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Old Jul 5th, 2012, 12:21:01 AM   #26
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By my understanding, IF NOT X substitutions are apparently allowed now. If not, then I would like a reorder. Thank you.

"Hmph. time to push & attack."

KINGDOM PHASE
11x Points are used on I3.

MOVEMENT PHASE

I1 moves East
I2, I3, & I4 stay put
I5 moves West
I6 moves South

ATTACK PHASE
(NSA) I2 uses Acrobatics (M3)
(NSA) I1 uses Water Pulse (L4)
(NSA) I6 uses Dark Pulse (L4)
I3, I4, & I5, engages a skirmish against M3 (Who dies anyway), M5, & M6

"Sheeldon, lead the attack, so you last as long as possible! With Alurani dying before it attacks, we shall use our numbers to our advantage!"

I3 Leads

I3: Rock Slide > Brick Break (M6) > Rock Slide
IF M6 leads the Defence, AND M5 does NOT use Protect successfully without transfer A2, THEN redirect Brick Break to M5.
IF M6 uses (Protective/Evasive move) successfully without transfer A2, THEN redirect Brick Break to M5.

I4: Rock Slide > Aura Sphere (M6)
IF M6 leads the Defence, AND M5 does NOT use Protect successfully without transfer A2, THEN redirect Aura Sphere to M5.
IF M6 uses (Protective move) successfully without transfer A2, THEN redirect Aura Sphere to M5.

I5: Rock Slide > Brick Break (M6)
IF M6 uses (Protective/Evasive move) successfully without transfer A2, THEN redirect Brick Break to M5.
IF M6 uses Bide A1, THEN redirect Brick Break to M5.
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Last edited by Its_A_Random; Jul 5th, 2012 at 6:36:24 AM. Reason: Fixed Transperancy issues with Engineer's given Tomohawk Sprite.
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Old Jul 13th, 2012, 9:52:56 PM   #27
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CYCLE LIMIT: 5 Cycles
Cycle Two - Kingdom I
Code:
   |      |  L2  |L1L3L4|      |  I1  |      |
   |Castle|      |      |      |      |Castle|
   | Lou  | Lou  | Lou  | IAR  | IAR  | IAR  |
   -------------------------------------------
   | L5L6 |      |      |  I6  |  I2  |      |
   |      |      |      |      |      |      |
   | Lou  | Lou  | Lou  | IAR  | IAR  | IAR  |
   -------------------------------------------
   | F1F2 |  F6  |      |      |I3I4I5|      |
   |      |      |      |      |      |      |
   | Flame| Flame|      |      | IAR  | IAR  |
   -------------------------------------------
   |      |      |      |      | M5M6 |      |
   |      |      |      |      |      |      |
   | Flame| Flame|      |      | Maxim|      |
   -------------------------------------------
   |      |  F3  |      |      |M1M2M4|      |
   |      |      |      |      |      |      |
   | Flame| Flame|      |      | Maxim| Maxim|
   -------------------------------------------
   |      |      |      | F4F5 |      |      |
   |Castle|      |      |      |      |Castle|
   | Flame| Flame| Flame| Flame| Maxim| Maxim|
 
Rainy (Kingdom F)

Kingdom I used 11 PTS!

Sheeldon restored 22 HP!

Kingdom I moves.


Kingdom I has 1 Kingdom and 7 Tiles under its control!
+12 PTS
>>>
I2 [Blind] used Acrobatics on M3 [Alurani]!
Damage is irrelevant.
-7 EN

Alurani fainted!
Kingdom I gained 2 KOC!
>>>
I1 [Sleast] used Water Pulse on L4 [Montoya]!
RNG Roll (To-Crit) (<=625 Yes) 4111 (No)
RNG Roll (To-CNF) (<=2000 Yes) 6997 (No)
(6 + 3 + 3) * 1 = 12 DMG
-3 EN
>>>
I6 [Iron Chain] used Dark Pulse on L4 [Montoya]!
RNG Roll (To-Crit) (<=625 Yes) 4818 (No)
(8 + 2 - 3) * 1 = 7 DMG
-6 EN

Montoya's Justified raised its Attack!
>>>
I3 [Sheeldon], I4 [Raiza], and I5 [Caius] engaged M5 [Kimli] and M6 [Matrix]!

I3 + I4 + I5

Kingdom I launches a vicious attack on its neighbors, scoring a swift KO and drawing the first blood of the game. Kingdom M seems to be simply bewildered and unable to defend itself; its two defenders on the north flank just sit there in shock as they are pummeled with strong attacks!

