VGF Toy Battling (Rebirth)

All about the Neglected Characters in the Mario/Video Game World.
Locked
User avatar
t3hDarkness
Member
Member
Posts: 7416
Joined: Mon Oct 30, 2006 1:51 am
Location: When I die, I die in Steam!

#501

Post by t3hDarkness » Wed Nov 05, 2008 7:12 pm

Switching is done before the attack phase, it wouldn't make sense to have them attack and then switch.

The answer is rabites.

Lead with Knight and use Double Slash.

User avatar
heh
Member
Member
Posts: 10420
Joined: Fri Oct 24, 2003 1:00 am
Location: lo-ca-tion; Noun- 1. a place or situation occupied

#502

Post by heh » Thu Nov 06, 2008 1:05 am

I'm thinking more like get rid of the health penalty and ANY form of attack switch combination. (except for chips/abilitys/attacks) designed for that purpose.

Blake
Member
Member
Posts: 4659
Joined: Tue Sep 18, 2001 1:00 am
Location: A generic place such as a house
Contact:

#503

Post by Blake » Thu Nov 06, 2008 1:23 am

I don't think the switching is too big of a deal personally. At most you could use 4 supers in a row but that would be nearly very difficult since you cannot put a toy on standby by switching (and probably inefficient if the opponent just left out the same toy to get hit by 2 supers when usually 1 super and 1 normal finishes it off). After using those supers, you would then probably have to use the toy's normal since most supers cannot be used twice in a row.

Edit: And if switchout is apparently more cheap than what I made it out to be, perhaps both toys being switched should take damage? :confused:

User avatar
heh
Member
Member
Posts: 10420
Joined: Fri Oct 24, 2003 1:00 am
Location: lo-ca-tion; Noun- 1. a place or situation occupied

#504

Post by heh » Thu Nov 06, 2008 1:31 am

Blake wrote:I don't think the switching is too big of a deal personally. At most you could use 4 supers in a row but that would be nearly very difficult since you cannot put a toy on standby by switching (and probably inefficient if the opponent just left out the same toy to get hit by 2 supers when usually 1 super and 1 normal finishes it off). After using those supers, you would then probably have to use the toy's normal since most supers cannot be used twice in a row.

Edit: And if switchout is apparently more cheap than what I made it out to be, perhaps both toys being switched should take damage? :confused:
the point is that the way it is set up now means you can use any attack of any toy you have on standby at a measly cost. Of course using 4 supers in a row is kind of a big deal, thanks for bringing that up too.

And the damage thing just makes it harder to switch out for the reasons you expect it to be used for.

Blake
Member
Member
Posts: 4659
Joined: Tue Sep 18, 2001 1:00 am
Location: A generic place such as a house
Contact:

#505

Post by Blake » Thu Nov 06, 2008 1:47 am

Toys die in about 2 hits so:
Turn 1: First toy comes out
Turn 2: Put second toy on standby
Turn 3: first toy dies, 2nd goes on field, standy third toy
Turn 4: standby fourth toy
Turn 5: second toy dies, 3rd toy goes out, standby fifth toy
Turn 6: standby sixth toy (3rd toy field, 4-6 standby)
Turn 7-10: Utilize 4 supers in a row.

Because toys die so quickly and because switching prevents putting toys on standby it is nearly impossible to accomplish that. It takes 7 turns to do start four super mayhem. It ends on Turn 10.

To start three super mayhem it takes 5 turns. It ends on turn 7.

To start two super mayhem it takes 3 turns. It ends on turn 4.

Unless of course you crit or dodge successfully on your end then it'll be a turn less or so per each success.

But if consecutive supers still is a big deal, then they can probably be prohibited on the turn a toy is switched.

Another thing on the switching is it makes it hard to level up toys such as Young Link and Midna who can easily be OHKOed just by being sent out.

And you say the damage makes it hard to switch out toys for 'the reasons you expect it to be used for.' What do you mean by that? If I am going to switch out a toy, I'm definitely going to attack. There would be no point in switching out a toy just to switch out a toy if you can attack.

User avatar
t3hDarkness
Member
Member
Posts: 7416
Joined: Mon Oct 30, 2006 1:51 am
Location: When I die, I die in Steam!

#506

Post by t3hDarkness » Thu Nov 06, 2008 1:49 am

I dare ya to try that against me, I double dare ya.

