands to attempt to quell the fury of the rioting and chaos within Gensokyo, although it has been to little effect thus far. On her journeys, she recieves word from one of her scouts that a trader is under attack by a group of bandits on a path to the Human Village.

"He's this way, quickly!!!" Kogasa shouted, as she led the group toward the scene.

"Remember everyone, don't get too cocky!" Reimu commanded.

"Is that so~" Rumia commented, as Sanae giggled at her.

"Eye'll show them who's the strongest, just watch!!!" Cirno boasted.

"Idiots..." Nazrin mumbled.

"Come on, put some heart into it!" Murasa nudged the mouse.

"Ok you two, we're a team, remember?" Byakuren reminded the two.

"For you, My Lady, I will protect all of Gensokyo!" Meiling vowed yet again.

"I hope they're not too rough~" Tenshi said with a grin.

"You know, no matter how many times you say it, you're STILL messed up." Alice said as she distanced herself from Tenshi.

"Alright everyone, enough talk!" Reimu said as they neared the scene of events. "We're going to split up, 50/50, and pincer them. Nazrin, Murasa, Kogasa, Alice, Tenshi - Follow me. The rest of you, circle around and catch their left. Now let's do this thing!"

--

"Now now, we just want all your stuff, that's all~" A fairy bandit said.

"Yeah, and your life." Said another fairy with a giggle. Rinnosuke swallowed hard. This was definitely the end.

"Hey! There's people coming!" A third yelled out.

"What? You two, go over there and check it out. You two, check over there." The first said again. "We'll deal with you later, pretty boy." The fairy taunted.


*INSERT LEVEL ONE BATTLE HERE*


"Those guys were tougher than they looked..." Meiling noted as the party re-grouped on the path.

"Yeah, without our magic, even fairies can get the best of us if we're not careful." Reimu agreed. "However, what's most important is you." The shrine maiden turned to Rinnosuke. "Why are you here? Don't you know it's dangerous to be traveling alone these days, especially someone like you who is bound to have all sorts of goods?"

"Yes, yes, I know. And I thank you for risking your lives to save me, all of you." The shopkeeper bowed his head. "I was simply on my way back to the Human Village after delivering supplies to a smaller settlement. Or, at least what's left of the Human Village."

"What do you mean by that?" Reimu asked.

"Well, it's sort of split up in this insanity, choosing instead to spread out and create smaller groups of closely knit settlements. A bad move if you ask me, but not like I can do anything about it. Anyway, I, once again, humbly thank you and your group Reimu, and would like to show my appreciation by giving you this."

The party gains 10,000 gold.

"Wow, you sure you can just give us this?" Sanae asked inquisitively.

"Oh sure, it's easy to make if you're a trader like me. Plenty of people need supplies now-a-days. Speaking of which, would it be too much to ask if I wanted you fine ladies to escort me to the village?" Rinnosuke smiled.

"Of course not - we're out here to help people anyway." Reimu said with a smile.

Chapter 2

"Heh, all of these settlements have got to have something we can have." A fairy laughed with her friends.

"Yeah, the stupid humans spreading out like this just makes raiding villages easier." Another said.

"Oooh, looky there! Here comes that trader that we got told about!" A third mentioned, noticing figures on the horizon. "And it looks like he's got friends~"

"And we'll have plenty of friends coming by soon, the rest of our group is finishing off that settlement near the forest as we speak. They'll be here any time, I know it." The first said again.

Back with Reimu, everybody stopped as they noticed the area around the Village swarming with faries.

"Here we go again..." Nazrin sighed.

"Ms. Reimu, it is of utmost importance that I make these deliveries - those humans can't survive without basic food and water. Please, make use of what may be useful in this cart I'm pulling - I'm sure there must be a weapon or something you can use in there."

The party gains Rinnosuke and his Convoy Cart as a movable unit.

"Well then girls, you all know what we have to do!" Reimu said to the group as she reached for her sword.


*INSERT LEVEL TWO BATTLE HERE*


"Ah, thank you lovely ladies for clearing out those troublesome fairies, now I can give these humans the supplies they've been waiting on." Rinnosuke thanked the group as he began to make his rounds to the small settlements.

"Any time, It's our job to help people like you." Reimu smiled at him.

"Miss Reimu, Ran-sama told me to-" Chen began.

"Yo, Reimu! Nice job with that one fairy back there, really gutted her good!" Murasa cut the nekomata off.

"Huh? Oh, you didn't do too bad a job either. But acutally," The shrine maiden began to lecture her group about what could have gone better in the battle.

However, Chen didn't like being cut off, so she tried a different tactic.

"EVERYONE!!!!" The small girl yelled. All 13 present stopped what they were doing, and all eyes were on Chen. "Ran-sama gave me an important message to tell you!"

Chen cleared her throat. "Tell Reimu when you can find her that my master - That's Yukari-sama - is in trouble. She's lost her powers, and fairies are beginning to take over her mansion - That'd be my house, that really isn't a house anymore. After things changed, Yukari made it look more like a castle for some reason..." Chen looked up at Reimu with pleading eyes. "Please Miss Reimu, Yukari-sama can't do much without her powers, and me and Ran don't have them either. If we don't go quickly, those stupid fairies will take us over because there's too many of them!"

"Yukari hasn't done much for me other than be a bother." Reimu somewhat glared at Chen, switching her personality from what it was before.

"Aww come on Reimu, Chen risked her life to come get our help." Byakuren reminded her.

"Yeah, besides, we're just gonna go waste some more fairies anyway, why not do it at Castle Yakumo?" Meiling chimed in.

"Fine. We're gonna help Chen." Reimu decided.

"Thank you Reimu-san~! I'll go ahead and tell Ran-sama that help is on its way!!!" Chen smiled as she ran off toward the north.

Chapter 3

"Mmmm, this doesn't look good..."

"Yukari-sama, the fairies have broken the spell on the bridge. It's only a matter of time before they breach the main gate."

"Tell me some good news."

"Well, I guess your choice to remodel our mansion to this...design...has proven useful in holding off the hoards of intruders. For the most part."

The sagely Youkai looked down into her lap and folded her hands.

"Yukari-sama?"

Just then, Chen burst into the room, panting from running so hard.

"Ran-sama! Yukari-sama! I got help, just like you wanted!!!" Chen smiled at the two.

"...Excellent. You two stay in here, just in case the fairies make it inside. Otherwise, don't intervene with Reimu. I want to see how she deals with these pests."

--

Reimu and her group rush towards the castle, having lost sight of Chen. However, the area is already swarming with Fairies...

"Luna! People are coming!"

"Star, quiet down! We can't show these Yakumo's that we're afraid of anything!"

"But Sunny, you do realize we're dealing with a lot more than just an old lady and her pets now, right?"

"Oh calm down both of you. You just keep going along like we planned, I'll stay here and defend our new house."

"Alright! Come on Star!"

"Wait up Sunny!!!!"
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Schezo on November 11, 2010, 11:45:10 PM
This sounds like it'll be fun.  I'll take a slot.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sana on November 11, 2010, 11:59:24 PM
Are there Pegasus Knight trainees? This is important!
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 12:01:55 AM
It was really late when I wrote out the list of characters, but I don't believe there are any Lance Trainees. However, if you have a suitable character, go ahead and suggest it.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 12, 2010, 12:14:18 AM
I'm signing up. This looks like fun.

Also, there was a Lance trainee in FE8 (The Sacred Stones), so I don't see why we shouldn't have one, too. Would Remi be a good candidate? She could fit any of the potential lance classes.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sana on November 12, 2010, 12:16:23 AM
It was really late when I wrote out the list of characters, but I don't believe there are any Lance Trainees. However, if you have a suitable character, go ahead and suggest it.
It's not that big of a deal, there weren't any Pegasus trainees in FE8 either :S
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 12:17:55 AM
It's not that big of a deal, there weren't any Pegasus trainees in FE8 either :S

Indeed. Actually, it was my utter destruction of FE8, after my 5 unit run on Shadow Dragon, that led me to do this.

I'm writing up a detailed procedure on how to take turns right now, and the basic mechanics behind how battles and such are determined.

Come on people, decide on characters.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 12, 2010, 12:20:38 AM
I'm in. This looks so fun :3
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: trancehime on November 12, 2010, 12:22:49 AM
/in

like the motherfucking plague

I AM IN
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Schezo on November 12, 2010, 12:24:00 AM
Oh we pick characters now?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Mr. Sacchi on November 12, 2010, 12:24:00 AM
I'm in, and I shall be Youmu,

I will Make every enemy that comes my way RISE FROM DELUSION  :3
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sana on November 12, 2010, 12:24:17 AM
Can there be more Pegasi to choose from? Aya as the only Pegasus Knight is pretty :<
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 12, 2010, 12:27:24 AM
How many characters are we allowed to take per person? Regardless, Iku's one of my favorites, so I call dibs on her.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Hanged Hourai on November 12, 2010, 12:28:37 AM
I'll take Nazrin, she seems pretty good.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Minch on November 12, 2010, 12:29:14 AM
add me! I'm interested! I'm taking Rumia
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Schezo on November 12, 2010, 12:29:36 AM
Ok then I'll take Byakuren.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 12:30:04 AM
How many characters are we allowed to take per person? Regardless, Iku's one of my favorites, so I call dibs on her.

One per, but everyone controls Rinnosuke (he's always in your party).

Can there be more Pegasi to choose from? Aya as the only Pegasus Knight is pretty :<

Again, suggest characters and I'll think about it.

Oh we pick characters now?

Well, you don?t HAVE to, and actually, I might have been hasty in saying that. Waiting for everyone to get in here who will get in here, then deciding on a balanced team might be a better idea.

Also, give me a second, I have to keep writing out the complexity of the rules. I know what to do, but writing is painfully slow.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 12:31:33 AM
Ok then I'll take Byakuren.

Byakuren as a Cleric or Light Mage?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Schezo on November 12, 2010, 12:32:18 AM
Byakuren as a Cleric or Light Mage?
I think I'll wait until we're an entire team and decide if that's ok?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: trancehime on November 12, 2010, 12:32:26 AM
I am rather undecided right now but it's probably a tossup between Meiling or Yuugi.

I'm also willing to help with balance and number issues.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 12:33:56 AM
I think I'll wait until we're an entire team and decide if that's ok?

Sure.

I'm also willing to help with balance and number issues.

Appreciated.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Hello Purvis on November 12, 2010, 12:36:03 AM
Callin' Kisume.

Class: Hobo.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Mr. Sacchi on November 12, 2010, 12:36:19 AM
I'd say that the most balanced team would have 1/2 tanks, 1/2 clerics, a physical damage dealer, 2 dark mages and light mages and the rest being supportive characters. I might be wrong but that's my normal setup on strategy RPGs anyways.

Regardless, being a weak-defense character with high SPD and crit chance I shall be taking the role of a supportive character, just make sure I live, ok? :V
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Schezo on November 12, 2010, 12:38:21 AM
So unless someone makes Eirin a cleric, I'll be that though I'd like to be a light mage/sage.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 12, 2010, 12:39:19 AM
I noticed that Yukari and Yuyuko aren't on there yet. Yukari should be a dark mage, but I'm not sure what Yuyuko would be. I know there's a class called "Summoner" in FE8 that could create an undead skeleton to attack foes, maybe Yuyuko could have something like that.

I'm also surprised Marisa hasn't been made into a thief class. (SHOT) Maybe Tokiko as a Thief?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 12:41:31 AM
I noticed that Yukari and Yuyuko aren't on there yet.

I left out a lot of characters on purpose.  ;)
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Schezo on November 12, 2010, 12:42:02 AM
I left out a lot of characters on purpose.  ;)
*cough*bosses*cough*
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sana on November 12, 2010, 12:43:21 AM
Alternative pegasi from the top of my head: Kogasa(You can use umbrellas like lances!), Tokiko(I don't know why)
I imagine Tokiko would sacrifice str and luck for skill and speed, Kogasa has above average luck, but lower def?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 12, 2010, 12:44:52 AM
*cough*bosses*cough*
That was what I thought. :P

Oh, I got another idea for a unit: Kogasa. She could be a recruitable thief unit or something.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: theshirn on November 12, 2010, 12:45:24 AM
Why did you split Accuracy off from Skill and drop Luck?  I mean, reading through your characters, I suppose it could work, but...keep an eye on this.

The lack of Mokou also makes me extremely sad.  I'll take Cirno, then.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 12, 2010, 12:45:38 AM
I'll be Alice. Ha, the puppeteer has become the puppet :3

Can there be a Alice special item of dolls?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Schezo on November 12, 2010, 12:47:59 AM
I'll be Alice. Ha, the puppeteer has become the puppet :3

Can there be a Alice special item of dolls?

