Turning Rabbit and Steel into RP
#6
Alright, time to convert that info dump into RP terms.

First, let's use the DnD standard of 6 seconds per turn and capable of moving 30 feet in that timespan. The issue is that the average global cooldown of a primary/secondary skill can be 1.2 seconds, so that is 5 attacks per turn. Now, the issue about multiple attacks per turn is how skills work with each other: some skills will charge up other skills and some skills will have a chance to charge up other skills. For example, the Dancer's attacks will give 2 charges to the other attack and has a 30% chance to reset the Special. And speaking of which, the cooldowns for the Special and Defensive can range between 8 to 15 seconds on average which could be 2 turns, though some cooldowns could go up to 24 seconds or 4 turns. In Hard mode, the enrage timer depends on if it's an enemy or boss but I think it was around 90 seconds which can translate to 15 turns.

There's also the 30 feet to measure; the game has a measurement in rabbitleap with 3 rabbitleaps to activate one treasure and approximately 15 rabbitleap to refresh another treasure. The main issue with movement comes from one of the frog mechanics know as "stop and go" where players have to stop or keep moving in addition to other mechanics going on. Also, some skills and treasures may slow down players while others may stop the player while attacking.

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Okay, so it's probably more manageable to do one skill and one movement per turn, experimenting with each space being 3 rabbitleaps apart. We'll experiment with letting players move 3 spaces per turn, capping speeds at 1-5 spaces. No global cooldown in this case, but if a skill has any cooldown, there's at least one turn after it's used before it can be used again, with most Specials/Defensives probably taking 3 turns to be usable again. The Defensive is noteworthy because it provides a 1-turn immunity plus it can remove adjacent small bullets. If a player falls, it depends on difficulty but perhaps a 3-turn penalty before reviving at 1 HP.

Well, now comes the tricky part of movement. If we use a board game, it's pretty simple to have tokens representing the players, enemies, and mechanics. However, let's assume we're just using the forum and words. For the stop and go mechanic, we simply see if the player is moving or not during that mechanic. For simplicity, we'll try using the 2D board to determine distance between players and enemies. Here are some mechanics to pay attention to:

Linked: The player can only be adjacent or on the same space as the linked area/player. Ideally, the players should move in the same direction to optimize their movement.
Turbulent Winds: The player can only move 2 spaces regardless of movement speed.
Chain: The player is restrained to that space for a few turns.
Rotation: Type one is to fill one side of the board. Type two requires the player to move to the other side of this point to avoid damage.

Of course, setting the enemy mechanics seems easy in practice. As mentioned before, the enemies employ a simple 1-2 pattern, and minibosses/bosses generally have a preset chain of attacks before their enrage timer hits. And depending on the "difficulty" we're using, the enemies can use an Enrage timer where they abandon their attacks and alternate between charge and unavoidable (that Defensive cannot immune).

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Next time, I will dissect the classes to use in other games then.
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RE: Turning Rabbit and Steel into RP - by Polyedit2000 - 05-28-2024, 10:40 PM

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