User avatar
Apiary Tazy
Member
Member
Posts: 29598
Joined: Thu Sep 14, 2000 1:00 am
Location: Flipping a Switch
Has thanked: 41 times
Been thanked: 173 times
Contact:

#507

Post by Apiary Tazy » Thu Nov 06, 2008 11:27 am

Well, that's how it was in X-3's game.

Except Toys would get KOed in one turn, so I say we're making progress

SK, it's time for nurfing ;)
--------------------------------------------------

Tazy: The sign is a hoax. It's so no one can find me.

Blake: But I found you. Very easily too.

Tazy: You flew through the air, and found it through pure luck.

Blake: D:

Toys (Tazy):

Ryu: 180
Shaq: 200
Bombette: 140

Chips:
Elevator: 120
GET IN THE CAR: 100
YOU ALL WANT SOME CHOCOLATE?: 140

Shell Game: usual price.

Blake
Member
Member
Posts: 4659
Joined: Tue Sep 18, 2001 1:00 am
Location: A generic place such as a house
Contact:

#508

Post by Blake » Thu Nov 06, 2008 7:15 pm

"You know what, just for the hell of it I'll buy GET IN THE CAR. It's screaming at me both figuratively and literally."

And with that I hand over the points and purchase the item which should leave me at 1045 points. I look around and find the doorway that apparently is supposed to be used.

"So it's out this way, hmm?"

I then go to the standard shop to see what they have on sale.

User avatar
SephirothKirby
Member
Member
Posts: 7510
Joined: Mon Sep 04, 2006 11:34 pm
Location: the one and only
Has thanked: 7 times
Been thanked: 16 times

#509

Post by SephirothKirby » Thu Nov 06, 2008 7:42 pm

TOY BATTLING HAS BEEN DELAYED FOR ... IMPORTANT DISCUSSION.

Please voice your opinions now.

Also 'GET IN THE CAR' was way too inexpensive tazy that's like the best chip in the game.

User avatar
X-3
Member
Member
Posts: 24173
Joined: Wed Jan 28, 2004 2:00 am
Location: noiɈɒɔo⅃
Has thanked: 1 time
Been thanked: 218 times

#510

Post by X-3 » Thu Nov 06, 2008 7:46 pm

Good so far, I suppose.

Some toys are significantly better than others, though we're at a low level, so...

Blake
Member
Member
Posts: 4659
Joined: Tue Sep 18, 2001 1:00 am
Location: A generic place such as a house
Contact:

#511

Post by Blake » Thu Nov 06, 2008 8:06 pm

Uhh, so how much is get in the car? I probably want to buy it eh? :lol:

I enjoy everything about Toy Battling. I had one complaint that wasn't worth voicing though in my last battle but I suppose it's now or never.

It appears for every 'level' you're under the opponent you gain +6 exp.

For example, Link would gain 20 exp from a ** opponent but only 14 from a * one.

Well in my last battle I had Vaati who was a * opponent but was going against a level 2 ** opponent. Naturally I would think he would gain 32 exp since that is like '2 levels' above his current level.

Lol but it's only a 12 exp difference and I don't need it now, but I wouldn't mind that bonus in the future because I don't want to level Vaati yet. I want to pull off a phenomenal 6 class ups all at once in one battle so I don't need that exp I'm begging for right now anyway. :lol:

---

I'm fine with switching as it is. If switching is cheap then I would say both toys take the damage then. Without switching it's difficult for me to level up my * star toys.

---

I'm also curious if its balanced to own more than one of the same chip. Say I had 10 mitochondrias (+15 hp) or 10 of whatever thunder chip TG used against me last battle (-15 hp or so). Or in my case, if I put 4 DNA surgeries and use them followed by twilight or something(+40 hp healed per turn).

---

But overall I enjoy the topic so if things don't go my way I'll try not to complain about it since it's still a fun topic nonetheless and I shouldn't try to undermine the work you put into it.

User avatar
t3hDarkness
Member
Member
Posts: 7416
Joined: Mon Oct 30, 2006 1:51 am
Location: When I die, I die in Steam!

#512

Post by t3hDarkness » Fri Nov 07, 2008 12:49 am

SephirithKirby, that was a copout :mad: .
You made me angry enough to use a smiley.

-------------------------------------------------------------------------------------

I agree with the current rules on switching.

-------------------------------------------------------------------------------------

Having more than one of the same chip really doesn't unbalance anything since;
(A) Most of the chips are weak or have a drawback.
(B) Chips are only used one per turn.
(C) Multiple copies of the same chip leave you without many counter strategies in your chip pool.