Maybe create a 1 hp dummy doll on the field that anyone can use.  or not... Unless someone has a better idea.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Minch on November 12, 2010, 12:48:40 AM
Maybe create a 1 hp dummy doll on the field that anyone can use.  or not... Unless someone has a better idea.
Kamikaze dolls for everyone!
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sophilia on November 12, 2010, 12:49:10 AM
Hi there, I'll refrain from stealing your magical artifacts for a bit and just steal your kills instead, ze~

(Dammit i wanted to be Youmu, but Marisa is an excellent choice B)
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 12, 2010, 12:50:04 AM
The lack of Mokou also makes me extremely sad.  I'll take Cirno, then.
Mokou's probably like Stephen(sp?) from FE9/10, a secret recruitable outcast from humanity.

Can there be a Alice special item of dolls?
Maybe Alice can take the Summon Class gimmick with her dolls, but she can deploy as many of them as she has room for. HP could also double as durability.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Schezo on November 12, 2010, 12:51:41 AM
Maybe Alice can take the Summon Class gimmick with her dolls, but she can deploy as many of them as she has room for. HP could also double as durability.

I can easily see multiple Alice dolls from a summoner being game breaker.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: PX on November 12, 2010, 12:52:11 AM
Can I join in as Tenshi?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 12:55:08 AM
Can there be a Alice special item of dolls?

Maybe, but it'd be 1 doll at a time only, and she'd have to suffer more fallbacks because of it. Your choice really.

Why did you split Accuracy off from Skill and drop Luck?  I mean, reading through your characters, I suppose it could work, but...keep an eye on this.

Because it made more sense in my head. I kinda didn't like how 1 skill did a bunch of stuff, it was harder to do out on paper.

Can I join in as Tenshi?

Check the player count, if it's under 12, yes.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 12, 2010, 12:55:49 AM
I can easily see multiple Alice dolls from a summoner being game breaker.
That's true, so they'd have to be weakened somehow. If they're being doubled as weapons, they can't be "repaired" by healing items. And let's not forget that FE units normally don't have that much inventory space to begin with, so the amount of dolls that Alice can summon and carry could be limited.


Maybe, but it'd be 1 doll at a time only, and she'd have to suffer more fallbacks because of it. Your choice really.
Or this.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: theshirn on November 12, 2010, 01:08:31 AM
Because it made more sense in my head. I kinda didn't like how 1 skill did a bunch of stuff, it was harder to do out on paper.
The only thing Skill does is +2 hit per skill and +1 crit/2 skill.  Luck is the bigger offender here, giving +1 evasion/luck, +1 hit/2 luck, and -1 enemy crit/luck.

As is, without a luck stat, crits have no way of being negated and are thusly much much more powerful, especially against the party.  As well, hit rates will be lowered by a small amount, and evasion by a larger amount.  Take that into account when assigning hit rates and evasion.  And note that weapons were balanced towards the original system, so you may have to tweak stats on those as well.

It might just be easier to stick with stats as they were, man. :/
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 01:15:20 AM
It might just be easier to stick with stats as they were, man. :/

To my knowledge (I might be wrong), but luck just put a slight lean on statistical chances, and were basically up to a computer. I'm doing this with dice, so unless I physically tweak every chance based on how much luck a person has, I don't really see how I could do it. (Actually, that makes sense now.)

Maybe I could just incorporate it with the Speed skill, seeing how it doubles as an avoidablility. That, or like I'm currently writing, criticals can be slightly negated based on the weapon your weapon is facing.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: theshirn on November 12, 2010, 01:21:55 AM
To my knowledge (I might be wrong), but luck just put a slight lean on statistical chances, and were basically up to a computer. I'm doing this with dice, so unless I physically tweak every chance based on how much luck a person has, I don't really see how I could do it. (Actually, that makes sense now.)

Maybe I could just incorporate it with the Speed skill, seeing how it doubles as an avoidablility. That, or like I'm currently writing, criticals can be slightly negated based on the weapon your weapon is facing.
Luck does exactly what I wrote up there.  The only other luck-affected thing was the chance of finding stuff hidden in the sand, and you could just use a thief for that anyway, so that's irrelevant to us.

I strongly urge you not to include it with speed, as speed is already the best stat, and it doesn't need to be any more of a game breaker.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Hello Purvis on November 12, 2010, 01:28:20 AM
Yo dawg I called Kisume a while back =[
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 12, 2010, 01:36:37 AM
How much times can a magic book be used minimum?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Schezo on November 12, 2010, 01:38:19 AM
How much times can a magic book be used minimum?
I don't think it would matter as long as you could level up your weapon level to use better things.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 01:40:22 AM
Yo dawg I called Kisume a while back =[

Did you? I missed it.

Oh wait, after reading, you kinda called it and made up a class. That doesn't really fit in, and I think there's enough classes as there is. Sorry.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 12, 2010, 01:45:01 AM
I don't think it would matter as long as you could level up your weapon level to use better things.

I wanna know this because I think the doll summoning would be a skill but cost multiple uses of the books to summon one doll so that I don't abuse it like no tomorrow :3.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Hello Purvis on November 12, 2010, 01:47:12 AM
Did you? I missed it.

Oh wait, after reading, you kinda called it and made up a class. That doesn't really fit in, and I think there's enough classes as there is. Sorry.

Hobo is just thief with a paint job flaking off.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 01:49:30 AM
I wanna know this because I think the doll summoning would be a skill but cost multiple uses of the books to summon one doll so that I don't abuse it like no tomorrow :3.

If anything, it would be a seperate item, but with low uses and high cost.

Hobo is just thief with a paint job flaking off.

Can't tell if being trolled.

Whatever, I wasn't aware of that at first anyway, and I don't see how Kisume would fit in being a thief, considering she lives in a bucket. So convince someone to drop first, then maybe.


Also, bump for an update on the rules.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 12, 2010, 01:53:39 AM
If anything, it would be a seperate item, but with low uses and high cost.

What do you mean by that?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 01:58:33 AM
What do you mean by that?

Meaning the summon skill would be used with a magical tome, like a weapon. That tome would cost a lot in shops, and have a smaller number of uses than most weapons. Also, summon tomes would probably be higher on the rank scale, meaning initially you can't use them.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Hello Purvis on November 12, 2010, 02:02:42 AM
Kisume's a mugger for a living. That's pretty much the definition of thief. =[
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 12, 2010, 02:07:53 AM
Meaning the summon skill would be used with a magical tome, like a weapon. That tome would cost a lot in shops, and have a smaller number of uses than most weapons. Also, summon tomes would probably be higher on the rank scale, meaning initially you can't use them.

Hmm, that works but can only Alice use them? It's kinda of her MO.

Also, should there be different types of tomes to summon different dolls or just one tome that can summon different dolls? You know, like a lance doll, sword doll, magic doll etc.

I kinda want the different dolls, gives more tactical choices for her.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 02:11:02 AM
Hmm, that works but can only Alice use them? It's kinda of her MO.

Also, should there be different types of tomes to summon different dolls or just one tome that can summon different dolls? You know, like a lance doll, sword doll, magic doll etc.

I kinda want the different dolls, gives more tactical choices for her.

I see you're really set on this.

Different tomes, yes. Alice being the only one who can use it, yes. Different dolls of different weapon types...maybe not. That would make it slightly overpowered, or be completely useless. The point of a summon is to be a distractor, not exactly to hold up a line, or make a definite kill. I think if anything, instead of lance/sword and light/dark dolls, it should be simplified to Melee/Magic dolls, where the attacks don't fit into the weapon triangle, but do fit into the charactaristics of direct or magical attacks.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 12, 2010, 02:19:49 AM
That works *nod*

Anyway here's what I got for their stats.

ACC/SKL of the doll depends on Alice's SKL, STR/MAG of the doll depends on Alice's MAG, while SPD of the doll depends on Alice's SKL/MAG. The dolls will also always have low HP/DEF/RES but will increase with Alices level and weapon rank.

What do you think?

Edit: Also the dolls cannot move more then five spaces from Alice.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 02:22:58 AM
What do you think?

That works. It will also be biased based on the tome used, e.g. a Shanghai rank C tome, or a Hourai rank B tome (just making some up).
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sophilia on November 12, 2010, 02:26:35 AM
"Whoo, I'm gonna oneshot everything from here to Mayohiga!"

*looks at party composition*

"Oh, hell."

Switching to Sanae, unless another mage wants to swap for a physical unit.  We have way too many squishies; cavalry and air units would utterly ruin our shit.  Having the best nuke in the game is useless if she doesn't have tanks to cover her.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 02:28:52 AM
We have way too many squishies; cavalry and air units would utterly ruin our shit.  Having the best nuke in the game is useless if she doesn't have tanks to cover her.

True dat.

Also, somebody needs to fill the position of Reimu. (Could be one of the undecided players, but just saying.)
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 12, 2010, 02:36:38 AM
Yeah, that's what I was meaning by weapon rank.

Also, a new idea, there two types of doll tomes, Combat (Melee and Magic dolls) that are high rank like you said (C+ tomes) and support which are really high rank (B+ tomes). Supports can summon two types of shield dolls. DEF dolls, which when attached to a unit, gives the unit the chance of increased DEF if attacked by melee and arrows and RES dolls, which when attached to a unit, gives the unit the chance of increased RES if attacked by magical attacks. Chance of increase DEF and RES depends on the units SKL while how much it increases depends on the tomes rank. S rank tome summon dolls also has a chance of actually blocking those attacks.

Although, I think this is a bit too far but darn I'm thinking a lot on this...
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 02:38:18 AM
Although, I think this is a bit too far but darn I'm thinking a lot on this...

Yeah, just a bit. This would make Alice be basically the best mage. Lets leave it up to the Staff users to buff party memebers.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: PX on November 12, 2010, 02:45:06 AM
Too many squishies is the reason why I went Tenshi, as we need tanks to in in FE! Or Ike.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: 8lue Wizard on November 12, 2010, 02:52:36 AM
If you're keeping a waiting list, I'd love to jump in.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 02:55:59 AM
If you're keeping a waiting list, I'd love to jump in.

I'll keep it in mind, but it's currently full - someone has to drop out for you to join. (But you probably knew that~)
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 12, 2010, 03:04:57 AM
So summary of Alice's doll stats are:

STR/MAG of doll relatively= Alice's MAG

SKL/ACC of doll relatively= Alice's SKL

SPD of doll relatively= Alice's SKL/MAG

HP/DEF/RES of doll while low, increases with Alice's level, Alices weapon rank and the tomes rank.

This it?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 03:06:28 AM
This it?

I wouldn't say EQUALS for all the first few stats, but are RELATIVE TO. Just me being knitpicky, though.

Sounds good.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 12, 2010, 03:10:11 AM
I wasn't actually meaning equal and the = sign is a nice shortcut...Anyway, edited.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 12, 2010, 04:46:46 AM
I personally use a tilde for approximate values when typing. I also second the notion that we need more tanks.

How will characters grow in terms of stats? Will it be randomized, or a fixed growth?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 04:52:37 AM
How will characters grow in terms of stats? Will it be randomized, or a fixed growth?

Please read the updated rules. I'm pretty sure I covered that in leveling up. But TL;DR, it's biasedly randomized.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 12, 2010, 05:17:29 AM
Also, are you including the five space range limit for the dolls I suggested a while back?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 05:24:39 AM
Also, are you including the five space range limit for the dolls I suggested a while back?

Didn't even notice it, but good idea.

Also, I had the idea that makes Alice suffer for her doll-usage, to compensate and make her more balanced. Whenever she has a doll summoned, her stats suffer slightly, mostly her speed. It'd be explained away as her being in a trance of sorts, as well as people always saying that Alice's greatest weakness is herself.

Also, any kills/damage made by the dolls will cause the EXP to go to Alice, not to be lost.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 12, 2010, 05:37:31 AM
Those sound good. *Thumbs up*
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: trancehime on November 12, 2010, 05:53:48 AM
Took a gander through the character list, and find we have a  distinct lack of Axe users.

To this effect, I choose Meiling, the Fighter.



Re: SPD
No, we really don't need to buff up SPD more than it already is.
I would suggest sticking to an existing set of FE formulae, so that it may be easier to do calculations and it's easier to balance.

Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Pesco on November 12, 2010, 06:05:43 AM
Captain Motherfucking Minamitsu Murasa!

Alt choices of Yuugi and Reimu according to team balance if needed.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 06:09:02 AM
Captain Motherfucking Minamitsu Murasa!

Alt choices of Yuugi and Reimu according to team balance if needed.

You might end up opting for Reimu, seeing how Reimu is needed before the game can start. There's still Sana who has left to choose, though. That, and people can switch before it starts.

As for the stats, I've actually been spending the past hour or so devising a way that will let the current setup work - and I want it to work, considering all the characters have already been given attributes based on the stats I have layed out. (So much work to rework them >>)
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Hanged Hourai on November 12, 2010, 06:10:30 AM
Ok, I haven't played Fire Emblem before, so which game should I get? I'm hoping that this will help me familiarize myself with the mechanics.

<theshim> Piracy's a no-no, m'friend.

In a totally hypothetical situation I meant.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: PX on November 12, 2010, 06:11:19 AM
Just the one named Fire Emblem

Or, the 7th game.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: trancehime on November 12, 2010, 06:12:07 AM
You might end up opting for Reimu, seeing how Reimu is needed before the game can start. There's still Sana who has left to choose, though. That, and people can switch before it starts.

