Difference between revisions of "Game Code/Resolution System"

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Each Class provides a rate of '''(Attack, Defense, and Utility) Card Points''', as well as Concepts. '''Concepts''' are an abstract idea of the capability of a character to get things done. Typical cards will often require a certain Concept to be available on a class or character. For instance, a Hammer Concept may convey both the ability to wield a Hammer, as well as being able to use it to help with say - Construction.  
 
Each Class provides a rate of '''(Attack, Defense, and Utility) Card Points''', as well as Concepts. '''Concepts''' are an abstract idea of the capability of a character to get things done. Typical cards will often require a certain Concept to be available on a class or character. For instance, a Hammer Concept may convey both the ability to wield a Hammer, as well as being able to use it to help with say - Construction.  
  
Concepts come from the following sources: '''Class''', '''Kingdom''', and '''Race''', and are used by '''Card Requirements'''. '''Concept Points''', which are the Concepts on cards multiplied by the Card Cost, are used for '''Project Requirements'''.
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Concepts come from the following sources: '''Class''', '''Kingdom''', '''Relics''', and '''Race''', and are used by '''Card Requirements'''. '''Concept Points''', which are the Concepts on cards multiplied by the Card Cost, are used for '''Project Requirements'''.
  
 
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Revision as of 06:40, 24 August 2019

Resolution System

Elder Tale Online uses a Card-Based resolution system. This is largely used for combat encounters, but also enables larger-scale projects, such as building towns.

Each character has 2 Classes (A Primary and Secondary one) which combine into a Title - as well as a non-combat Profession. This is often indicated as [ Primary / Secondary ]. Example: [ Heavy Blade / Bard ].

Each Class provides a rate of (Attack, Defense, and Utility) Card Points, as well as Concepts. Concepts are an abstract idea of the capability of a character to get things done. Typical cards will often require a certain Concept to be available on a class or character. For instance, a Hammer Concept may convey both the ability to wield a Hammer, as well as being able to use it to help with say - Construction.

Concepts come from the following sources: Class, Kingdom, Relics, and Race, and are used by Card Requirements. Concept Points, which are the Concepts on cards multiplied by the Card Cost, are used for Project Requirements.

Classes

There are 12 classes in total, with various attributes to them. A character has a Title which is a combination of two Unique classes (You can't be Heavy Blade + Heavy Blade). The Primary class gives its full benefit, but the Secondary class gives half the points. Both the Primary and Secondary classes pass their full suite of Concepts. Duplicates give a bonus to the amount of Card Points a character provides for Projects.

To give context to the Points Gain rate. At the game's opening, everyone starts with a Percentage of 30 points from their primary class, 15 points from their secondary class, plus another 11 free points for each deck for a total of '33', to spend on cards. This is adjusted up after approval automatically to bring new players in line with the player-base and not get too far behind.

So for instance, a [Heavy Blade/Bard] would have:

Type Primary Secondary Free Starting Points Total
Attack 12 (40% of 30) 3 (20% of 15) 11 26
Defense 12 (40% of 30) 6 (40% of 15) 11 29
Utility 6 (20% of 30) 6 (40% of 15) 11 23

