Game-Based RP Systems
#9
Expanding on some game stuff.

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When it comes to auto-battlers, there are generally two types of matching. Hearthstone Battlegrounds and similar games would have 8 players battle each other, with the top 4 players considered winners. The second type of matching appears in Super Auto Pets and Backpack Battles where you would fight a random opponent with the same number of "shopping turns"; you instead would have to win 10 matches or lose five rounds.

Speaking of Backpack Battles, that game has you buying several items and bags to use as an arsenal against your opponents. It mainly tasks you with arranging items to fit in the bags and trigger each other; for example, foods trigger faster when touching each other and potions may activate the effects of potions above them. This could be interesting for a RP with a heavy emphasis on shopping.

For combat, there's about 3 types of battle formations I will point out:
-Linear: In Super Auto Pets, the first will fight until they are KO'd, followed by the person behind them. Some pets have abilities that aid the people in front or behind them. In RPing terms, you can make it so that the enemy will focus on the leader with allies aiding them if possible.

-Left to Right: In Hearthstone Battleground, each person attacks in order while selecting random targets; though they must target people with Taunt and ignore people with Stealth.

-Front to Back: In the defunct Storybook Brawl, each person attacks from left to right, front to back. However, there will be 4 front spaces and 3 back spaces, and the first four will act as Taunt (unless you have Ranged in which you'll target the back first instead).

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Hearthstone Battlegrounds is also doing an "Anomaly" system where different rules affect each game. You can consider this similar to Mario's Wonder Flowers that change the stage. Anyway, here's a few ideas based on the Anomalies:

-Everyone starts up severely bound! But after someone drops out, the bonds weaken.
-All your equipment disappears after each battle, but you can find more equipment between rounds.
-Wild Magic affects everyone at the start of each battle.
-Each round, set your hero to partially bound.
-Winning gives you a prize of your choice, but losing gives you a random weak item.
-You find a lot of equipment to use but they don't sell for anything, and the dungeon is easier to navigate...
-Each player chooses one equipment that is then duplicated to all players.

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While I haven't played Lorcana, I believe I understand how the game works after watching some videos. It's similar to Hearthstone but counters go up instead of down: minions get damage counters and "Questing" to 20 takes place of damaging the heroes. In addition, 1 card each turn must be sent to an "Inkwell" to gain and increase the available mana each turn. The counters probably make it easier to imagine how many restraints each target requires.

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There was also a demo for "Another Crab's Treasure". While it plays as a Souls game, the equipment system seems simple: there are "shells" on the field that have their own armor and spells but they can break if taking too much damage (and your squishy body takes on much more damage).

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Edit: Blizzard announced Hearthstone Battlegrounds Duo. The mode will have 4 teams of 2 working together for victory. This is how the things work so far:

-The battle lineups are sequential: The first two members of the teams battle it out, then if one side is defeated, the second member will fight the remainder of the first. The damage to the opposing team is based on the remaining minions of both members.

-It's possible to see your ally's setup and also signal what cards you/they should keep an eye out for.

-For 1 gold, you can send a card from your hand to your ally's hand. It's helpful if your partner needs pieces they're having trouble finding. (Gold minions only give the reward to the one who activates it, however).

-The mode will have several Duo-specific heroes and cards. Here are the ones revealed:
=Cho'Gall's team will both get a Golden reward instead of only the completer.
=Goya can pass a non-Golden minion on the field to their ally.
=Floob can turn one of their minions into their ally's strongest minion for that battle.

=Electron gives an ally's minion Divine Shield.
=Orc-estra Conductor gives a minion stats, more based on how many Conductors your team has.
=Sandy becomes a copy of your teammate's strongest minion.
=Passenger will become stronger based on how many cards get passed to the other.
[Image: Beta.png]
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Messages In This Thread
Game-Based RP Systems - by Polyedit2000 - 03-24-2021, 02:16 PM
RE: Game-Based RP Systems - by Flashlight237 - 03-24-2021, 02:33 PM
RE: Game-Based RP Systems - by Flashlight237 - 04-03-2021, 11:46 PM
RE: Game-Based RP Systems - by Polyedit2000 - 04-05-2021, 11:53 AM
RE: Game-Based RP Systems - by Flashlight237 - 04-05-2021, 03:22 PM
RE: Game-Based RP Systems - by Flashlight237 - 11-04-2021, 08:24 PM
RE: Game-Based RP Systems - by Flashlight237 - 02-05-2023, 10:58 PM
RE: Game-Based RP Systems - by Polyedit2000 - 02-07-2023, 01:59 PM
RE: Game-Based RP Systems - by Polyedit2000 - 10-27-2023, 11:49 AM

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