As for the stats, I've actually been spending the past hour or so devising a way that will let the current setup work - and I want it to work, considering all the characters have already been given attributes based on the stats I have layed out. (So much work to rework them >>)

>Sana
>Not a Pegasus Knight

Fat chance, buddy :S In all seriousness, you could try throwing an example to me or theshim through PM about how you've got stats laid out, and we can try to help making it seem more balanced or something?

Ok, I haven't played Fire Emblem before

Play either FE7 or FE8. FE7 might be your best bet. Don't touch FE6, that game is not for first-timers at all.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: theshirn on November 12, 2010, 06:14:18 AM
Get FE7.  It is a superior game to FE8 in pretty much every respect (and note that FE8 is still a pretty damn good game).
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 12, 2010, 06:23:53 AM
I can trade Iku away if no one decides to play as Reimu.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Hello Purvis on November 12, 2010, 06:29:19 AM
Alternately, make someone that people want to play be the lord.

Also, Trance is a good man to consult about making the numbers dance in good ways. Trust me, he's torn the ass out of more RPGs than I have bones. He knows what he's doing.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Pesco on November 12, 2010, 06:49:31 AM
Make Murasa an axe lord and we're game.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 02:13:59 PM
Make Murasa an axe lord and we're game.

I guess I could change a person into a lord if we need to. (I'd have to tweak their skills a little, the lord isn't supposed to be too overpowered.)
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sana on November 12, 2010, 03:26:54 PM
Trancypants knows me too well :V

If there's only going to be one Pegasus Knight, I really have no choice but to pick Aya. :<
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 04:30:33 PM
If there's only going to be one Pegasus Knight, I really have no choice but to pick Aya. :<

Thought so. I told you though, if you have a suggestion for a good pegasus knight (unless I missed it >>), you can say so.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sana on November 12, 2010, 04:31:42 PM
Alternative pegasi from the top of my head: Kogasa(You can use umbrellas like lances!), Tokiko(I don't know why)
I imagine Tokiko would sacrifice str and luck for skill and speed, Kogasa has above average luck, but lower def?

Way back on page 2 :V
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 05:07:45 PM
Way back on page 2 :V

Aww dang, completely missed that. I'll take the Kogasa one (just for lulz), although Tokiko is somewhat of a stretch. Thing is, do you WANT a differently stat'd pegasus knight, or does Aya fit you?

Kogasa's stats would probably be something like good skill, but lowish res for a pegasus knight. (That way she can surpise you with her crits~)
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sana on November 12, 2010, 05:13:20 PM
Aya seems like she wouldn't be very useful...She'll start doubling early, but she won't be able to do much damage considering she won't be able to crit very often. Kogasa seems fine, as long as her res isn't too low :>
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 07:06:47 PM
Aya seems like she wouldn't be very useful...She'll start doubling early, but she won't be able to do much damage considering she won't be able to crit very often. Kogasa seems fine, as long as her res isn't too low :>

Kogasa added, just for you. Also, her res depends on your luck I guess, considering it's baisedly random. Pegasus Knights have normally high RES, so her low RES will technically be a low-high, meaning averageish.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 07:36:20 PM
Also, Trance is a good man to consult about making the numbers dance in good ways. Trust me, he's torn the ass out of more RPGs than I have bones. He knows what he's doing.

I usually am as well, but I'm somewhat failing at making this work without the fallbacks that were already discussed.

This means that I'm going to tear apart the skills, and just adjust them to the normal FE skills. The point of me trying to change things up was to keep things interesting for people who know FE too much, but I guess I can't really avoid it. Those japanese people got it right the first time. It's going to be me basically looking up the norm for all the classes, as well as creatively making up the ones I made up based on the new skills.

After I tear up everything, I'll list out the algorithms for the different battle mechanics, so people can manually find out chances (Hit%, Mt, Crit%) for fighting enemies if they want. If they don't understand the algorithms, just feel free to ask someone else, including myself, and we'll spit out a chance sheet for you.

While I tear things up and re-appoint the classes their skills, please argue over who shall be Reimu, or at least who can be converted into a lord (Whoever is the lord will keep their weapons and general class usefulness, but be balanced out a little more, e.g. Making Tenshi lord would lower her defense and bring up her strength. Probably a bad idea, based on her current use.) Just to keep things fair, Clerics can't be lords, because you'll be protecting them anyway.  If it were me, I'd turn Sanae into the lord.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: theshirn on November 12, 2010, 07:44:41 PM
Can't blame you for switching.  Rebalancing rules is a massive pain, I've tried it before.

Feel free to throw us the growth rates, I've spent quite a chunk of time devising FE-style characters, so I've got a pretty good handle on how they work.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 12, 2010, 09:13:07 PM
Speaking of skills...Will there be an FE9-style skill system in this game? You know, where units can equip certain abilities and whatnot?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 09:19:52 PM
Speaking of skills...Will there be an FE9-style skill system in this game? You know, where units can equip certain abilities and whatnot?

Probably not. I'm gonna keep it somewhat simple, like FE8 style (ish), mainly due to the fact that I'm already posting myself to a lot of work per battle.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 12, 2010, 10:19:03 PM
Probably not. I'm gonna keep it somewhat simple, like FE8 style (ish), mainly due to the fact that I'm already posting myself to a lot of work per battle.
All right, that works too.

One last question: will there be bonus EXP like in FE9? I really liked that feature, it beat trying to babysit weaker units.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 12, 2010, 10:52:24 PM
One last question: will there be bonus EXP like in FE9? I really liked that feature, it beat trying to babysit weaker units.

I was hoping for it, but it would be the rewards that are given out for completing a level on first try, so it will be not as frequent. E.g. Get X amount of EXP for beating the level on your first try, maybe X/2 on second, nothing for 3rd and so on.

Guess I forgot to stick that in the rules. Whatever, it's not important for the first level anyway.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Schezo on November 13, 2010, 02:18:14 AM
I think that I'll make Byakuren a cleric now so we have a healer. 
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 13, 2010, 02:21:34 AM
I think that I'll make Byakuren a cleric now so we have a healer.

Noted. And, just to make things easier for you, I'm going to add in an assortment of EXP-able actions for a cleric, because I know the cleric is always the one to class-up last. Also, that way you'll be more involved.


Also, for anyone who's reading it, the basic skills and such have been edited - skim through it, mainly about your own class probably, and see if it makes sense to you, and if I skipped something. Also, we still have the deal about the lord that needs to be solved.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Hanged Hourai on November 13, 2010, 02:25:55 AM
I'm willing to be the lord if push comes to shove.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: trancehime on November 13, 2010, 02:37:20 AM
Noted. And, just to make things easier for you, I'm going to add in an assortment of EXP-able actions for a cleric, because I know the cleric is always the one to class-up last. Also, that way you'll be more involved.

Huh?

For me, the cleric is almost never the one to class-up last >_>
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 13, 2010, 02:46:39 AM
For me, the cleric is almost never the one to class-up last >_>

Oh? Well, I'm also unusually lucky I guess, so I don't need healing as much. (that, and I probably use too many vulenaries.)

The things I was talking about, just so you don't think I'm breaking the game, is just a few more staves for them to plausibly use.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: PX on November 13, 2010, 02:59:41 AM
Considering it's a party of twelve... I'd say 2 clerics would be the best for us. 3 tanks, 2 mages, at least 1 archer, and at least 1 cavelier/pegasus knight.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Schezo on November 13, 2010, 03:13:45 AM
Nah, I think one cleric would be fine if mages who level up are allowed to use staffs.  Are they?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 13, 2010, 03:14:32 AM
Nah, I think one cleric would be fine if mages who level up are allowed to use staffs.  Are they?

All sage-type classes are, the Knight-types aren't.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sophilia on November 13, 2010, 06:00:44 AM
If anyone's going to become Reimu, it should be Iku.

Of the mages, Alice has dolls, Rumia is perfect for a dark knight, Marisa just plain murders everything, and Patchy is basically Marisa with even more power but less speed.  Iku's main selling point is tanking magic, which doesn't sound bad, but it's a lot simpler to take care of enemy mages with cold steel, considering magic units are usually low-HP low-def unless they're endgame bosses.  And by that time, upgraded Byakuren will have light magic and won't be too bad at taking magic hits either.  So, yeah, Iku seems pretty expendable to me.

But if we're going to convert another unit into the lord, I think that it should probably be somebody that's close to average anyway.  Unfortunately, there's only one character in our lineup that fits the bill, and I personally don't want to be the lord.  So I'd much rather someone take Reimu, but if that falls through, then it is inevitable, and we are throwing Yukari out of the Hakurei Shrine permanently.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 13, 2010, 06:16:55 AM
In that case, I'll drop Iku for Reimu if that's okay with everyone.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 13, 2010, 06:20:16 AM
In that case, I'll drop Iku for Reimu if that's okay with everyone.

To be 100% honest, it's not everyone's choice, it's yours. As is anything you do on the battlefield - people can suggest things, and people can be smart, but in reality, if you say "Attack the Boss" when you have 1hp left and you're hoping for a crit, well, that's your problem. =D

I'm switching you to Reimu.

And, I'd like everyone to confirm their class, or dispute the current party. Once everyone confirms, we can get this thing going. (And I'll finally give you guys your stats.)
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: trancehime on November 13, 2010, 06:22:31 AM
I'm confirming to /in as Meiling (Fighter).
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Hanged Hourai on November 13, 2010, 06:28:11 AM
Confirming: Nazrin-Thief
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: PX on November 13, 2010, 06:32:58 AM
Tenshi - Soldier

Confirmed
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Doll.S CUBE on November 13, 2010, 06:34:31 AM
Confirming Alice and dolls (Mage)
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sophilia on November 13, 2010, 06:35:03 AM
Green Cav, Sanae, reporting.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Schezo on November 13, 2010, 07:02:34 AM
Confirming Byakuren Cleric.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Minch on November 13, 2010, 07:18:49 AM
Confirming on Rumia.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 13, 2010, 07:55:30 AM
Confirming Reimu. Does she have a weapon set or can we choose?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 13, 2010, 08:05:45 AM
Does she have a weapon set or can we choose?

If you mean types of weapons, it's swords. (In the rules n stuff. Read them people.)

If you mean specific types of swords, I choose your beginning items.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Pesco on November 13, 2010, 08:14:07 AM
Captain Motherfucking Minamitsu Murasa
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 13, 2010, 08:24:40 AM
@AMZYoshio: Thanks for clearing that up. I will read the rules over when I log on again in the morning, I need sleepies.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Sana on November 13, 2010, 03:45:03 PM
Kogasa, de geso!
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Mr. Sacchi on November 15, 2010, 06:03:34 AM
Confirming Youmu - Myrmidon

I'd have done this sooner, but for some reason I wasn't able to log in for the last 2 days or so.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: theshirn on November 15, 2010, 06:04:23 AM
Confirming Cirno, the Strongest Axe Trainee!
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 15, 2010, 06:06:43 AM
Well the site being down kinda sucked. I did get a lot done, however, as far as making sure all the stats and whatnot work.

I've created a small flash program that lets one just simply type in their stats, weapon stats, class, and weapon type, as well as the enemy, and then it will spit out battle chances. Now, the results it gives are CHANCES, meaning the Hit%, Damage, and Crit%, and the program is really only to be used by the players in judging if it's a good idea to attack something or not. I'll be personally using it every step of the way to get the chance%'s, so I know what to roll for.

I'll post the program tomorrow, I need sleep as of now, but then you guys (someone who knows Fire Emblem well) can see if it's to your liking. I will note that the exact stats it gives out aren't going to be EXACTLY what Fire Emblem will give you, but it's pretty damned close. Like, +/- 5% on hit, and +/- 1 damage point. Crits usually seem to be exact.


I encourage you all to read through the rules one last time, just to be sure there's no suprises in the future. Good night~
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 16, 2010, 06:03:56 AM
I'll post the program tomorrow,

It's still technically tomorrow.

Ok, now that I?ve carefully balanced stats, gotten my program to work, and worked out the first map, getting character sheets typed up, and lots of other crap, my preparations are over, and it?s time to finally get this thing on the road! Here are your guys?s beginning stats and items, as well as the number you are assigned on the map. Please keep track of them ? Although I will personally keep track of everything, it would be nice if you knew what you were doing so you didn?t have to ask a thousand questions to get one action done. Your map number is the number that will be used to identify you on the map, meaning if you?re 7, you will be represented as a blue 7 on the map.

