Orcs of the Red Blade

Discussion => Game Related => Topic started by: Azolg on February 10, 2012, 01:50:06 AM

Title: Emote Battles. A new spin on it.
Post by: Azolg on February 10, 2012, 01:50:06 AM
Ahoy!

So, I hear a lot of people that don't like to emote fight. Thats fine and all, y'know, dueling, unless you aren't level 85, then you pretty much get stomped into the ground. Which really isn't fun. Also, if you really aren't very good at dueling, (Like me) Thats also a problem. Skill level shouldn't hold back your characters skill level. So many eons ago me and a few friends devised this system to make emote fighting that little bit more fun, unpredictable and making sure it doesnt go on FOREVER.

The Basic's - Dueling use

So heres the story from A to B, you want to get with me yo- Oh wait, wrong song. Anyway. We all know how Emote dueling works, or at least I hope we do. (Any questions please see any trusted guide on emote dueling. For example. God emoting is bad. So is getting your penis out in public, but thats another story.) You do your emote of an attack, and they decide if it hits them or not, which most of the time it wont because people CANT LET THIER PRECIOUS CHARACTERS GET HURT. BORING!

   - Health Points

So heres the basic system for Dueling with emotes. Now obviously, a level 10 wouldnt really be able to stand against a level 85. I know people cry "BUT LEVUL DONT MATTER IN RPLOLOL" Sorry hon', in my opinion it does for some part. You cant have a level 1 claim hes killed Illidan, spanked the lich king and jacked off into Deathwings face. It doesnt work. So we have a simple system for HEALTH POINTS (Im making important words colourful, yay!) Every 10 levels, you get 1 extra health point. For example.

1-10: 1 hp
11-20: 2 hp
21-30: 3 hp
31-40: 4 hp
41-50: 5 hp
51-60: 6hp
61-70: 7 hp
71-80: 8 hp
80-85: 10 hp.
(Because I dont like ending things on an odd number :L plus 10 is a good round number.)

Thats a pretty fair system to use. As your character progress's in levels, so does thier ability to take more hits in an emote fight. Also, its easy to keep track of. (Unless you cant count to ten, in which case I reccomened going back to school.)

    - The actual fight!

So we have health points established. Now your staring down your opponant, ready to cave his skull in. Hang on, whos going to decide if you hit or miss? THE DICE GODS! Heres how it works. You do a /roll 1-20. The number here will decide what happens. So you will emote "Bob swings his sword at joes neck, aiming to decapitate him". And then Bob will do a /roll 1-20. If it hits, Joe will emote being hit and lose a HP point. If it misses, Joe will emote dodging the attack, and hp points are unaffected. Then it will be joes turn to do the same. Pretty simple. Below you'll find what each number does in the 1-20. Its quite simple.

1-10: The attack misses, no damage caused.
10-19: The attack hits, lose 1 life point.
20: Critical hit! Lose 2 life points.


And thats about it. If you can follow those simple guidelines, emote dueling really gets quite fun. As the choice of if your character gets hurt, hits, farts or gets naked is entirely in the hands on the dice gods. I'll be posting a PvE version in the next post, watch out for it!


Title: Re: Emote Battles. A new spin on it.
Post by: Azolg on February 10, 2012, 01:51:04 AM
Reserved for PvE Emote battles
Title: Re: Emote Battles. A new spin on it.
Post by: Lars on February 10, 2012, 10:14:16 PM
The problem with the basics of this system is that it's to simple.
It puts every character at the same baseline.
Doesn't matter if it's a Gnome or a big orc or tauren male. Yet they can still take as much of a beating. WHile realisticly even if the gnome could be tough it'd never, physically, be able to stand what the bigger races could.
It also persumes that no matter strengh and technique behind a blow it'll to as much damage. Again, doesn't work like that. Someone who's been working on using a blade his or her full life will do more damage than someone who's been at it a year. Even if the latter is far, far, stronger.

The reason that on general servers like this is rolling systems suck. Had it been so a servervide system could be implemented I'd be all for it. But it'd be to complicated by that point.