Class Table

Class Name Grants Concept Potentials Magical/Physical Attack Points Gain Defense Points Gain Utility Points Gain
Heavy Blade Physical, Handle Animal, Armor Forging, Fire, Water, Earth, Light, Shield, Melee Physical 40% [12 or 6] 40% [12 or 6] 20% [6 or 3]
A Physical class primarily focused on Damage and Defenses, with a focus on being a front line combattant.
Blademaster Physical, Weapon Forging, Fire, Earth, Air, Shield, Evasion, Ranged, Melee Physical 33.33% [10 or 5] 33.33% [10 or 5] 33.33% [10 or 5]
A versatile Physical class, known for their access to many types of weapons.
Hunter Physical, Hunting, Tracking, Water, Earth, Air, Dark, Evasion, Ranged Physical 60% [18 or 9] 20% [6 or 3] 20% [6 or 3]
A Physical class with an extreme focus on Damage, often found being a rear line combattant.
Twin Blade Physical, Sneaking, Ledgerdemain, Fire, Water, Air, Dark, Evasion, Melee Physical 40% [12 or 6] 40% [12 or 6] 20% [6 or 3]
A Physical class primarily focused on Damage and Defenses, often found on the front lines.
Crusader Physical, Magical, Law, Pharmacy, Fire, Water, Light, Shield, Melee Physical & Magical 20% [6 or 3] 60% [18 or 9] 20% [6 or 3]
A class split across the Magical and Physical, with an extreme focus on Defense.
Bard Physical, Magical, Song, Negotiation, Air, Dark, Evasion, Melee, Ranged Physical & Magical 20% [6 or 3] 40% [12 or 6] 40% [12 or 6]
A class split across the Magical and Physical, with a focus on Defense and Utility.
Druid Physical, Magical, Handle Animal, Water, Earth, Shield, Evasion, Melee, Ranged Physical & Magical 33.33% [10 or 5] 33.33% [10 or 5] 33.33% [10 or 5]
A versatile class split across the Magical and Physical.
Godhand Physical, Magical, Scripture, Law, Earth, Air, Light, Evasion, Melee Physical & Magical 40% [12 or 6] 20% [6 or 3] 40% [12 or 6]
A class split across Magical and Physical, with a focus on Attack and Utility
Acolyte Magical, Divination, Song, Fire, Water, Air, Light, Shield, Ranged Magical 20% [6 or 3] 40% [12 or 6] 40% [12 or 6]
A Magical class with a focus on Utility and Defenses. Known for their healing.
Enchanter Magical, Enchanting, Alchemy, Fire, Earth, Air, Dark, Evasion, Ranged Magical 20% [6 or 3] 20% [6 or 3] 60% [18 or 9]
A Magical class with an extreme focus on Utility. Known for their debuffs.
Sorcerer Magical, Appraisal, Cryptography, Fire, Water, Earth, Air, Shield, Ranged Magical 40% [12 or 6] 20% [6 or 3] 40% [12 or 6]
A Magical class with a focus on Damage and Utility.
Summoner Magical, Handle Monster, Fire, Water, Earth, Shield, Evasion, Melee, Ranged Magical 33.33% [10 or 5] 33.33% [10 or 5] 33.33% [10 or 5]
A versatile Magical Class. Known for their temporary summons.

Titles

A combination of classes has a title. The columns (Left to Right) are the primary, the rows (Up to Down) are the secondary. For the most part, the actual named 'Title' has no direct effect on the character, but it's an IC way to refer to someone's character's class combination. As an example, a [Heavy Blade / Bard] is known as a Standard Bearer.

Primary --->
Secondary
     ¦
    V
Heavy Blade Crusader Godhand Hunter Twin Blade Blademaster Druid Acolyte Bard Sorcerer Summoner Enchanter
Heavy Blade Paladin Iron Fist Warlord Legionnaire Zweihander Guardian Cleric Herald Revenant Dreadnought Warlock
Crusader Exemplar Enforcer Inquisitor Zealot Chevalier Strider Evangelist Commander Rune Knight Sentinel Exorcist
Godhand Barbarian Justicar Woodsman Assassin Pugilist Avatar Monk Orator Wavebreaker Emissary Hexer
Hunter Beastbane Demon Hunter Shadowfist Stalker Marksman Ranger Scout Minstrel Scourge Seeker Outrider
Twin Blade Whirling Blade Templar Lightspeed Fist Pathfinder Gladiator Disciple Warpriest Scoundrel Waveblade Corsair Infiltrator
Blademaster Juggernaut Champion Martial Artist Sniper Blade Dancer Wildblade Paragon Duelist Eldritch Knight Mastermind Shadow
Druid Harbinger Vanguard Avenger Warden Harrier Ronin Tender Shepard Witch Medium Bewitcher
Acolyte Sentry Devout Asura Shrine Archer Dervish Liberator Heretic Bishop Savant Conjurer Astrologian
Bard Standard Bearer War Chanter Aerialist Howling Arrow Rogue Bladesinger Earthsinger Hymnist Virtuoso Conductor Symphonist
Sorcerer Blackguard Holy Knight Wavebender Spell Fletcher Ninja Magic Knight Geomancer Hierophant Trickster Arcanist Archmage
Summoner Lord Tactician Spirit Caller Beastmaster Mystic Warmaster Chloromancer Thaumaturge Muse Elementalist Artificer
Enchanter Spellblade Lightbringer Ki Master Arcane Archer Slayer Arcane Warrior Naturalist Diviner Charlatan Magus Necromancer

Professions

Professions are what allow a character to excel in another field outside of combat, giving them more ready access to participation in certain kinds of jobs. A profession can heavily inform the kind of approach you wish to take to certain roleplay situations. There's rumors of mysterious 'EX Professions' which are supposed to be special.