Reimu, Lord (Gambino)
Health: 18
Strength: 6
Magic: 2
Defense: 4
Resistance: 4
Skill: 5
Speed: 5
Luck: 5
Movement: 5
Starting Items: Gohei (Sword), Iron Sword, Tea
Map Number: 1

Nazrin, Thief (Hourai)
Health: 15
Strength: 3
Magic: 1
Defense: 2
Resistance: 1
Skill: 4
Speed: 8
Luck: 8
Movement: 6
Starting Items: Iron Sword, Lockpicks
Map Number: 2

Murasa, Pirate (Pesco)
Health: 21
Strength: 7
Magic: 1
Defense: 5
Resistance: 2
Skill: 7
Speed: 4
Luck: 4
Movement: 5
Starting Items: Iron Axe
Map Number: 3

Kogasa, Pegasus Knight (Sana)
Health: 16
Strength: 4
Magic: 1
Defense: 4
Resistance: 6
Skill: 7
Speed: 6
Luck: 7
Movement: 7
Starting Items: Iron Lance
Map Number: 4

Alice, Mage (Doll.S)
Health: 16
Strength: 1
Magic: 5
Defense: 4
Resistance: 6
Skill: 7
Speed: 6
Luck: 4
Movement: 5
Starting Items: Fire
Map Number: 5

Tenshi, Soldier (Pi)
Health: 23
Strength: 4
Magic: 0
Defense: 8
Resistance: 3
Skill: 5
Speed: 4
Luck: 3
Movement: 4
Starting Items: Iron Lance, Tea
Map Number: 6

Byakuren, Cleric (Schezo)
Health: 17
Strength: 1
Magic: 3
Defense: 2
Resistance: 6
Skill: 6
Speed: 7
Luck: 4
Movement: 5
Starting Items: Heal, Tea
Map Number: 7

Meiling, Fighter (Hime)
Health: 22
Strength: 9
Magic: 1
Defense: 4
Resistance: 3
Skill: 7
Speed: 4
Luck: 2
Movement: 5
Starting Items: Iron Axe
Map Number: 8

Cirno, Axe Trainee (Shim)
Health: 14
Strength: 3
Magic: 0
Defense: 2
Resistance: 1
Skill: 2
Speed: 3
Luck: 1
Movement: 4
Starting Items: Iron Axe, Hatchet
Map Number: 9

Youmu, Myrmidon (Sacchi)
Health: 17
Strength: 4
Magic: 1
Defense: 4
Resistance: 3
Skill: 8
Speed: 8
Luck: 6
Movement: 5
Starting Items: Iron Sword
Map Number: 10

Rumia, Dark Mage (Minch)
Health: 17
Strength: 2
Magic: 6
Defense: 4
Resistance: 6
Skill: 5
Speed: 4
Luck: 4
Movement: 5
Starting Items: Flux
Map Number: 11

Sanae, Cavalier (Sophilia)
Health: 20
Strength: 6
Magic: 2
Defense: 5
Resistance: 3
Skill: 7
Speed: 6
Luck: 3
Movement: 6
Starting Items: Iron Sword, Iron Lance
Map Number: 12



Please write that stuff down in notepad or something. Also, an explaination on items (Remember RANK/MT/HIT/WT/CRT/RNG, and also I?ll try to post descriptions about new items you encounter as you meet them):

Gohei: E/7/95/5/10/1 Uses: 30 Reimu only, Effective against Armored and Mounted enemies.
Iron Sword: E/5/90/5/0/1 Uses: 40
Iron Lance: E/7/80/8/0/1 Uses: 40
Iron Axe: E/8/75/10/0/1 Uses: 40
Hatchet: E/4/85/5/0/1-2 Uses: 50
Fire: E/5/90/4/0/1-2 Uses: 40
Flux: E/7/80/8/0/1-2 Uses: 40
Lockpicks: Unlocks stuff. Uses: 10
Heal: Rank E, 1 RNG. Heals Allies. Uses: 30
Tea: Heals self for 10hp. Uses: 3

Link to the Battle Generator: http://www.antimatterzone.com/generatoropen.htm (http://www.antimatterzone.com/generatoropen.htm)
How to use the Battle Generator: Type in your stats and the enemy?s stats. Where it says Rank, this is the proficiency your character has in the weapon: If you have a C in swords, but you?re using a Iron Sword, you still type in C. It is then converted to a number (1-6), each representing the ranks, but that?s only so the program can calculate it correctly. Also, for the weapon type and class section, type everything in lower case, as the examples on the program show, and when typing in Magics, just type ?normal?, ?light?, or ?dark?. The class section really is only for giving crit bonuses (Swordmaster, Berserker) and knowing 3x damage for bows (Pegasus Knight) as of now. I?ll update it later, if need be. In the case of having half of a number (usually in crits), round up.

Syntax for reading enemies:
MAPNUMBER: HP/STR/MAG/DEF/RES/SPD/SKL/LUK class; Weapon Proficiencies (If just a letter, it?s for their only weapon); Item, item, item.
Remember that thieves can steal items, but they cannot steal things that are equipped to a person, nor can they steal from someone that has more than or equal to SPD-1. (E.g. Thief has 8 spd, can?t steal from someone who has 7+, but can from lower.)

Other things I?m forgetting?Remember that nobody can walk on Mountains except Pegasus Knights (Sana), and stopping on a mountain gives +1 defense and +20 avoid (subtract 20 off the enemy?s hit%). Also, everybody starts with an E in their respective weapons for their class, and until they class-change, they cannot go above a B (except Cirno, who can?t go above a C).

This thread will stay open to assorted discussion, mostly about the game?s mechanics. In-game discussion about tactics and stuff goes in the game thread. Other than that, hope you all enjoy the fruits of my labor!

Link to the Game: http://www.shrinemaiden.org/forum/index.php/topic,7688.0.html (http://www.shrinemaiden.org/forum/index.php/topic,7688.0.html)

Links will be posted on the first post as well.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: theshirn on November 16, 2010, 06:12:34 AM
Hmmm...defensive stats are pretty darn high, especially Resistance - that's crazy high for some classes.  Most physical classes start with 0 or 1; you've got a Lord with 4, a Soldier, a Fighter, a Myrmidon and a Cavalier with 3, and a trainee with 1.  Might want to lower that by a couple points across the board.

I also note the lack of a Con stat.  In that case, how are you calculating weapon weight against speed?  To clarify, FE has used three systems.  a) The weapon's weight is directly subtracted from your speed; this can result in negative evasion.  b) Each character has a Constitution stat, which represents their size and build; weapon weights are weighed against that, and any excess is subtracted from effective speed with that weapon equipped.  c) Strength replaces the Con stat, which makes weapon weight negligible for stronger characters as they gain levels, and a larger problem for those with lower strength (Thieves, Myrmidons, Mages, etc.)
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 16, 2010, 06:14:27 AM
Hmmm...defensive stats are pretty darn high, especially Resistance - that's crazy high for some classes.  Most physical classes start with 0 or 1; you've got a Lord with 4, a Soldier, a Fighter, a Myrmidon and a Cavalier with 3, and a trainee with 1.  Might want to lower that by a couple points across the board.

People will be tough, and/or rates are slightly lower. I did a lot of thinking into this, and the exact formulas for the battles aren't quite what fire emblem made them out to be.

Trust me on this one.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Third Eye Lem on November 16, 2010, 07:28:10 AM
I personally didn't care that much about stats when I was playing Fire Emblem. I just go by what units other players recommend and try to use them as much as possible. FE9 is probably my favorite, the Bonus EXP system makes it a lot easier to level up units. And let's not forget being able to mark units for their ranges, that was useful too. I need to bug my girlfriend about that game...

As for the game itself, if you feel you know FE well enough to put your faith and skill into these formulas, then more power to ya. This is your game, your rules, your experience. I look forward to seeing all of us work together into this story. ^_^

One more question, though: are there going to be more units we can obtain later? If so, how will you handle those?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 16, 2010, 02:16:02 PM
One more question, though: are there going to be more units we can obtain later? If so, how will you handle those?

Probably not. Just to keep people involved, really - I could keep the same 12 people controlling about 20 units, but then things would get confusing, so it's 1 per. And 20 people playing, but with only 12-15 per map is hardly fair, right?
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Pesco on November 16, 2010, 04:52:02 PM
What did you use to make the maps? I want to try it out for my board game.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 16, 2010, 05:24:00 PM
What did you use to make the maps? I want to try it out for my board game.

A spritesheet of a GBA Fire Emblem Game (I think it was FE8), and Flash (because I lack something better, and having everything as objects is easier than Paint).
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: AMZYoshio on November 27, 2010, 03:29:05 AM
Just to reiterate for anyone who missed it:

There is a 48 hour turn limit now - if you don't take your turn during player phase for 48 hours, then your turn is forfieted to whoever makes you move first. If 24 more hours pass from the initial 48 hours (72 total, meaning 3 days and your turn hasn't been taken), your turn is skipped - for the better or worse.


Also, if you become a repeat offender (meaning your turn is taken by someone time and time again), it's possible that you'll get dropped, and I'll open the player registration back up.
Title: Re: Sake Emblem - Strategical RPG (SIGNUP AND RULES THREAD)
Post by: Pesco on November 30, 2010, 07:04:18 PM
Canas is teh pwnz0r and a fed Rumia is going to also be teh pwnz0r. :V
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Bitmap on November 30, 2010, 09:44:15 PM
Daiyousei is pro though too.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: AMZYoshio on November 30, 2010, 09:49:47 PM
Nice discussions guys. :V
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: theshirn on November 30, 2010, 10:08:55 PM
I'd say stick with Rumia for the simple reason that in this format training up one trainee is going to be hard enough.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Schezo on November 30, 2010, 10:48:05 PM
Yeah another trainee will be harder than crap to do and another liability with the ones we already have.  You could switch to any other mage but we can keep the whole triangle if you have Rumia's dark along with my light later and Alice's Anima.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Bitmap on November 30, 2010, 10:58:19 PM
Ehh fine. I'll stick with Rumia.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: AMZYoshio on November 30, 2010, 11:02:24 PM
Ehh fine. I'll stick with Rumia.

And with that, the game continues. Everything is the same, considering there was no character change, so just play out your moves ladies and mentelgen.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: theshirn on December 07, 2010, 07:32:14 AM
Quote
[02:19]   <theshim>   my biggest problem with this system
[02:19]   <theshim>   and it's a big one
[02:19]   <theshim>   is that weapon weight subtracts 1.5 hit per point
[02:19]   <theshim>   and doesn't affect speed
[02:20]   <theshim>   it also lowers evasion by one point
[02:20]   <theshim>   but high-speed characters can double regardless of weapon weight
[02:20]   <theshim>   this makes speed once again too powerful
[02:20]   <theshim>   I warned him about this
[02:20]   <Pesco>   So Youmu is going to be insane later on?
[02:20]   <theshim>   completely
[02:20]   <theshim>   I mean, here's the thing
[02:21]   <Dragoshi>   l...awl?!
[02:21]   <theshim>   an Iron sword does not have 90 hit
[02:21]   <Pesco>   LOOOOOOOOOOOLLLL
[02:21]   <theshim>   it has 82.5 hit, and lowers your evasion by 5 points
[02:21]   <theshim>   A Steel sword, by that accounting, which by the way has the same stats as an iron axe
[02:21]   <theshim>   has 60 hit instead of 75, and a -10 penalty to evasion
[02:22]   <theshim>   this makes heavy weapons COMPLETELY IMPRACTICAL, because their hit rates are abysmal instead of just lower
[02:22]   <theshim>   a Steel axe, for example, normally has 13 damage, 15 weight, 65 hit
[02:23]   <theshim>   in this version the hit is lowered to 42.5!
[02:23]   <Pesco>   :<
[02:23]   <theshim>   and a -15 evasion penalty on top of that!
[02:23]   <Pesco>   :<
[02:23]   <theshim>   we either need a Con stat or to use strength
[02:23]   <theshim>   because this is extremely ridiculous
[02:23]   <theshim>   mages are way too good
[02:23]   <theshim>   speed is way too good
[02:23]   <theshim>   swords are the only practical weapon
[02:24]   <Pesco>   How about bows?
[02:24]   <theshim>   bows are still okay
[02:24]   <theshim>   barely
[02:24]   <Pesco>   :/
[02:24]   <DollS>   So, by relying only on speed, everything weights to much?
[02:24]   <theshim>   an iron bow will have 76 hit and -6 evasion
[02:24]   <Pesco>   You know what
[02:25]   <theshim>   speed is too good, because weapon weight doesn't affect it

I did warn you.  This system is heavily weighted in favor of speed - speed does not need the help - and in favor of tomes and swords, which are considerably lighter.  Axes are nearly unusable now.  This system is workable, but terribly unbalanced.  I strongly urge you to simply return to the standard FE system; I know you've put a lot of work into this and I really don't want it to go to waste either, but three of our party members are using the worst weapon in the game, and things are only going to get more and more skewed as we keep going.

If you do, please decide if we're using Con like the GBA games or the strength stat like the later ones.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: AMZYoshio on December 07, 2010, 04:36:13 PM
You haven't even seen the stats of the other weapons - I used the E-rated weapons as the same just as a base to work around. I actually used some silver weapons as a comparison as well, just to see if it would work, and it's good.

Don't worry, it's all gon b k. Like I said, this is Fire Emblem LIKE, not every item will have the same stats as they do in the game. And besides, I was playing Shadow Dragon this morning, and noted that it's a lot harsher on everything than my system is. (Then again it was on 3star Hard, but that's a different story.)

