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Generics
Topic Started: Nov 12 2006, 12:09:09 AM (494 Views)
BookwormGamer
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Goals:

Decide on how to get a generic's stats (base stats+growths and levelling up or just stats)
The effects of using generics (using money for equipment and "buying" them)
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Reknamarken
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http://myweb.tiscali.co.uk/elaice/fe7/class_base.htm

The generic units base stats.
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rn7
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Generics should be strong enough so that people won't ignore them and solo every battle. The amount of generics you can control should increase over time, as will loyalty. Units with low loyalty may desert to the other side. On the other hand, more loyal units may attack, hit, and crit better. Loyalty could be determined by the amount of generics, the amount of times you let generics die, the amount of kills that generic gets, amount healed, leader bonuses, emblems, etc.

Cost of generics could depend on the level and stats of the generic. You can't buy generics higher than your nongeneric character's level, but to make it interesting, you can persuade disloyal units to join your side even if they are a higher level.

I say generics' stats should be randomly created when you first buy them.
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BookwormGamer
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Complicated but interesting and I like it. Maybe you should head this project...

So what factors into the loyalty stat?

I'll try coming up with some big contributions Monday or Tuesday.
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TTPN
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I'm also fairly interested in this 'loyalty' stat.

Also, why not have each person say.... be a general of a nation. Then, each class of generics has a certain point value. The nation has a set number of points to use per battle, and can use as many units as the point value allows.
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rn7
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OH NOES WORK AND THINKINGS

--Loyalty--

The leader/nongeneric and your weapon

What level are you? How long and how much have you fought? What weapons do you favor? What's your weapon level in that weapon? What weapon are the opponents using in comparison to your weapon? A magic user may have a hard time recruiting an axe user cuz of weapon racism. Gender might also affect loyalty, too. And horoscope sign, but I always hated that thing.

# of generics on team

Generally, more people, more conformity, more loyalty. But if you phail as a leader, or don't have as much battle experience (you haven't fought in many battles), more generics may mean more chaos.

# of generics sent to their deaths

Generics are expendable. But if you let them die, theys will haunts you forever. In a battle with another person, you can turn death off so that this stat is not affected. Or leave it on and slaughter endlessly.

Emblems equipped

People listen to leaders with shiny objects.

Time and Activity in Army
Use a person more, give him/her more exp, train him from level one, number of kills the guy got, the difficulty of enemies fought, and other stuff.

Equipment
Give them shiny weapons, emlems, big hats, a Klondike bar, and they'll listen.

---

That's all I have now.
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TTPN
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rn7
Nov 12 2006, 01:16 AM
OH NOES WORK AND THINKINGS

--Loyalty--

# of generics on team

Generally, more people, more conformity, more loyalty. But if you phail as a leader, or don't have as much battle experience (you haven't fought in many battles), more generics may mean more chaos.

# of generics sent to their deaths

Generics are expendable. But if you let them die, theys will haunts you forever. In a battle with another person, you can turn death off so that this stat is not affected. Or leave it on and slaughter endlessly.

Emblems equipped

People listen to leaders with shiny objects.

Time and Activity in Army
Use a person more, give him/her more exp, train him from level one, number of kills the guy got, the difficulty of enemies fought, and other stuff.

Equipment
Give them shiny weapons, emlems, big hats, a Klondike bar, and they'll listen.

---

That's all I have now.

For some reason, I laughed at most of that.

Anyway...

How would you calculate these things, eh?

And would you be able to recruit from another army if your person has X more loyalty than the enemy?
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rn7
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OMG MATH NOOOOOOOOOOOOOOOOOOOOOoooooooooooooo
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TTPN
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lol, we gotta have some way of telling how much loyalty that have exactly...
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Reknamarken
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rn7
Nov 12 2006, 01:25 AM
OMG MATH NOOOOOOOOOOOOOOOOOOOOOoooooooooooooo

..3
+3
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rn7
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6 for reals
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Reikken

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So the formula for loyalty is 3+3? Sounds easy enough.
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TTPN
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Nov 12 2006, 01:32 AM
So the formula for loyalty is 3+3? Sounds easy enough.

but... where do all of the variables go?

I'm thinking of one right now...

A = # of battles won with that nongeneric
B = # of battles lost with that nongeneric.
C = # of generics that have died.
D = # of emblems that nongeneric has equipped.
E = # of levels gotten by the generic.
F = # of kills the generic got.

