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| Topic Started: Nov 17 2015, 10:17 AM (413 Views) | ||
| Fordy | Nov 17 2015, 10:17 AM Post #1 | |
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ain't no new thing
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i'm putting this in it's own thread instead of "mechanics" because that thread has turned a bit more into "battling" and like mav said there are other mechanics to think about as well. so, this is something i thought of a long time ago but i don't remember if i've even attempted to put this idea out there since. in the legacy region, everyone got around by traveling through predetermined routes, and it took say 20 posts to cross route 1, 30 for route 2, 50 for a desert, etc. etc. feasible then because practically everyone was posting multiple times a day, but still very on-rails and regimented. in opaddeka, the reins came way off and we just described areas as landmarks, and it was up to the mod to determine how and when you progressed through. originally, traveling was supposed to go a little like this: you enter an unfamiliar landmark, your mod describes a few things about it, you decide how to progress, and you can be thrown a few different encounters, supposed to be a trainer or an obstacle with wild pokemon being fearful of humans and difficult to encounter. of course, obstacles never really took off, people wanted wild pokemon, so that slacked off as well, and eventually we saw the end-game of the landmark system: we largely exempted people from having to travel, especially if you had already been somewhere but who was keeping track, to the point where the trainer was basically asking for what they wanted and getting it to avoid upsetting them: whether that was a certain pokemon or just to travel through a place without being bothered. everyone did it at various times, maybe you roleplayed it out but there were just as many "i just want to go to town" shit posts that would get a shit post "ok you made it" in reply. super lame so in jgsei, it's increasingly seeming like our pokemon aren't gonna be gaining "experience" per se, but stars. so maybe our trainers should be getting experience. so, areas are gonna have landmarks, but that's more flavor text to get the mod started. we're going a bit farther back to something akin to route progression but unrestricting it takes 50 trainer exp to cross the hydrophobic desert trainer exp can be earned in literally any way you want. encounter a wild pokemon = 2 trainer exp. beat it? 3 trainer exp. maybe your genexp from posting, your 1 or 2 stars, that's a straight 1 or 2 trainer exp. meet an npc trainer? 10 exp. beat them? let's say another 10. conquer an obstacle (a real obstacle, they should exist now!). 20 exp. rob an npc? 30 exp! evolve a pokemon? 10 exp! battle another human player? that's 50, you can move on immediately. this isn't meant to be harder than the current system, in fact i see it working out even more smoothly if we balance it right, it'll let us move around even faster on average but also ensure that our trips aren't nonsense "advance directly to go" type skipping around that i think everyone considers boring. god, moving around the region with an experienced character just got so boring towards the end of the last few rounds of activity, i feel like. simply encountering something should be worth a little trainer experience, beating it would be a larger reward, but as a result of that you could either slowly progress through a place by ignoring everything if you wish or have to, but also quickly advance by DOING something, something that's prompted by the mod, not something the player is requesting of or allowing to happen. i see this as combining a bunch of things, the old fame system that tried to vaguely reward you for "doing" things, the old route system that held people together in the same areas, a bit of the landmark system that was so interesting before people just wanted to circumvent it, the obstacles that no one ever played around with in a real way. plus a REAL incentive to fight another human player out of the blue and interact with them (we'll say for simplicity as long as you're in the same overall area as someone else you can jump right to them and the mod can inform you they're around) i think this can do a lot of things. simplify travel, speed it up, remove the incentive for the "i just want to move on" shit post, it prompts both the trainer and the mod to seek out unique experiences and then directly rewards them for it, hugely incentivizes interacting with other players, it'll combine easily with freeforms to put a measure on traveling, and i can go on and on. i feel kind of strongly about this as being a really good idea so unless everyone completely and roundly rejects it i'm gonna fight for it a bit. Edited by Fordy, Nov 17 2015, 02:03 PM.