Edit: Although, reading over what you said, I might tweak it just a small bit due to axes.
EditEdit: Looking over my code, I accidentally //'d out a line or two I shouldn't have, meaning it's not doing what it's supposed to do (which is subtracting speed based on weight). Eye'll fix that as soon as I get home (not at school).
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: AMZYoshio on December 16, 2010, 12:18:17 AM
A bit irrelivant as of now, but inbetween you guys moving, I'm curious what all of you are planning on class-changing into when the time comes.

Anybody? +reasons?
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: theshirn on December 16, 2010, 12:22:19 AM
Cirno is totally a Pirate.  And, eventually, the Strongest Berzerker of them all!
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Doll.S CUBE on December 16, 2010, 12:39:01 AM
Just plain sage for me. Brain beats brawn all the time.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Schezo on December 16, 2010, 01:07:54 AM
Priestess.   
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Bitmap on December 16, 2010, 01:25:05 AM
Dark Knight.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Hanged Hourai on December 16, 2010, 01:51:48 AM
Assassin.
Stat boots and lethality beats out squishiness and steal ability.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: AMZYoshio on December 16, 2010, 02:00:58 AM
Assassin.
Stat boots and lethality beats out squishiness and steal ability.

Indeed. I personally don't like the thief as it is, although they do have their uses.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: PX on December 16, 2010, 03:22:38 AM
Generals are awesome :D
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Sophilia on December 16, 2010, 07:54:05 AM
Probably knight, unless the RNG decides to neglect my STR and DEF.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Pesco on December 16, 2010, 09:41:44 AM
Cirno is too dumb to use torrents :V
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: trancehime on December 16, 2010, 09:52:26 AM
Probably going to promote to Hero.

We have enough potent range as it is, and I like being able to have more WTA options.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: AMZYoshio on December 18, 2010, 02:38:43 AM
Cool beans guys. Sounds like it's gonna work out well in the end.

First page will have all the story now, to avoid making a new thread.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Schezo on December 18, 2010, 04:08:48 AM
Just a random question since I'm thinking about it.
(If you already said this, don't hurt me)

How do you determine when we go up in weapon rank level?  Is it after a certain amount of level ups or uses of the weapon...
Just curious, although I'm sure what you have is all worked out and fine.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: AMZYoshio on December 18, 2010, 04:14:20 AM
Just a random question since I'm thinking about it.
(If you already said this, don't hurt me)

How do you determine when we go up in weapon rank level?  Is it after a certain amount of level ups or uses of the weapon...
Just curious, although I'm sure what you have is all worked out and fine.

I didn't say it, so no pain for you~

It's by uses of the weapon, higher ranked weapons give more exp, and crits give a exp bonus.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Schezo on December 18, 2010, 04:21:58 AM
And I assume you're keeping great tracking of it, thanks.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: AMZYoshio on December 18, 2010, 04:24:03 AM
Indeed I am.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Hanged Hourai on December 20, 2010, 02:57:29 AM
I don't know how you guys feel about this, but I'm gonna say it anyway.

I feel that Sana hasn't been posting enough lately. We need someone to make their own actions and contribute to the discussions. For me, it feels like the game has been dragged along waiting for Sana.

So what I'm probably trying to say is that should we consider a replacement?

Sana, if you see this, tell us what you think and if you're ok with this.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: AMZYoshio on December 20, 2010, 03:05:58 AM
How about this - if Sana doesn't do anything in the next few hours (give it some time, but I'll leave it up to you), I'll let you guys do the Setup for him. Then, if Sana STILL isn't coming, I'll considering a kicking.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Hanged Hourai on December 20, 2010, 03:09:25 AM
Sure thing. It's your game.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Sana on December 20, 2010, 05:03:39 AM
I think I should drop out of the game, to be honest. I've haven't really been paying attention to the game, and it seems people have noticed(especially Pesco). Plus, I'm sending in my computer for repair sometime soon, which would mean even more downtime, so this is probably for the best. Sorry guys. :<
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: AMZYoshio on December 20, 2010, 05:21:02 AM
Hey, if anything, that's YOUR problem~

But yeah, if that's how it goes, that's how it goes.

Because of this (unless Sana re-intervenes), you guys can continue to set-up, including setting up for Kogasa, but we won't start until the spot of Kogasa is filled. No, Kogasa won't be changed as far as the character goes, but whoever fills the spot will probably need a little extra help feeling the groove of things.

(freaking size tag)
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: Sana on December 20, 2010, 05:30:01 AM
Well, yeah. It is. :V
There's isn't really anything wrong with the game, I guess I just don't like FE as much as I thought I did.
Title: Re: Sake Emblem - Strategical RPG (Signup/Rules/Discussion Thread)
Post by: AMZYoshio on December 20, 2010, 05:38:06 AM
Don't worry, I'd rather you drop now and tell us in the begnning instead of being dragged along for 10+ chapters with you barely being here and/or hating it.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: Pesco on December 20, 2010, 06:12:13 AM
I want whoever else we've had to wait for to reconfirm that they're staying or dropping. It's pretty damn rude to make a commitment that you're not keeping or at least explaining.

Yoshio give us a breakdown of who hasn't been participating enough.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: Schezo on December 20, 2010, 06:16:32 AM
Also, I would like us to follow the 48 hour rule more rigorously (24 would be great but if you all can't...) or else this will go on a long time without much progression and some people may lose interest.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: theshirn on December 20, 2010, 06:23:09 AM
The only time I cannot post is Friday afternoon to Saturday evening.  If anything comes up and I can't post, I will definitely let you guys know ahead of time.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: Hanged Hourai on December 20, 2010, 06:28:19 AM
Well yeah, I think it's reasonable if some of us can't post around Christmas.
I may experience similar things too.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: AMZYoshio on December 20, 2010, 06:35:15 AM
Yoshio give us a breakdown of who hasn't been participating enough.

Well, that's kinda hard to determine - some people (most of you actually) stop posting after you've made a move until the next player phase, so whoever is straggling is being waited on and NOBODY participates. Not your guys's faults.

However, as far as participation on a general basis goes, the only real people I could say that need work on is Sana and Sacchi (Kogasa and Youmu), with Sacchi giving at least some reasoning, and we're dropping Sana. As Schezo said, a 24 hour rule would be amazing, but I realize that not all of you can be NEETs like I am and sit on a computer all day every day, so I'm being a little more relaxed. However, keeping turns as short as possible would be nice, so in the future, I encourage IRC use.

Repeat: IRC. I probably won't personally be in there, but then again, I don't need to plan with you guys, only process your posts.

I have an idea to get things to go faster: If you guys make an IRC conversation about some plan, copy/paste the convo (at least the part that has the commands in it) or a screenshot, and then I'll just carry them out. However, whoever does that will be taking on the responsibility of making sure that whoever is in said plan actually wants to do what they post, or else I'll penalize them in some way (probably taking off health, then rolling back the turn. Everyone's loss, so then they're also screwed by being hated). That, or if you post an IRC convo, just point out who already confirmed and who hasn't agreed yet (like someone (I think it was Doll) already did for one turn). That way, if you guys spend an hour or whatever in an IRC, I don't have to wait for all of you to trickle in and confirm.

Other than that, the only real thing we can do is encourage eachother to keep up on it, as well as take in whoever this new person will be and make sure they know we mean business.

Well yeah, I think it's reasonable if some of us can't post around Christmas.
I may experience similar things too.

That too. I'll probably be really lax about turn rules this coming week for obvious reasons, but at least trying to keep it going would be nice.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: Third Eye Lem on December 20, 2010, 07:04:47 AM
mIRC expired on me. =( Doesn't anyone have suggestions for good IRC clients (aside from ChatZilla, I heard it doesn't support emotes that well).
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: Hanged Hourai on December 20, 2010, 07:15:52 AM
There's the site's webchat client, or XChat (haven't tried that though).

But this isn't exactly the place to talk about it.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: Doll.S CUBE on December 20, 2010, 08:07:26 AM
Try Icechat7, I have no problems using it and it's free.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: Third Eye Lem on December 20, 2010, 08:45:48 AM
I got it covered now, so no worries. I asked some of the other guys in IRC to spread the word, too.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: AMZYoshio on December 21, 2010, 03:34:46 AM
A whole month gone, and still no word. [/zelda]

Anyway, since I'm sick of waiting, and you guys probably are, I'll just go ahead and call Kogasa a free character like Kourin right now, meaning anyone can control her. Hopefully someone will chime in on wanting to be her soon, because just having a dead character is kinda lame.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: Herasy on December 23, 2010, 12:00:18 AM
Okay so I noticed some discussion of this on IRC and heard you needed a player.
I have been meaning to try and get into a Rumia Board game so I guess here it is!

I have played some Fire Emblem so it shouldn't be too difficult to get the rules down although you might have to explain how the Battle Generator works.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: Schezo on December 23, 2010, 12:30:39 AM
You don't mind taking Kosaga the Pegasus Knight do you? 

Anyways, the rules do, for the most part, follow Fire Emblem and all but I would highly recommend that you read the first page of this thread so you know kind of what's going on and how it works, as well as the 5th page where the breakdown of characters and weapons are posted.  The character stats are in the main game thread as well though so they will be easy to find since it's on the first page.  I suggest that you copy and paste all the weapons and their stats that follow them into a notepad document for easy reference for the battle generator later.

The battle generator itself is simple to use after you've done it a few times.  Once you open it up, it's just plugging in the stats in order on the character and enemy names, then the stats on the weapons (that you wrote down earlier, they are all on page 5 of this thread), any terrain and the weapon rank/ proficiency the unit has with it.  Instead of letters however the rank of weapons is from 1-5, 1 being the lowest.

This stuff is all written down all over the 2 threads so you can just read and catch up on it if you still want to be Kosaga and play with us.  :3
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: AMZYoshio on December 23, 2010, 12:35:40 AM
Ahh crap, ninja'd. *deletes probably over specific post*

Anyway, to make things easy, I'll chronicle the current items right here, and I'll think about editing in the currently known items to the first post of this thread:

Gohei: E/7/95/5/10/1 Uses: 30 Reimu only, Effective against Armored and Mounted enemies.
Iron Sword: E/5/90/5/0/1 Uses: 40
Iron Lance: E/7/80/8/0/1 Uses: 40
Iron Axe: E/8/75/10/0/1 Uses: 40
Hatchet: E/4/85/5/0/1-2 Uses: 50
Iron Bow: E/6/85/5/0/2 Uses: 40
Fire: E/5/90/4/0/1-2 Uses: 40
Flux: E/7/80/8/0/1-2 Uses: 40
France: Rank E, 3sq Range, 1/5 Stats. Uses: 5 (Alice Only)
Lockpicks: Unlocks stuff. Uses: 10
Heal: Rank E, 1 RNG. Heals Allies. Uses: 30
Shield: Rank E, 1 RNG. Raises Def by 2. Uses: 20
Tea: Heals self for 10hp. Uses: 3
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: Herasy on December 23, 2010, 12:36:15 AM
Yeah I have no problem playing umbrella on a horse. I already read over the first page of both threads but when I opened the battle generator it didn't seem to have any place to enter anything. Might just be firefox acting up.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: AMZYoshio on December 23, 2010, 12:40:34 AM
Yeah I have no problem playing umbrella on a horse. I already read over the first page of both threads but when I opened the battle generator it didn't seem to have any place to enter anything. Might just be firefox acting up.

It should open up a window (because that's what MoTK does) that has a single link that says "click here to open the battle generator in a new window". The only reason I did that is because that link has some javascript in it that makes it open in a window that doesn't have all the toolbars and stuff in it, so it can afford to be smaller and whatnot. Click the link, and as long as you have flash, it should work.

EDIT:

  Instead of letters however the rank of weapons is from 1-5, 1 being the lowest.

You can also type the letter, and it just converts it for you. The only reason I did that is because it's hard to get lessthan greaterthan values with letters, especially with S being the highest.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: Herasy on December 23, 2010, 12:51:45 AM
Oh silly me, you just type over the stats  :derp:

Anyway I have already skimmed over the rules and stats and made a copy of them for myself. I guess I will look at the map for the current chapter now.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (SLOT OPEN, SEE 1ST POST)
Post by: AMZYoshio on December 23, 2010, 12:52:27 AM
Alright, looks like you're it then. I'll set you into the first post and take off the slot open message.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Schezo on December 24, 2010, 12:03:45 AM
Looking at the fairies on the forest, would it be possible to lower their opacity or else scale them a bit smaller on special squares to we can see what they are on?

