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Kraken

Ideas for Boat Battlan

Jul 1st, 2014
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  1. Trainers may only use one pokemon at a time and the pair moves as a unit (Presumably due to high pace and expansive nature of boat battling). Possible actions are simplified into basic attacks and support actions. Skills unlock mobility/support actions.
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  3. Attacks: Available attack types depend on the typing of the current pokemon and what the trainer is capable of. Combat stats of the pair are combined in some capacity, maybe as simple as just comparing the relative strengths of the trainer and pokemon and picking the resulting combo. Switching works like normal.
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  5. Utility/Support: Available indirect actions will rely on classes, skills, paired pokemon, etc. For example, Melanie would be a fairly mobile saboteur while Mack is a strong combat unit. The idea is that each Adept or Master skill unlocks a new advantage. For example, Adept Athletics or Acrobatics allows one to move between boats with some turn cost to make the transition, while Master reduces or eliminates this cost. Combat could afford one special bonuses in, of course, combat, such as having combat maneuvers potentially baked into attacks. Technology could allow one to buff the ship while Command may allow one to buff the crew. Other actions may be granted based on unique capabilities.
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  7. Crew format: I imagine a concept similar to FTL. Lani is our pilot, Akuman might work with the engine, etc. Players with the right skills (either in fluff or actual Skills) may assist these units in their operations for a ship boost (if ship stats are ported from basic combat mechanics, this might be things like higher initiative, evasion, etc. for the ship). Each offensive crewmate (Auriga, Robin when she's able, etc.) can automatically man cannons but a player can take over. Support characters can get special actions (Mirai a crew buff, Jennifer bribing an enemy to join us for the fight, etc.)
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  9. Crew Specials: Don't have a real concept for how access to these would be accessed, but maybe just a charge bar with some possible actions (Charm?) to increase the rate at which it grows?
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  11. End result is we'd only be managing the actions of 5 units, which should speed stuff up.
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