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541 ![]() oh! sweet nuthin'APL: 5 | ||
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| FuzzyMittenz | Nov 17 2015, 10:40 AM Post #2 | |
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Pidgey
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At first glance, this looks like a pretty badass system, Fordy. I'll delve into a bit deeper, but this sounds like something completely different, but relatively simple. I might say that having a list of "_____ equals ______ Trainer EXP" could get in depth really quickly. More future-proof to say "The Mods will determine an acceptable range of Trainer EXP for certain classes of events, and will award Trainer EXP as appropriate." |
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| Fordy | Nov 17 2015, 10:45 AM Post #3 | |
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ain't no new thing
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yeah definitely, i see a list of "suggested amounts" for the basic things that are gonna happen all the time and then everything else left up to the mod. like, encountering a pidgey is worth maybe a point or two, but encountering a kangaskhan, that should be significantly more increasingly i see my role here as focusing on modding/DMing. this kind of thing makes me just as excited to do that as to actually play the game and i think that's its strength |
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541 ![]() oh! sweet nuthin'APL: 5 | ||
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| Curtis | Nov 17 2015, 01:42 PM Post #4 | |
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Articuno
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I'm totally digging this as a Travel mechanic. My time on legacy was very fun, and I enjoyed just moving around the landmarks as they came at me back in the day. The one thing... The main thing that alwayssss bummed me out about the landmark system was that it was so damned hard to end up in the same particular area as someone else! Towns be damned, cause everyone was always off in some specific place out of reach. I think what your proposing Fordy is the best of both worlds. Trainer EXP dished out from a guided suggestion list would be grand, and your right. It makes great idea for both playing the game, and modding it. I hope others see the same potential in this that I do. |
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CURTIS MICHAELS | ||
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| Maverick | Nov 17 2015, 04:51 PM Post #5 | |
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"How many assholes we got on this ship anyhow?"
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OMG I love that idea 45. Is there a use for novel stuff like saddles or do we wanna make that kind thing off limits? | |
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| Fordy | Nov 17 2015, 04:54 PM Post #6 | |
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ain't no new thing
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what would they do? lower the limit you need to travel through a place? is that something we want to do? a thought that i left out was that, once you've made it through an area, your requirement to travel through it again might be halved. the hydrophobic desert takes 50 texp but i've done it before so i only need 25. if you really really wanted to do saddles, you could have it knock off a certain amount needed as well, but they would have to be very difficult to acquire, which doesn't totally make sense or anything. and i think i just don't like the idea of lowering your texp cost extremely far... but maybe i could come around to it on second thought or if it's balanced properly |
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541 ![]() oh! sweet nuthin'APL: 5 | ||
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| Maverick | Nov 17 2015, 05:07 PM Post #7 | |
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"How many assholes we got on this ship anyhow?"
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It's preference, if they (and other vehicles) don't do anything then they're just fluff to play with. IF they shave off a little of the requirement (like 5 exp or something) then that might not be too bad. The exp system also circumvents trying to say that you can just fly over the landmark and therefore shouldn't be held up at all.
Edited by Maverick, Nov 17 2015, 05:08 PM.
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| Jance | Nov 17 2015, 08:09 PM Post #8 | |
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Mega Venusaur
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Hmm neat idea, this would be the kind of thing I'd have used for Character Levels but it sounds like a cool way to do travel too. It creates a new way in which folks could be earning credit toward everything they do and using it to progress around the world. I think vehicles and saddles would play a nice role in a system like this. I still like the idea of vehicles and saddles having some purpose even if they'd only reduce the needed TEXP by a few points it would help. The travel HMs could also be used to shave off TEXP as you go instead of completely skipping an area. Another thought, a lot of folks used to just say something like 'ignoring Pokemon encounters' and would then be virtually left alone as they race through an area. With a system like this it might not be needed but I think one should be required to use a Repel to 'ignore Pokemon encounters'. Perhaps using a Repel would buy you a temporary TEXP reduction of an area helping you move along a bit faster too. And a side note, might be interesting to have some areas have a Pokemon level minimum, so that in those areas folks won't ever encounter pokemon below a certain level. So if someone with a handful of level 10-15 pokemon tried to enter X area they'd be running into level 50+ pokemon or something, making some areas much more dangerous to cross at all. Of course if a group of trainers tried to cross together or in a vehicle or used a Max Repel they'd have a much easier time of it. |
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| Fordy | Nov 17 2015, 08:15 PM Post #9 | |
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ain't no new thing
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personally, i don't think repels should work, at all. pokemon aren't... bugs. they can think, i don't know what a repel is supposed to be, but if it's not causing physical harm to a pokemon it should eventually figure out "that's the smell that means a trainer is nearby, and they also really don't want to fight me". should draw them in if anything | |
541 ![]() oh! sweet nuthin'APL: 5 | ||
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| Maverick | Nov 18 2015, 06:04 AM Post #10 | |
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"How many assholes we got on this ship anyhow?"