Or you could just post the map without any sprites or numbers on it so we can compare the two maps side by side to see all the special terrain.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on December 24, 2010, 12:18:16 AM
I thought that'd be a problem. I guess I could make forest fairies slightly less opaque. (It's the easiest fix as of now)
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: theshirn on December 27, 2010, 08:07:45 AM
A musing on experience: it's been awful short for two reasons, as I see it.  One, that we're starting out with twelve people, so even with a larger number of enemies than normal for the first couple chapters we're still hard-pressed to get more than an average of one kill per person, and Two, that you haven't included a boss in either stage.  It can just be a generic a level or two higher, but in classic FE that's usually another 50 exp on that kill or so, which makes a good chunk of difference.  As is, bonus exp is a nice touch to balance it back out, but we're still rather weak for now, and with exp spread as thin as it is, we may have some problems for several chapters.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on December 27, 2010, 08:36:22 AM
Just FYI, there will be a boss next chapter, and there will be chapters that will be akin to hoardish enemies that are weak yet plentiful. And yes, the bonus EXP is meant to balance out things for characters that are weaker. I just held off on the bosses for the first 2 due to you guys being weak.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Schezo on January 04, 2011, 11:15:32 PM
I forgot to ask this when my shield came out but how long does the 2 def buff last?
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on January 04, 2011, 11:27:45 PM
2def on the enemy phase following the turn you use it, then 1def the next, then 0 def. Basically good for one wave, and half good for another.

use > enemyturn (+2) > player turn > enemyturn (+1) > player turn > enemyturn (normal)
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Schezo on January 04, 2011, 11:30:05 PM
Got it, thanks.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Pesco on January 16, 2011, 10:26:17 PM
Hoorays :V
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Schezo on January 16, 2011, 10:42:22 PM
Yay!  Good job everybody on 2 chapters completed.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Doll.S CUBE on January 17, 2011, 12:19:47 AM
Whoo, that was a good battle.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on January 17, 2011, 01:49:51 AM
For anyone who missed it:

NEW THREAD (http://www.shrinemaiden.org/forum/index.php/topic,8236.0.html)

Good luck chireiden children, you'll need it~

Also, battle generator updated with a quick weapon slot - just type in the name of your weapon and it'll work it's stats into the program.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Hanged Hourai on January 17, 2011, 02:08:51 AM
Is Nazrin able to steal unequipped weapons?
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on January 17, 2011, 02:10:14 AM
Is Nazrin able to steal unequipped weapons?

Not from a boss. (sorry)
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Hanged Hourai on January 17, 2011, 02:11:38 AM
Durnit. A shiny new lance would've been good.
Normal enemies though?
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on January 17, 2011, 02:14:08 AM
Durnit. A shiny new lance would've been good.
Normal enemies though?

Only for you. =D (careful though, enemy thieves can swipe your stuff too) (just kidding, it's not just because you said it)
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Schezo on January 17, 2011, 04:15:37 AM
Ok just going to throw out some opinions so far.

I think the storyline is really cute and I enjoy it.

Do we get to get a store or some new place to get weapons/staffs/etc. soon because we're running out?

Would it be possible to post the level of each of our units somewhere, like right after the name or something, so it's easier to see where everyone's at and who needs to battle more/ /receive bonus exp.? Sort of like:
Reimu(2);      (20/20)/7/2/4/5/5/6/7
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on January 17, 2011, 04:23:22 AM
Ok just going to throw out some opinions so far.

I think the storyline is really cute and I enjoy it.

Do we get to get a store or some new place to get weapons/staffs/etc. soon because we're running out?

Would it be possible to post the level of each of our units somewhere, like right after the name or something, so it's easier to see where everyone's at and who needs to battle more/ /receive bonus exp.? Sort of like:
Reimu(2);      (20/20)/7/2/4/5/5/6/7

In order:

Thank you.

Yes, very soon.

I guess, wouldn't be too hard.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Schezo on January 17, 2011, 04:41:01 AM
I knew I forgot one more question.  :derp:

When we get an item that is over our 5 limit carrying capacity do we get to pick which one to send to the convoy?
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Doll.S CUBE on January 17, 2011, 04:42:20 AM
You know, I'm seeing a lack of Alice and a few others in the dialogue....
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on January 17, 2011, 04:43:20 AM
I knew I forgot one more question.  :derp:

When we get an item that is over our 5 limit carrying capacity do we get to pick which one to send to the convoy?

Yes.

You know, I'm seeing a lack of Alice and a few others in the dialogue....

To be fair, there was a lack of (insert everyone except the main like 6 characters) in (insert fire emblem game here) too.

Then again, this is level 3, there's plenty of time for more people to become more important.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Schezo on January 20, 2011, 03:56:22 AM
Speaking of Youmu, what happened to him?  Can you prod him or something?
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on January 20, 2011, 04:21:09 AM
Yeah, I made some note of that at the end of the last chapter. I'll send out a message, but if nothing gets better, it looks like we might have a dead parrot on our hands.

Anyone remember him saying anything about anything?
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Doll.S CUBE on January 20, 2011, 04:35:34 AM
He did say something about not being on the internet much but then said could go on a few times. Guess it's not the times.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Schezo on January 20, 2011, 04:47:59 AM
I thought I saw him active on other parts of the site.  :/
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Doll.S CUBE on January 20, 2011, 06:21:58 AM
Well I don't know then.

*Checks Sacchi's profile*

Well, what do you know, he is active.

Edit: Sana hasn't been playing much either too.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: theshirn on January 20, 2011, 07:09:15 AM
Edit: Sana hasn't been playing much either too.
Sana dropped a while ago.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Mr. Sacchi on January 20, 2011, 07:19:51 AM
OK people, so, I'm alive.

Yes yes I know I've VANISHED. What's with my cousin simply cutting off all access to his computer on my stay there (and no internet to plug my PS3 on too.)

But, I'm back. I'm back. And I seriously apologize. Too much stuff happening (Including me actually GM'ing my own RPG, which I had to take a break from >_>'') my brain can barely keep up.

...Lame excuse? Yup, I know. Well,  :colonveeplusalpha:
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Doll.S CUBE on January 20, 2011, 09:13:18 AM
Sana dropped a while ago.

*blink* I don't remember....well, do we have a replacement?

(Darn I'm forgetful)

Also, welcome back Sacchi.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Sophilia on January 20, 2011, 07:37:25 PM
Glad to see you back, man.  We definitely need you, both as a unit and as a player.

And Doll, Herasy is the new Kogasa.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Doll.S CUBE on January 20, 2011, 09:04:58 PM
Right....Darn I'm forgetful.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Third Eye Lem on January 21, 2011, 01:43:20 AM
OK people, so, I'm alive.

Yes yes I know I've VANISHED. What's with my cousin simply cutting off all access to his computer on my stay there (and no internet to plug my PS3 on too.)

But, I'm back. I'm back. And I seriously apologize. Too much stuff happening (Including me actually GM'ing my own RPG, which I had to take a break from >_>'') my brain can barely keep up.

...Lame excuse? Yup, I know. Well,  :colonveeplusalpha:
Man, your cousin seems pretty mean. It's good to have you back, at least. ^_^ Where is this RPG of yours?
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on January 29, 2011, 12:43:40 AM
Yeah, so there's definitely something screwed up about the wireless in my laptop. The physical ethernet port works fine (that's what I'm doing now), but when it's on wireless, I get this weird, half-on half-not bastardized version of a not internet connection.

What this has to do with the game is that I might not be able to post correctly, or I might post some move out and not update the main page, or something to that extent. I can't hardwire my laptop all the time, but I'll try to when I can. Right now, I'm sitting at a friends house, and I stole the cord out of his computer when he wasn't looking lol

But yeah. If things get really bad, I'll most likely tell Lem what I want to say as far as the game goes, considering he talks to me on live. Peace 'yall.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on February 08, 2011, 05:19:07 PM
Everyone, get in here.

Ok, you guys are being stupid slackers (no offense) and I don't know why. You all probably have your own assorted reasons, so don't bitch me out or anything, I'm just wondering what happened to the attention and/or zeal that used to be in this. Is it boring? Are you guys quitting? Just lazy and forgetful?

If this keeps up, I might either A) Kick people, B) Postpone the game, or C) End it. I really don't want to do B or C, A I have somewhat less of a problem with but is still annoying.

Discuss. (Also, if I sound ticked, it's because I'm really tired right now.)
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Pesco on February 08, 2011, 05:28:21 PM
Murasa and Reimu have already moved, so me and Lem sitting out just happens. If I haven't moved, I'll check in for suggestions and such. Once my parts are done, it's up to the rest of the players to get their moves in.

If there are people that don't want to keep up with the game anymore then they need to come here and say they want out. When we get to the stage of having to kick people out, don't expect it to be pleasant.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Schezo on February 08, 2011, 06:17:12 PM
I'm still interested in this game but I feel the lack of activity is making me less motivated to come in. I'll try to be more active because I wasn't the last two turns though. :ohdear:
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on February 08, 2011, 07:18:27 PM
Well I know about Pesco and Lem, and I can personally talk to Lem if he gets off track, but a lot of you seem to be posting either every third day or so, or just not participating at all (Ones that come off the top of my head: Trance, Sacchi (although he came back just recently), Baka). I put that turn time limit in place on purpose to motivate you guys to be more on top of things, and I can understand if you take a few days to work out a turn if you're actually debating it, but lately most of you just seem to have dropped it.

When I say most, please don't take it the wrong way - I'm not really keeping track of who all is actually posting, it's just as a whole, the activity has gone completely downhill. If you guys are IRCing, that's one thing. If you're just discussing moves, so you don't want to move anything at all just at the moment, that's another. But to my knowlege, in the past 3 days (normal turn limit = 2 days), I count 5 out of 12 of you posting. Now, barring that Pesco and Lem already moved, so they might just be waiting things out, that's still only half, and only 9 posts total. So where's the rest of us?

I'll begin issuing kickings soon (day or so) if people don't get their crap in gear, or at least show that they're interested/having a good reason for not doing anything.


EDIT: Baka was probated, it makes sense why no posts have been showing up. Kick? Y/N
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Pesco on February 08, 2011, 09:20:53 PM
Probated people can still send/recieve PM. He should be able to read the thread as well.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: theshirn on February 09, 2011, 12:28:12 AM
The problem with this type of game is that it requires a coherent and cohesive plan, all at once.  Move-by-move will just get us all killed.  And not everyone is always willing to sink all the time into coming up with a plan in one chunk, especially for the reasons I listed in the other thread.  At best they can say stuff on a small scale, but all our fights have been open giant melees basically - no chokepoints, no narrow castle corridors, little in the way of cover - so individual moving or suggestions can be dangerous.

Not castigating you for it, just trying to explain where people are coming from, I think.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on February 09, 2011, 12:36:27 AM
Well I understand that part, but that's half of the game in my opinion - learn to work with your teammates.

That, and on a mostly related note, I can understand if some people take orders and whatnot, they don't have to be a 5 star hardcore general all the time. However, it seems that people have been not only taking orders, but having absolutely ZERO input other than to move based on what they read in a plan, or even less somtimes (when they have their turn skipped). It's that part that's getting to me.

So far, here's a list of people who I know for sure are good:

Pesco
Lem
Shim
Doll
Sophilia
Schezo

And people who are kinda borderline, but not doing bad enough to be called inactive:

Hourai
PX
Herasy (kinda iffy though) (fixed it, just for you)

And then there's the people who are concerning me the most:

Trance
Baka
Sacchi

So in reality, I don't have a problem with -all- of you, it's just a few people, and then the group as a whole in general. I've noticed that, like I said before, a lot of people seem to just be taking orders and not really having any input, or at least even trying. Go ahead and try out a plan people, it's not like it'll kill you if you simply suggest something. Who knows, maybe you'll think of a plan that is absolutely genius, or at least a small bit of it that somebody else overlooked (like shim just did to Sophilia).
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Herasy on February 09, 2011, 12:44:48 AM
Ouch, mispelling my name.

I have been lurking the thread every day actually. I'm just a bit short on ideas for moves. Currently it seems like retreating is the best thing we can do until the bunch of fairies infront of us are gone.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: theshirn on February 09, 2011, 12:45:26 AM
Ouch, mispelling my name.

I have been lurking the thread every day actually. I'm just a bit short on ideas for moves. Currently it seems like retreating is the best thing we can do until the bunch of fairies infront of us are gone.
COWARDS

ALL OF YOU
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on February 09, 2011, 12:47:39 AM
Ouch, mispelling my name.


Close enough, I don't know you people. (Bastardized version of "sorry")
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: PX on February 09, 2011, 12:53:50 AM
Cowards?! A great general must know when to charge, and when to retreat!
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: theshirn on February 09, 2011, 12:54:36 AM
Cowards?! A great general must know when to charge, and when to retreat!
AND NOW IS THE TIME TO CHARGE

WOMEN AND CHILDREN!
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: PX on February 09, 2011, 01:00:34 AM
Looking forward to see if Yoshio will kill off someone.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on February 09, 2011, 01:04:49 AM
Gettin' close to it, because some people still haven't reported in on this discussion which, and let me make this clear:

May cost them their player slot if they choose to just ignore it

or something like that.

Also, going to beat it into you guys again: Please, even if you are here and participating, at least -try- to make up plans or have input, more than just "_____'s plan sounds good" every time. I get if you draw a blank, but every time guys? (You've all done this at least once or twice.)
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Sophilia on February 09, 2011, 03:33:47 AM
I would definitely like to see more bouncing ideas off each other.  Not only because it gets boring if one person just takes over the game, but because I personally am terribly insecure about moving other people.  If I make a fuck-up, or there's a better solution, I don't want everyone to go "oh hay, that sounds good" and then Nazrin dies.  I am seriously afraid of this, and it probably shows in my play style.  I also think people should be more specific as to why they think move X or plan Y is a good/bad idea so we can know where they're coming from instead of having to wonder why we suddenly have Rumia in melee with a general.

