|
|
Post by flippmoke on Oct 30, 2009 13:28:22 GMT -5
You know what you guys can do. We can decide on some stats, and you can split them up to StatA StatB StatCocks on your profiles. Then for little ambushes and things, the writer can elect to use them, and for big events, we can say FUCK UR STATZ. Might be fun. I am going to lie and shift them around all the time if thats the case 
|
|
jon
Junior Member

Palm Pilot
Posts: 169
|
Post by jon on Oct 30, 2009 18:47:13 GMT -5
If you go that route, just be careful - those systems always seem to end up with one skill that's massively broken.
|
|
|
|
Post by deadguydrew on Nov 3, 2009 10:39:27 GMT -5
Advent Song's stat system was never fully implemented, and hence didn't work particularly well.
I've actually kicked around the idea for a stat system for gundam rpgs for a long time (as soon as I saw a draft of AS I started tinkering with the idea). From my own internal testing I had a few notes.
One was that you should split defensive stats (making it four stats, not three) so that a person can't stat stack all into evasion, or defense, and put average into a single attack stat. While a character built like that wouldn't always win, statistically they are going to be the strongest possible build. By splitting defense into Defense - Ranged (combination of maneuvering to avoid a shot, and using defensive systems built into the mobile suit), and Defense - Melee (combination of close range avoidance, and using defensive systems built into the mobile suit to reduce, or avoid damage in melee combat), you create more incentive for balance characters both defensively, and offensively.
Also doing away with VP entirely is a poor idea, as it does not reflect pilot wisdom. Stats reflect ability, but it more or less ends there. This also neutralizes min-maxing as well. So a pilot with three in every stat, and fifteen VP, would likely beat a pilot with four in every stat, and five VP.
However the true issue with stat systems is that they are every bit as subjective as VP is. It's nearly impossible to decide who uses what tactics in a situation that isn't an ambush, or a duel. When you have (as Ket said some 715 odd NPCs), there isn't a practical way to implement stats except as a way to generally decide how your character is going to win or lose by in a writing perspective.
Anyway my suggestion for stats:
Gunnery (or Ranged) Melee Maneuver (Long range defense) Defense (Close range defense)
Modifier stat (This is a bonus stat for newtypes, coordinators, gundam fighters, and innovators to reflect their strength in their particular race. This stat would either act as a stat all its own ((say for a newtype making an all range only attack, or a gundam fighter super attack)), or a bonus to an existing stat ((such as a coordinator getting a bonus to maneuver, or melee, etc)). This could also be used a place to put specializations for certain kinds of attacks, etc).
Experience (A tie breaker stat for nearly identical opponents, or if one person is definitely more experienced than another, this alone could tilt the battle. This reflects more than being a better pilot, but also a better tactician).
So a theoretical Amuro (based on a 1-10 stat system) could look like this:
Amuro Ray (as of CCA)
Melee - 7 Gunnery - 8 (+3 Newtype) Maneuver - 8 (+4 Newtype) Defense - 7
Newtype - 7
Experience - 400
The implementation of Newtype doesn't really matter, I never got that far, but it's a just basic show of how it could be used to boost existing stats. It could also be used to boost VP in situation such as ambushes, etc, who knows.
Theoretical Kira Yamamoto as of the end of SEED might look like this:
Melee - 8 (+2 Coordinator) Gunnery - 8 (+2 Coordinator) Maneuver - 8 (+2 Coordinator) Defense - 6 (+2 Coordinator)
Coordinator - 8
Experience - 300.
Just my thoughts and experiences on the topic, and again the actual implementations of the stats themselves doesn't really matter, it's just designed to show how you can use a four point system to decide combat, but add combat specializations, VP, and race into the mix while still keeping it mostly simple.
|
|
|
|
Post by Ketara on Nov 3, 2009 11:03:33 GMT -5
Andrew makes a lot of sense. Another problem with a stat system is certain mobile suits allow you to stack stats with almost no penalty. For example, if you pilot a Guntank there is not much use for a Melee stat, and if you pilot the Efreet Custom there is not much use for a Gunnery stat.
The fact is stat systems like these work well in games like Naruto or DBZ or WoD or even African Front, when you're designing every aspect of your character and in a large battle there will still be less than 10 combatants fighting. It works poorly for something like this, when you sometimes have hundreds of combatants, and are also managing everything around the balance of a mobile suit that a pilot is getting for free.
We could probably come up with a reasonable system of statistics that would work in a Gundamu universe, but integrating it into something with massive battles like OYW has is hard. Just last night we had a multi-theatre event involving 4 ships, 18 aircraft, 10 tanks, 8 mobile suits and 8 infantry. That's 48 things on day 5 of the RPG.
|
|