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@Jance This sparks a new related point. Do we bring back APL for this system , do set levels for certain areas, or do we make it completely random. @Fordy The random level encounter could allow you to use Level balls if you encountered something weaker than you. Repels could also do what they did in the game and regulate what level of pokemon you come across but would also mean fewer encounters - rather than eliminatek encounters altogether. |
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| Jance | Nov 18 2015, 09:13 AM Post #11 | |
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Mega Venusaur
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Some pokemon are bugs. ;) But I think the idea behind Repels in how they're supposed to "work" in the pokemon world is they're just a simple deterrent, maybe they're just something that most pokemon just don't like the smell of. I mean If you walk into an area that smells terrible aren't you more likely to try and avoid that area? And even in the games Repels aren't a surefire way to avoid all pokemon, higher level ones tend to ignore the weaker Repels. I think they'd just work out better than posting in your thread going, "I'm just going to ignore any mods you give me with a pokemon encounter." But yea this might fall better under an Encounters topic. Edited by Jance, Nov 18 2015, 09:13 AM.
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| Fordy | Nov 18 2015, 01:02 PM Post #12 | |
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ain't no new thing
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"The random level encounter could allow you to use Level balls if you encountered something weaker than you. Repels could also do what they did in the game and regulate what level of pokemon you come across but would also mean fewer encounters - rather than eliminatek encounters altogether." that's kind of interesting actually, because logically if a trainer walks into an area the mod should probably be describing all sorts of wild pokemon- some that are drastically stronger than the trainer, some much weaker, others around the same level, but it's not like they'd be BASED on how strong the trainer is. they should just always be there, and a repel might discourage pokemon not around lv 10, super repel for like 35, max repel for 60 but then, that's almost making them mandatory |
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541 ![]() oh! sweet nuthin'APL: 5 | ||
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| Jance | Nov 20 2015, 01:14 PM Post #13 | |
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Mega Venusaur
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Tossed up an encounter thread to go more into detail on how to handle encounters themselves. One thing I jwas wondering though, is there any sort of roadway system in the regions? Even in Opaddeka it always seemed like everybody was walking everywhere and cutting through making their own path. But what about an established road system? Surely not everybody goes off cross country. Perhaps we could have some designated roads that trainers could follow if they wanted giving them perhaps a quicker means of getting through an area but also greatly diminishing their chance of finding wild pokemon, but maybe a higher chance to find other trainers. Also some of us suggested a few times of perhaps having a taxi system where you can pay at one town to be able to get a ride directly to another town completely skipping the travel part. But it would be expensive and you get no experience or pokemon or anything from skipping areas. |
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| Maverick | Nov 20 2015, 06:02 PM Post #14 | |
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"How many assholes we got on this ship anyhow?"
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I don't think we need another map to reference for roads. Granted, it'd be cool - but doesn't really add much other than possible restrictions and something else to juggle. It's enough to assume there are roads between towns and just let the story take you where it will. If you start out on a road, you say so and the mod is going to see that. Same goes for cutting through a field. Don't know about Taxi's now - you need cash for that and it also circumvents the travel exp idea. |
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| Fordy | Nov 20 2015, 08:46 PM Post #15 | |
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ain't no new thing
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doesn't seem to me that the regular jgsei villages would have that | |
541 ![]() oh! sweet nuthin'APL: 5 | ||
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| Tsunami | Nov 21 2015, 12:19 AM Post #16 | |
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Pidgey
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Just to point out, if people regularly travel between areas, there would at least be paths worn from footsteps and Pokémon following them. | |
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| Jance | Nov 23 2015, 10:41 AM Post #17 | |
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Mega Venusaur
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Jgsei taxis would be pokemon based but yea taxis would apply more to an area like Opaddeka. So roads could be proverbial, not on the map but just a general thought that they do exist, in Jgsei there could be old roads that people still follow or various trails worn through the land from repeated use. Primarily these would be for RP flavor. I think everybody's pretty much in favor of the trainer experience system so if there are no major objections I think we'll base our travel focus on it. One thing, would we want it to be 'trainer experience' or 'travel experience'? |
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