And then there's the people who are concerning me the most:

Trance
Baka
Sacchi

Honestly, despite that Trance could probably out-FE the rest of us combined, the only time I remember him getting in the specific discussion here is during the second battle when he went "Hey you guys hold up you're gonna get us killed." Unfortunately, no one listened, and were it not for Christmas, we would have been.  He may have been more active on the IRC, but I wouldn't know since I usually don't go in unless someone's calling for a strategy meeting.  But from what I've seen, a drop would probably be for the best.

Sacchi - well, he had that long disappearance, but he has been contributing so far in this battle at least.  Wondering why people put him in harm's way, doing the math, suggesting moves, etc.  Unless he has another extended idle, I don't think a drop is needed.  if it eventually is I am SO switching to Youmu

BMP basically gave up control of Rumia indefinitely here. (http://www.shrinemaiden.org/forum/index.php/topic,8236.msg535870.html#msg535870)  PIng him, see if he can perform his duties, if not, then we need *another* new Rumia.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Doll.S CUBE on February 09, 2011, 05:43:26 AM
Well I'm not really suggesting anything now is because last time I kinda screwed up so I'm just giving suggestions here and there.....

Also, yeah Yoshio, I find the 'only following order thing' really meh.

People, you got to say something! We can't just keep relying on a few people for the plan, we're a team.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: trancehime on February 09, 2011, 08:54:18 AM
Yeah, sorry.

I won't compromise the enjoyment of others in this game.

I have no choice but to stop. I simply don't have the time to continue with this game anymore, since this semester is kind of a huge deal for me, if I fail any subject this semester, I have pretty much forfeited my chance to renew my Hong Kong Permanent Residence ID, which I really don't want happening.

Re: IRC
Yes, I am infinitely more talkative on IRC because as Sophilia mentioned nobody gives a two shits about my opinion anyway. Compounded with my insanely busy university schedule where I only get ONE weekend and it's on a fucking Friday and not all my Fridays are free, I have no time and no reason to continue playing.

Sorry, guys. Feel free to drop me

EDIT: I figure it'd be jerky if I said that without seeing what you guys are doing at all and try and offer my last bunch of hopefully constructive input before my cast-off, though.

Alright, let's see what we've got here.

>Reimu and Murasa on their lonesome somewhere in the Western side of the map
What exactly is Reimu going to achieve staying there? I assume Reimu and Murasa have just finished clearing up a whopping total of ONE Pirate. Productive work there guise. Get their asses down there NOW after killing the second Pirate.

You'll need to move Tenshi and Meiling to flank the small group from below. You're being bottlenecked when you should be the one to swarm the enemies. Something's definitely wrong here. Quickly eliminate Fairy 15, she's the major threat in that small little Fairy cadre and definitely won't have any qualms nuking some of the team to smithereens. Fortunately, 15 is also the only Mage, which means the coast is mostly clear.

I would highly suggest against a blind charge, because you still have to deal with Fairy{13,14,6,7,8} on the bridge. Fairy 16 will probably charge to our group as well, so quickly eliminate 15 and then it should fall into place from there. Also, judging from Kogasa's current position, you people aren't utilizing her mobility enough on this map. Kogasa has free reign on the entire bottom half of the map since the only archers, Fairy{13,14}, are stuck on the bridge and most likely will wait for us to approach. Her being stuck there is a poor move, instead she should try and weaken the other enemies who are being fought by the others. Pegasus Knights have a lot of mobility, you guys should use it to the maximum.

Furthermore, Fairy 17 is a sword-user, so Kogasa should be right at home fighting her. You should at least be capitalizing on her MOV though, along with Sanae. I am assuming Sanae had just made her move the previous turn, considering she's on Forest and there's nothing in front of her. Have Sanae quickly take the spot between Fairy{18,17}, assuming you have already killed the Mage (Fairy 15). Someone else, either Meiling or Tenshi, can then take the spot occupied by Fairy 15 who would have died, and then after you've already finished off Fairy 1, have Byakuren sit by whoever was in Fairy 15's spot and Sanae.

Basically, it should look something like this:

Fairy 1 @ N8 is killed
Quickly kill Fairy 15 @ N9
Move either Tenshi or Meiling to N9
Move Sanae to O10
Sit Byakuren at O9
Kogasa actually can't reach her destination, P11, since she's stuck at a really disadvantageous place right now, so try and think of an appropriate moves to get there, without sacrificing Byakuren's position.

YOU MUST KILL FAIRY 15 AT ALL COSTS
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Mr. Sacchi on February 09, 2011, 07:18:36 PM
> Sacchi is confirming his stay

Yeah, well. I was just about to post on the actual game when I read that we were supposed to discuss this here.  :V

But yeah, I'm just not a good strategist  so I tend to go with peoplez plans the most,and I haven't played FE in a while.

Also, Sophilia, HELL NO YOU'RE GETTING MY SPOT /rage -shot
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on February 09, 2011, 08:34:33 PM
So the only person I haven't heard from is Hourai, to my knowledge...


But otherwise, I guess this means we're dropping Trance and Baka, meaning Meiling and Rumia, so I'm gonna have to halt the game for a bit till we can get that squared away. That means start telling people on here/in IRC that there are 2 slots open, one for a dark mage, one for a fighter, both great characters. And please make sure whoever you get will actually commit to playing, having people drop out like this is annoying.

Also, just on a side note, I noticed that you guys were arguing over the whole retreat/hold your ground motif, so if something like that ever happens to the point of a standstill, just vote, and majority rules. If it's a 50/50split, I'll roll a dice and tell you guys the result. Deal? Deal.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Hanged Hourai on February 09, 2011, 10:38:22 PM
Oh hi there.   :V
Yes, I will be staying with the game and contributing more to it from here on out.
It really is a fun game to play.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Bitmap on February 10, 2011, 02:49:53 AM

But otherwise, I guess this means we're dropping Trance and Baka, meaning Meiling and Rumia, so I'm gonna have to halt the game for a bit till we can get that squared away. That means start telling people on here/in IRC that there are 2 slots open, one for a dark mage, one for a fighter, both great characters. And please make sure whoever you get will actually commit to playing, having people drop out like this is annoying.

Wow, I was banned for a week(+2 days), leaving a message with TSO since I got baleeted from IRC and forums(still 1 week left for IRC) that I would return when that time comes. I would love to have gone on IRC to continue the game but TSO said I couldn't spend my time there or some crap. Anyways, do you want me back as Rumia or what? And for all the other time I was busy, I had midterms and finals and I said for someone to just move for me for the time being till now.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: AMZYoshio on February 10, 2011, 03:00:04 AM
Well I was told that you'd be pretty much gone, so the question really is, do you feel like you'll be actually back this time? Nobody's gone to sign up as Rumia yet, so I can still tell people off.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Bitmap on February 10, 2011, 03:06:09 AM
Well I was told that you'd be pretty much gone, so the question really is, do you feel like you'll be actually back this time? Nobody's gone to sign up as Rumia yet, so I can still tell people off.

Give me a day to think about it. Still annoyed for getting banned/unfunnied over trivial matters.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: AMZYoshio on February 10, 2011, 03:08:21 AM
Just know that if someone goes to sign up for Rumia in the mean time, Imma give it to them instead.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Bitmap on February 10, 2011, 03:11:35 AM
Just know that if someone goes to sign up for Rumia in the mean time, Imma give it to them instead.

Fine.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Pesco on February 10, 2011, 05:05:30 AM
Give me a day to think about it. Still annoyed for getting banned/unfunnied over trivial matters.

This isn't the place to complain about the grounds of your probation. You should have taken it up to the Courtroom if you consider racism a 'trivial matter'. AMZ is still giving you a chance to stay, so just let it be.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: HyperGumba on February 10, 2011, 09:05:35 AM
Sup, I'm the new one here, was invited by someone (I just forgot what the user's acc here was  :V )

I heard there is a Rumia spot open?
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: AMZYoshio on February 10, 2011, 02:47:02 PM
And you heard correctly. Read through the rules n stuff (mainly the first post if you didn't already), and see if you wanna play, otherwise welcome, etc.etc.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: HyperGumba on February 10, 2011, 05:14:38 PM
Studied the FE combat system and the rules a few hours ago and it looks doable for me, even though some things will need some time for memorization... in other words, if you guys are okay with me, you now earned yourself a Rumia  :3

Btw, I need to be honest about this before complications and such things occur, but I just wanted to ask if it would matter much if I lived in an inconvenient timezone...
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: AMZYoshio on February 10, 2011, 07:15:39 PM
Well not super much, just don't be GONE. I don't expect you (or anyone else really) to fill a page in 10 minutes of heated debate. It's more of the concept of not doing ANYTHING.

But yeah, I'll stick you in as Rumia. Welcome to our screwed up Gensokyo, please place your sanity into the bins provided to the side, make sure that all loose or long hair is tied up or at least adorned with an accessory or hat, and have a wonderful trip.

Oh, and sorry Baka. Rules are rules.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: HyperGumba on February 10, 2011, 07:31:28 PM
It's not like I had a real life in the first place, so you won't get rid of me that easily  :derp:

And thanks! Is there some specific time when I can drop into action or can I already take part in the plotting? I saw that someone already made a suggestion about my next move and I am curretly rethinking it.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: AMZYoshio on February 10, 2011, 07:35:47 PM
Well since I didn't do out any moves yet, go right on ahead with your suggestions to people.

Which, by the way, brings me to another point that I've seen (this is to everone): Just because you put a >DO MOVE doesn't mean it HAS to be done - if somebody argues against you, and I've yet to actually roll out the stats and update stuff, it IS in the rules that you can say >NEVERMIND or something like that, then opt for a different plan.

Example: You want to kill an enemy while you have 1 health left. Person B says "Don't do that, that's stupid, come back for heals". You think "Wow, crap, they're right", and undo your move so you can has heals.

Example 2: Same sceneario above, but instead you go "NAH, I GOT THIS~".
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Bitmap on February 11, 2011, 01:25:45 AM
This isn't the place to complain about the grounds of your probation. You should have taken it up to the Courtroom if you consider racism a 'trivial matter'. AMZ is still giving you a chance to stay, so just let it be.

I thought only bans were able to be posted in the Courtroom last time I remembered. I wasn't complaining, just stating why I wanted the day to think about it.

@AMZ: Oh well, it was fun. I was thinking of picking Meiling but I'm not too up for it.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Pesco on February 15, 2011, 07:15:31 AM
Yoshio I think the signs are clear. It's a great idea to run games like this but it ultimately comes down to somehow getting all the players together and participating. I suggest closing the players slots to 3 or 4 for the next time no matter how many controllable characters there are.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: AMZYoshio on February 15, 2011, 02:50:37 PM
Yeah....then again, it's one player (supposedly), so we're only half at a loss. (Also, I expected only about 8 people to show up in the first place, the basically instant 12 suprised me.)

I'll be doing out shim's move when I get home from school, I've been half busy with finishing up AP Computer Science and half busy with waiting for a Meiling. I'll just say screw it and let you guys decide her fate.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Schezo on February 17, 2011, 02:35:45 AM
Vote +1 str no contest. I can't tell you how many of my plans have been shot to pieces because we were lacking the 1 or 2 extra power to kill an enemy.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Doll.S CUBE on February 17, 2011, 03:46:07 AM
I dunno, I figured instead of giving an enemy +1 str, they'd get +1def, like in the sense that they have more skill with their weapon, so they'd be able to parry your blow better or something.

Musta been on crack.

I'll let you guys petition to change it to the enemies get +1 str if you really want, makes no difference to me. Please do so in the discussion thread though.

Also, the enemies have a D rank since it says on the first page. It's in their stats.

I understand where your coming from for the one +1 def for better skill a weapon but I don't think it'll quite work for a melee/bow against magic if your going for realism....
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: theshirn on February 17, 2011, 04:22:57 AM
Same.  I can understand the thought behind +1 def, but affecting resistance too...doesn't really work.  I vote +1 damage instead.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Hanged Hourai on February 17, 2011, 04:25:04 AM
Indeed. The little bit of balancing would help a lot with making better strategies.
##Vote: +1 damage
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Sophilia on February 17, 2011, 06:02:12 AM
I don't mind the def vs. str thing too much really, but yeah, like they said, having physical classes be protected against magic and vice versa with weapon rank really doesn't make that much sense.  Fix that, at least.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Pesco on February 17, 2011, 09:42:18 AM
Vote for +1 damage seeing as we milk initiative for all its worth.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Mr. Sacchi on February 17, 2011, 08:32:22 PM
(Edit: Wtf, I didn't press save.)

I'm voting for str +1 as well. Since I like to kill before I'm killed  :V
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Herasy on February 18, 2011, 03:31:13 AM
go go str +1
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: AMZYoshio on February 18, 2011, 05:04:02 AM
I think that's enough votes. That's 8/12 of us voting +1str, I think it's safe to say that's what you guys want.