10A - 20B - 5C + 2D + 5E + F = Loyalty?
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rn7
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I was thinking more like

y=2x^3 - 4x^2+15

y`=[2(x+h)^3 - 4(x+h)^2 +15 -2x^3 +4x^2 -15]/h

y`= [2x^3 + 6hx^2 + 6h^2 *x^2 +2h^3 -4x^2 -8xh -4h^2 +15 -2x^3 +4x^2 -15]/h

y`=[6hx^2 + 6h^2 *x^2 +2h^3 -8xh -4h^2]/h

y'= limit as h approaches 0 of [6x^2 + 6hx^2 +2h^2 -8x -4h]

y`= 6x^2 -8x
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TTPN
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rn7
Nov 12 2006, 01:42 AM
I was think more like

y=2x^3 - 4x^2+15

y`=[2(x+h)^3 - 4(x+h)^2 +15 -2x^3 +4x^2 -15]/h

y`= [2x^3 + 6hx^2 + 6h^2 *x^2 +2h^3 -4x^2 -8xh -4h^2 +15 -2x^3 +4x^2 -15]/h

y`=[6hx^2 + 6h^2 *x^2 +2h^3 -8xh -4h^2]/h

y'= limit as h approaches 0 of [6x^2 + 6hx^2 +2h^2 -8x -4h]

y`= 6x^2-8x

You didn't define variables, thus the equations make no sense...
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BookwormGamer
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I'll think of factors...and try to make it friendly.
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rn7
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Added one more thingy.
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BookwormGamer
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Generic classes...same as character ones? And with standarized stat caps or unique ones throughout the classes?
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My only proposition here is that random bands of enemy generics also appear on the battlefield--such as bandits or pirates. This could help or hinder either side.
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rn7
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How would that work? Would a third person not battling call those things, like a game master?
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rn7
Nov 14 2006, 12:00 AM
How would that work? Would a third person not battling call those things, like a game master?

Well, battles are going to be long either way, so I don't think game masters, as you call them, would be the way. I think we should just trust each other enough to RN them properly. I don't know, the idea is complicated. It's just an idea, but it could be molded to work in the system.
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rn7
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I think it would be too much to RN, actually. Where the bandits come in, where they move, who they attack, how they attack, what weapons they have, what items they drop. Also, if there are only two people, who would control them? Would they be moving in an endless circle cuz both people want to avoid confrontation?
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rn7
Nov 14 2006, 12:14 AM
I think it would be too much to RN, actually. Where the bandits come in, where they move, who they attack, how they attack, what weapons they have, what items they drop. Also, if there are only two people, who would control them? Would they be moving in an endless circle cuz both people want to avoid confrontation?

Ah, see, there's the thing where I was getting bugged. (It IS a lot to RN, but I figured that would solve itself over time). When bandits are faced between choosing one unit to attack or another, that would be a problem.

If only we could program an AI....
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Reikken

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Nov 13 2006, 08:36 PM
If only we could program an AI....

I'll see if I can get that Ultra4 nub to do it.
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Reikken
Nov 14 2006, 02:46 AM
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Nov 13 2006, 08:36 PM
If only we could program an AI....

I'll see if I can get that Ultra4 nub to do it.

lol
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BookwormGamer
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You know how loyalty is probably going to be annoying to manage, seeing how every unit is an individual? Do you want to make it a bit easier?

We can assign generics into "Sects." You can choose a commander for each sect and call them Generic A1, Generic A2, Generic B1, etc. The commander's loyalty is the rest of the group's loyalty. Many sects means you can have plenty unloyal and plenty loyal sects, but you probably won't keep all your units. A few sects is a gamble. Keep most or lose most.

But just in case, the commander's loyalty starts out a certain amount higher than the rest of your troops so that if you recruit the commander causing everyone else to be recruited, it'll be a struggle to do so. Killing generics and other factors will lower the commander's loyalty, and thus everyone else's.
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TTPN
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BookwormGamer
Nov 14 2006, 09:34 PM
You know how loyalty is probably going to be annoying to manage, seeing how every unit is an individual? Do you want to make it a bit easier?

We can assign generics into "Sects." You can choose a commander for each sect and call them Generic A1, Generic A2, Generic B1, etc. The commander's loyalty is the rest of the group's loyalty. Many sects means you can have plenty unloyal and plenty loyal sects, but you probably won't keep all your units. A few sects is a gamble. Keep most or lose most.

But just in case, the commander's loyalty starts out a certain amount higher than the rest of your troops so that if you recruit the commander causing everyone else to be recruited, it'll be a struggle to do so. Killing generics and other factors will lower the commander's loyalty, and thus everyone else's.

Jesus Approves.
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You should have, like, bakeries and shit. And they'd have, like, bread. And the bread would raise morale, because all generic dudes love bread.
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Holy crap, jackytf is back! time for new revival, yet again?
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