All characters begin with 1 profession at application.

Profession Grants Concept Potentials
Farmer Farming Herbology Physical
Trapper Hunting Capture Animal Physical
Animal Handler Capture Animal Handle Animal Physical
Alchemist Herbology Alchemy Physical
Miner Mining Metalworking Physical
Sculpter Woodworking Artisany Physical
Maid Cooking Tailoring Physical
Doctor Pharmacy Etiquette Physical
Messenger Song Etiquette Physical
Scribe Scripture Appraisal Magical
Blacksmith Weapon Forging Armor Forging Physical
Jeweler Accessory Forging Enchanting Magical
Friar Brew Divination Physical
Craftsman Construction Mercantile Physical
Ombudsman Law Negotiation Physical
Archeologist Cryptography Cartography Magical
Investigator Searching Ledgerdemain Physical
Tracker Tracking Searching Physical
Monster Handler Capture Monster Handle Monster Magical
Scout Searching Sneaking Physical
Thief Legerdemain Sneaking Physical

Card Costs

There are four levels of cards: Common, Uncommon, Rare, and Epic, each more expensive than the last. It is important to look at the rules for building a deck when you are looking at your next purchase. But in general, it's wise to have a spread of common cards.

Note that the cost is deducted based on the type of card. So the example above of a [Heavy Blade / Bard] with 26 Attack Points, 29 Defense Points and 23 Utility Points, can not immediately buy a Rare Card. But they could buy various Uncommons in their decks - due to the requirement of each deck having a minimum of 10 cards in them.

Rarity Cost
Common 2
Uncommon 5
Rare 13
Epic 34

Card Anatomy

Rarity This decides the cost, as well as the potency, of the overall card. In ascending order, they are: Common, Uncommon, Rare, Epic.
Type Cards come in three types, which heavily inform the mechanics of a card. They are: Attack, Defense, and Utility. Attack cards generally do damage, Defense cards generally reduce damage, and Utility cards do things like Healing, Buffing, or Debuffing.
Requirements The required Concept Potential on your character, in order to purchase this card.
Concepts The Concepts this card conveys. Some cards can convey a new Concept that your character doesn't have, but all of them convey the same Concepts as their Requirements by default. These Concepts are used to calculate your 'Concept Points' when you are doing a 'Project'.
(Energy) Cost The amount of Energy expended when playing this card.
Hits Seen on both Offense and Defense cards. It informs you how often the card calculates Damage or Defense-increase for. For example, if a card is a: 2x8 card, it means it does 8 Damage, 2 times - for a total of 16. If you have a buff that gives you a +1 in Power, that would mean you would do 2x(8+1) damage. In other words, 18 damage. As a general rule, the higher the Hit Count, the lower the card's default damage. But they gain a higher amount of potency through buffs. **In short, higher hit is higher risk, higher reward**.


It is important to note that there are also Random Hit cards, and Area Hit cards. These do damage amongst multiple selected targets, with a maximum amount of targets equal to the amount of 'Hits' on the card.

Effects Effects on cards can be things like, '2 rounds of +2 Power' or 'Thorns for 1 round'. They are generally described in a card's description. See the Combat tab for more details.
Damage The amount of damage that will be done per Hit. See Hits for more details.
Defense The amount of defense that will be gained per Hit. See Hits for more details. Defense is basically Temporary HP. Damage will subtract from Defense before it subtracts from HP.
Heal The amount of HP that will be restored to the target.
Face Down Cards that are Face Down do not show their name in the opponent's Queue or during the announcements of card plays. It will only tell them its Type and its Rarity.
Single Use Single Use cards are cards given out as resources from Minigames or Scene Rewards, and the moment they are played, 1 count of them is removed from your deck(s). These can range from cards aimed at Projects, which have low to no combat impact, or powerful combat items that have limited uses - such as a special effect on a Magic Sword.

Pitfalls

Initiative and Deck Size: Be careful with small decks. Due to the way Initiative works, that'll put you low on the initiative each time.