I'll be uploading it shortly, please wait warmly until it is ready.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: Berzul on February 19, 2011, 05:05:45 PM
As you may excepted, I would like to apply for a Slot in this community game. I am familiar with how FE works.

On another note I could try transform the current map, with Maptools, just for initial movement testing, and attack chances, something that would work like this... http://www.antimatterzone.com/generatoropen.htm
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread) (PLAYERS NEEDED, LOOK HERE)
Post by: AMZYoshio on February 19, 2011, 09:00:50 PM
Well your slot would be Meiling, a Fighter, her stats and details listed out on the first page of the game thread. Also, although you might be familiar with FE, some of the things are changed a bit, e.g. the names of some classes (This game's "Soldier" is more like FE's "Knight", this game's "Knight" is FE's "Great Knight"), so a quick over of some of the rules is advised if you haven't already.

If all or none of the above applies to you and you're still joining, welcome, go ahead and jump right in wherever you see fit.


As for that maptools deal, if you could get something to work, I could send over what I have as far as the stat generating goes (because it's not an exact replica of any one FE game), and we could see if we could integrate it in. I personally think it'd be a bit of a hassle because you'd have to update it any time a new enemy appears, or any time a player levels up (if you have to define stats for a piece like that, I haven't personally used that program), but if you'd like to do that, be my guest.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Hyouga Kazu on February 21, 2011, 10:05:01 AM
Say Yoshio, when will you be accepting new entries?
I'd like to reserve myself a spot if that's possible.  :V
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on February 21, 2011, 08:14:54 PM
*cough cough* *crawls out from mountain of work* Huh? Oh, sure.

However, we're currently full on people, so you can sure wait if you wait. I'll keep your name handy just in case someone wants to drop.





And on a side note to everyone else, sorry I haven't been posting lately. Life's a bitch, whatcha gonna do.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on March 08, 2011, 11:23:08 PM
So, people, I have a question for you: You wanna quit, or what? Because honestly, I thought we solved this problem.

99.99% of you (Ok, I lied, just most of you) seem to be not doing anything, posting at all, wanting to make moves, etc.etc., and even after the whole debacle we had with getting a new Rumia/Meiling, we still have a HUGE lack of playing. I'm still willing to continue in my GMing duties, but are you guys quitting or not?

I kinda realize that coordinating so many people probably wasn't the best idea in practice, but it sounded good to begin with. So, if a bunch of you decide to drop this, I guess we can continue to go with a smaller group, just the same amount of people. However, that would mean that it's more a community thing, and one of you COULD just rule over the plans. My optimal idea would to continue to have the 12 people, and a close second would to only have one or two drop so you can keep your characters. However, if say half of you dropped, we'd have to either divide up the missing slots with the people who still want to play, or just lose the personalness with the units you guys currently have and just have everyone control everyone.

Seriously, I'd like to continue going, because I do have the next few levels already planned out, as well as the general story arc, but if you guys want to quit, please say so. If not, then get off your lazy butts and do something.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Schezo on March 08, 2011, 11:28:54 PM
Ya know I really want to keep going, and it gets a bit hard for me at times to check this, but I can.  I haven't really been posting as much as I should have but I should have raised this issue a bit earlier I guess.  I got a bit discouraged when ~half don't even post or anything and I had nothing to input at that moment.  I don't know, I suppose let's see what the others want to do at this point.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: theshirn on March 08, 2011, 11:57:20 PM
I am terribly swamped with midterm hell, theater, graduation and job applications and a host of other crap.  I simply don't have much time these days.  As much as I hate to say it, I think it's best I drop.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Sophilia on March 09, 2011, 05:36:25 AM
If I seem like a dick for just jumping out there with a fully formed plan, I'm sorry.  The GM did ask for a plan, and it only took a couple minutes to do the math.  Most of it was worked out beforehand, and PX gave a nice foundation.  Also, like I said before, any plan I make isn't an absolute order, and I really want people to speak up if they've got problems with it or changes they'd like to make.  Of course, my having all the social ability of a drunken Shuuei doesn't help matters at all.

That said, I have no problem playing the game, but I don't want to be playing practically by myself.  I have actual Fire Emblem games for that.  This turn, I tossed out an idea or two, responded to a couple things, and waited for people to do stuff.  And, um, for the most part they didn't.  I even said explicitly I wanted someone's opinion before I moved and there was no response.  To be honest, I consider this game dead as is, but I have some perverse obligation to not let it end in the middle of a battle.  So, yeah, unless things change drastically, I'm done at the end of this fight.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on March 09, 2011, 05:41:58 AM
If I seem like a dick for just jumping out there with a fully formed plan, I'm sorry.  The GM did ask for a plan, and it only took a couple minutes to do the math.  Most of it was worked out beforehand, and PX gave a nice foundation.  Also, like I said before, any plan I make isn't an absolute order, and I really want people to speak up if they've got problems with it or changes they'd like to make.  Of course, my having all the social ability of a drunken Shuuei doesn't help matters at all.

That said, I have no problem playing the game, but I don't want to be playing practically by myself.  I have actual Fire Emblem games for that.  This turn, I tossed out an idea or two, responded to a couple things, and waited for people to do stuff.  And, um, for the most part they didn't.  I even said explicitly I wanted someone's opinion before I moved and there was no response.  To be honest, I consider this game dead as is, but I have some perverse obligation to not let it end in the middle of a battle.  So, yeah, unless things change drastically, I'm done at the end of this fight.


Well I said MOST of you, there are a couple exceptions...But yeah, its the very lack of playing that I find very concerning. That, and you're at no fault for throwing out fully formed plans, just about everyone else is for either not responding to your plans, or for letting it get to the point to where somebody HAS to make a full plan by themselves.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Pesco on March 09, 2011, 05:47:27 AM
Murasa's been playing too much to being a 1-man-army :<

You just slip into the 'I don't need to post again after I've moved' mode when you're too far from the brawls or simply because the turn's done. Perhaps if there was some element of roleplaying your character, flavour to fill in the downtime, it might generate some interest hook?
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on March 09, 2011, 05:52:07 AM
Interesting thought there....Although I really don't know how that'd work. I had supports planned (I think I said this once), but those'll be more of a novelty/slight statbooster, but perhaps we could modify them a bit? I dunno, throwing ideas out. Otherwise, if we can't think of something good as a roleplaying option, then we'll just have to crack down on people a bit more so that there is much less downtime.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Doll.S CUBE on March 09, 2011, 06:17:00 AM
Yeah, sorry for not posting. I couldn't really think of anything before yesterday and all I had on my mind yesterday was DotS... :blush:

But yeah, I agree with Pesco's idea, it would definitely increase participation since some people rely on others for the plan (Which I seem to be becoming on of) so they really can't do anything until they are told what to do.

Now I got to read up on Mafia....
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Hyouga Kazu on March 13, 2011, 04:42:37 PM
Looks like the game died as far as I can see. That's too bad. Will you continue this game or will it be dropped altogether?
I hope it'll continue since it looked like fun and I would've been prepared to see it through till the end, and I think there are others who think of it the same way.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on March 13, 2011, 08:13:00 PM
Well, I'd like to see it continue, but it looks like most the players have given up. Or at least fail to report in.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Berzul on March 13, 2011, 08:59:57 PM
hmm... how else still needs to report..? I don't think having waiting for "them" to show up is going to convince them to be active. On another hand... who are "them" really?
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on March 13, 2011, 09:28:35 PM
Quick list I threw together:

Reported:

Schezo
Shim (dropping)
Sophilia (dropping)
Pesco
Lem (Contacted me personally)
Doll
Berzul

Failed to report:

Hourai
Gumba
Herasy
PX
Sacchi

However, the people who DID report was over a string of several days, instead of the one or two it should be more like. That, and considering shim and Sophilia feel like dropping, that lowers the player count by two, and is almost as good as having 2 not be here. In addition, Sacchi has been pretty inactive for the most part, for whatever reasons, which again lowers the player activities. So, as far as I'm concerned, over half of you (the people who haven't reported plus the people who are dropping) aren't really playing anymore, which kinda kills things.

Like I said before, I'm willing to continue, but either we're going to have to ramp up our participation, do some mass kickings and keep the player group smaller, or some other method I've yet to think of or be told.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Hyouga Kazu on March 13, 2011, 09:55:08 PM
I'd propose giving everyone 24 hours to respond, to see who is still playing.
If that's too short maybe 48 hours, but as you said before you'd like everyone to make their turn within 24 hours.

Just throwing this out there. Don't mind me. :P
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Pesco on March 13, 2011, 10:54:09 PM
Hourai should be around since he's dead in mafia now :V.

Same with PX actually
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Hanged Hourai on March 13, 2011, 11:08:15 PM
I blame mod miscount. :V

But yeah, I am going to drop unfortunately.
It's not you, it's me. The setup and planning for this is great and everything, but I feel that this isn't the way the game is played. FE feels more like a fast-paced game to me. If we could arrange IRC discussion sessions where we could throw out ideas, then maybe. But I do feel that my spot would be better suited for someone else for the time being.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: PX on March 14, 2011, 02:29:49 AM
Yeah, the set up and the planning is great, but the execution just doesn't work. However, unlike Hourai, I'll stay in.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Doll.S CUBE on March 14, 2011, 10:04:51 AM
I'm still in, I just haven't really been posting much because of DotS and some commitment elsewhere. Also school.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: HyperGumba on March 14, 2011, 01:41:05 PM
My apologies for having been gone for a while - I expected to have time this weekend to check the internet for several things but then I couldn't stop watching the news  :ohdear:

So yeah, you can still count me in, was just occupied with lots of school papers recently  :(
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on March 14, 2011, 06:16:14 PM
So, if I have this right:

People who still are playing:
Schezo
Pesco
Lem
Doll
Berzul
Gumba
PX
Sacchi

People dropping:
Shim
Sophilia
Hourai

And still haven't heard from Herasy, so as far as I know, that's another dead player. That drops us down to 8 out of 12...not a terrible ratio, but it brings the question: Do we fill the slots? When I say that, I mean do I look for more players before continuing on, or do we keep things as they are and just pool people's characters together and have everyone work on plans together? I personally liked the 1 player 1 character rule, because it means you guys actually have to work as a team instead of just collaborating as if you were all generals, but at this point, either way works, mainly due to keeping everyone coordinated has been proving a problem.

Also, if I do continue this, either way, I really do expect you guys to stay on top of things, or at least give an excuse as to why you aren't. Just kinda going silent for days on end isn't real nice. And I know it only takes a few minutes to pop into the forum and send out a message, or to pop into IRC, or -something-. If need be, copy down my email and use your phone to send me something, I dunno, just SOME notice would be nice.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Pesco on March 14, 2011, 06:48:09 PM
Can I haz ur numbah? :V
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Herasy on March 14, 2011, 08:37:48 PM
I'm still here, I just haven't found any reason to post anything other than to announce the fact that I am still watching this game.

I mean sure I could post a plan or something but this is starting to become less and less a team based game and more a follow the one suitable plan someone posted and hope for the best...game.
That and I kind of lose motivation to post after I have moved Kogasa, but that's just me I guess!
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Doll.S CUBE on March 14, 2011, 09:20:21 PM
Yeah, we really need to sort it out of how we're going to do it as a team, while following orders are good, it's just too, I don't know, droney I guess. We could also implement some role playing like Pesco suggested....maybe have conflict amoung the characters?
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on March 14, 2011, 09:45:09 PM
Well I'm trying to think of something, and I'm having a hard time to think of specifics. It sounds good to hear "maybe roleplaying elements", but we'd need to iron out what these things would mean. I was going to add supports in soon (very soon) via a story element, but I don't know how much that'd keep you interested (probably not too much).

So any suggestions, please, do tell.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Pesco on March 15, 2011, 04:43:59 AM
I meant roleplaying as in putting some flavour into your actions and fluffing posts. It'd keep the game from simply being about number crunching.

From Yoshio's end, perhaps you can reward good posting with some bonus % to stuff like hits.
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: AMZYoshio on March 15, 2011, 04:58:48 AM
That'd hardly be fair to the difficulty though, don't want the game to be TOO easy (as far as the extra % goes). Besides, I have been (Secrelty) been mostly fair (if not unfair to the enemies) as it is, by directing enemies away from epically screwing you guys, or ignoring the 1% difference between a hit or miss if you have like 90+% sometimes.

I will be adding supports though, and perhaps some more story elements into each map as so it's not just "kill all enemies". Fair?
Title: Re: Sake Emblem - Strategical RPG (Discussion Thread)
Post by: Third Eye Lem on March 15, 2011, 06:16:37 AM
I've been looking forward to the Supports for some time now, I'm more concerned about people making their moves and deciding on something so we can keep going. I've noticed the battles haven't been making much progress as of late, and it's apparently become difficult for us to get together on IRC (really?), so I suggest this (mostly because I haven't been participating lately myself): if the tacticians have one or more plans we can't decide on, you should contact me and I'll look over them. That should help us make some progress at least.