Status
Rewards

TURN ORDER
Begin Cycle 3
Kingdom L
Kingdom M
Kingdom F
Kingdom I
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Last edited by Engineer Pikachu; Oct 30th, 2012 at 8:36:42 PM.
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Old Aug 5th, 2012, 5:00:49 PM   #28
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Um, is this still going on?
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Old Aug 5th, 2012, 5:11:08 PM   #29
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Engineer told me he was temporarily suspending this, given he is on holidays, & Lou's circumstances...So while this is still going on, this is under a pseudo-suspension.
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Old Oct 30th, 2012, 8:43:51 PM   #30
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I was hoping that this could eventually start again, but things are what they are.

I think it's fair to simply give everybody rewards according to the Rewards Bank found in my last post above; please note that a full movepool Pokemon gets the standard bonus - it's not multiplied.

==

With that out of the way, I'd like to use the remainder of this thread as a discussion thread for how this roleplay should operate in the future. Below are a few questions that would very much appreciate being answered; both participants and spectators are more than welcome to answer. Other comments that don't pertain to any of the questions are also welcome.
  1. Game Length - This was supposed to be a longer RP mainly for those that were able to keep consistent (not necessarily highly active) activity for a longer duration of time for a better experience. Should each match be adjusted for a shorter length?
  2. Game Speed - The initial vision of this RP was a tactical combat game, with the beginning being cautious and slow with each Cycle getting more intense as combat grew more important. Did this show in the first two rounds, and should the speed be adjusted as well?
  3. Combat - As many elements of standard battling was implemented into the Inquisition as we could handle without getting a headache. Was combat too focused on one facet (e.g. weather, ranged attacking) or one side (i.e. the attacker or defender)? Was it too complex or too simple?
  4. FUN - The most important part of this RP was to have fun, for various reasons, some of which should be obvious. To participants: was playing this fun, or did it end up becoming grueling? To spectators: did this seem fun, and would you participate in the future?
The other match is located here, in case you want to refer to any specifics when responding. I look forward to seeing what you guys have to say about it. Thanks!
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Last edited by Engineer Pikachu; Oct 31st, 2012 at 1:38:23 AM.
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Old Oct 30th, 2012, 10:11:10 PM   #31
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Well, I guess I'm the next best thing to an expert on this game, so I'll throw in my dollar.

Game Length: Honestly, I thought the length of the game was fine, all you really need to do is spend about 5 minutes figuring out where you're going to move and how you're going to attack about once a week, and you're fine. No complaints here.

Game Speed: I couldn't really tell you guys. In theory, it would've progressed as Engineer said. Really my only concern is during the really late game where both of the surviving factions have only one or two pokemon, which makes it go rather slow again.

Combat: Oh joy. Combat was never one of my strong suits and this was no exception. To my knowledge, the winner was generally determined by how many ranged attackers he had, and how aggressive he was. Simply put, as long as he could maintain a smart offensive, he'd have a much better advantage than one who was going defensive. For the record, I believe I was going more or less defensive, and was getting promptly steamrolled. The reason I say offense is far superior to defense in this game is, if you have a lot of ranged attackers, you can pelt the guy who is turtling from afar, forcing him to move towards you to avoid getting his rear end kicked. In the most extreme circumstance, it could even allow a 5v3 occurrence that the turtler is forced into because he wants to not die without doing anything. Admittedly, the chances of this happening are slim, and probably part of the reasoning behind having 4 players, but still.

Another gripe I have was that the system as a whole was a bit complex. If you weren't paying attention at all times to the rules (can't move diagonally, etc.) then your actions will probably be illegal. One of the things I think that makes RP's such as raids so successful is that, while you might not be able to keep track of everything, the basic rules don't require that you have a tab open to them all the time, as you can make general rules about how things work (e.g. Bosses are usually immune to the negative effects of moves, therefore buffing your own Pokemon is usually a more valid strategy). And that's not even getting into how you're supposed to ref this sort of thing.

All I'm saying is, this could use a bit of...not so much making it less complex than making the overall rules a bit easier to grasp without needing to have another tab just to make sure you can actually move there. If possible, figuring out some way to make an easy to edit map would also be helpful.

FUN: Overall, I think this RP was pretty fun, though it ended up being rather grueling to me since I was about to be on the receiving end of a wipeout (as it stands, I probably would've been the first to lose). I don't think this RP is quite my cup of tea, but I'd say that as a whole it is fun.

Other: A few other random notes:
  • Ranged attacks are...kind of broken at the moment I think. As I mentioned, these attacks basically make it impossible for defensive play because if you actually play defensive then these attacks will simply whittle you down until you go down. Perhaps make it so that certain attacks nullify or reduce these? I don't know.
  • I'm not sure what the point of castles are. At the moment they merely give you a defensive boost, but since offense is such an important part of the game as is, they won't really be used unless you're losing badly. Even then, if your opponent has ranged attacks, all that happens is a war of attrition that the defender will inevitably lose. Eventually the defender would have to exit the castle in order to meet the enemy head on.
  • Not much else to say here. While I think this RP has potential, I do think it could use some revamps. My recommendations would be as follows:
  1. Get rid of terrain. Honestly I don't see the point. It just adds complexity to the game while giving very little actual benefit.
  2. Give castles an additional/new effect. I don't have many ideas myself, though perhaps make it so that the opponent has to destroy the wall to get to the flag?
  3. Make the metagame a bit less offensively oriented. While it's nice to have a metagame where it's not everyone huddling around a point turtling it, I don't think it would be a good idea to make all defensive maneuvers pointless. Biggest thing here would probably be a slight reform of the ranged move mechanic.
Don't have much else to say here.
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Old Oct 31st, 2012, 5:10:47 AM   #32
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Game Length - This was supposed to be a longer RP mainly for those that were able to keep consistent (not necessarily highly active) activity for a longer duration of time for a better experience. Should each match be adjusted for a shorter length?

5 Cycles seems sufficient as a minimum length. That is the equivalent of 20 reffings, not including the start of the game. Considering how many things can occur in a single action, & the sheer amount of thinking a player has to do, as well as the aim to be a roleplay designed to take a while, it would be fair to say this. Additionally, the reason why I say that we should have 5 cycles minimum is because if we make it any shorter, a win by Conquest becomes incredibly harder to achieve. To win by conquest, you need to occupy at least 19 squares at any given time. When you take into account the opposition & that, conquest wins become harder. Take away one cycle, & this can become nearly impossible. Hence, no less than 5 cycles.

Game Speed - The initial vision of this RP was a tactical combat game, with the beginning being cautious and slow with each Cycle getting more intense as combat grew more important. Did this show in the first two rounds, and should the speed be adjusted as well?

I also see the game as a "building tsunami", that is, it starts slow, then as time goes on, it becomes more intense. But as with Maxim, I feel like the tsunami builds too fast, & crashes before the end of the game, & this is what I suspect this game would have turned out to be in the end, where not many Pokemon are left, & it becomes a game of occupy as much territory as you can before the end. This also brings me to the point I made about win by conquest being a bit too difficult, but w/e. Personally, the game could be adjusted to make the build up more slower, but that is my personal opinion. How this is achieved, idk.

Combat - As many elements of standard battling was implemented into the Inquisition as we could handle without getting a headache. Was combat too focused on one facet (e.g. weather, ranged attacking) or one side (i.e. the attacker or defender)? Was it too complex or too simple?

Ranged Attacks & Weather, imo, are just cheap shots that you had to deal with. These are not that bad, but are great in terms of giving the player some momentum. The skirmishes were also somewhat balanced, though I personally feel that unless the defender had a suitable counter-offensive, the attacker generally had the advantage, since you can dictate what your opponent does, if your offensive is strong enough, your opponent will lose a lot of advantage despite ordering second, since they will typically focus on their survival, forcing the scales to tip in the favour of the attacker. Generally the combat system was fine, albeit a bit complex, but one of the problems I tended to have was that I can normally spend up to an hour coming up with actions, especially if you decide to engage in multiple skirmishes at a time, & the majority of players tended to be well developed in their Pokemon & whatnot.

FUN - The most important part of this RP was to have fun, for various reasons, some of which should be obvious. To participants: was playing this fun, or did it end up becoming gruelling? To spectators: did this seem fun, and would you participate in the future?

It was fun to play at the beginning, but I feel that the game was starting to become a bit on the gruelling side as the game wore on, especially when you had to consider that every move you make is crucial. This is definitely not a game for the faint-hearted, or the average under-prepared user. As I said, it could take up to an hour to make actions when I am issuing actions, you could say that the gruel factor was somewhat present.

That said, I would like to suggest a change: All temporary Status Effects remain after skirmishes. The fact that the do not was somewhat bs, especially given I was somewhat caught out. By making them carry on seems more natural, since you cannot expect a substitute made in a skirmish which survives to magically fade after the skirmish ends. It just does not make sense to me.

===

That said, the game was fun, although it tended to work towards the gruelling side. Shame it did not come to an end due to unfortunate circumstances. Thanks for inviting me to do a beta run, & I might come back to participate some day! :)

Cheers!
Its_A_Random
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