If you set up the epic healing using the rare chips you stated, the it is simply strategy and your opponent might have a strategy to go against it.

If you mean my case specifically, the chip doesn't matter because I am just going to discard it to BlackMage or Cloud.

------------------------------------------------------------------------------------

I think this game should be moved into the Roleplaying forum.

User avatar
heh
Member
Member
Posts: 10420
Joined: Fri Oct 24, 2003 1:00 am
Location: lo-ca-tion; Noun- 1. a place or situation occupied

#513

Post by heh » Fri Nov 07, 2008 1:24 pm

My Ryu got worse when he leveled up. thanks for that.

You need to do a bit more thinking on these. lv1 Ryu could hardly ever use his super true but it actually increased the damage you were doing. lv2 ryu's super does less damage over two turns then just using two normals. (2 normals, 45+45= 90, supers 0+70= 70 plus some stun.)

Basically, think a bit more about the toys. they don't all have to be equal but the the weaker ones should probably level up faster.

current rules on switching are ridiculous, you can use any ability on your team instantly for a cost of like 20 HP. on the other hand the damage is so high in this game that a turn spent switching could be too bad. maybe the toy switching out could use its normal at slightly reduced damage, No HP penalty.

E: most chips are too expensive and ones with even a passing use are ridiculously rare, some toys use elemental chips which are also ridiculously rare.

E: this isn't really serious roleplaying, keep it here or move it to RFG

User avatar
Apiary Tazy
Member
Member
Posts: 29598
Joined: Thu Sep 14, 2000 1:00 am
Location: Flipping a Switch
Has thanked: 41 times
Been thanked: 173 times
Contact:

#514

Post by Apiary Tazy » Fri Nov 07, 2008 1:28 pm

Would you rather use your Super all the time?

User avatar
t3hDarkness
Member
Member
Posts: 7416
Joined: Mon Oct 30, 2006 1:51 am
Location: When I die, I die in Steam!

#515

Post by t3hDarkness » Fri Nov 07, 2008 2:17 pm

OBAMAGEDDON wrote:You need to do a bit more thinking on these. lv1 Ryu could hardly ever use his super true but it actually increased the damage you were doing. lv2 ryu's super does less damage over two turns then just using two normals. (2 normals, 45+45= 90, supers 0+70= 70 plus some stun.)
His HP and special abilities went up, pay attention to more than damage please.

The last opponent I was against had a damage reduce effect, two normals from Ryu would have dealt 60 where the super is 65 + stun effect.

My Cloud lost overall damage from level 1 (70 to the main an 20 to each standby) average of 90 to level 2 but gained pinpoint precision at 60 damage.

tl:dr All supers have a strength and a drawback.
OBAMAGEDDON wrote:

current rules on switching are ridiculous, you can use any ability on your team instantly for a cost of like 20 HP. on the other hand the damage is so high in this game that a turn spent switching could be too bad. maybe the toy switching out could use its normal at slightly reduced damage, No HP penalty.
Losing 20 HP is generally enough to guarantee the next hit will be a killing shot using chips this amount can be increased or reduced easily.
If the damage were any lower, the matches would take even longer to finish. It takes a week as it is right now.
I restate, I agree with the current rules on switching.
[sage] wrote:Blake attacks.
Blake hits!
Roger is defeated.

You gain 250gp and 25XP
Example of activity in the Role Playing Forum.

I think we will fit in quite nicely.

User avatar
SephirothKirby
Member
Member
Posts: 7510
Joined: Mon Sep 04, 2006 11:34 pm
Location: the one and only
Has thanked: 7 times
Been thanked: 16 times

#516

Post by SephirothKirby » Fri Nov 07, 2008 2:47 pm

@Everyone:

It's true, we have way too many Non Chips.

And pretty much no thunder chips ...

We have a lot of Fire, Light and Dark though :/

---

@T3hDarkness: This might not be the most fitting for the NC Forum, but every previous Toy Battling has been here, and the activity doesn't really hurt.

---

@That Guy:

The current EXP system is 20 Base, +6 EXP for each Power higher and -6 EXP for each Power lower, it's designed so that weaker Toys do level up faster, but perhaps I should set their EXP 20% lower, so that it takes 80/120 to level up as opposed to 100/150?

I have a large stock of Toys, and a good amount of Chips, but if I double the amount the store sells, I'll be putting them out faster than I can make them.

As for Toys dying in two hits, well, do you want them to last longer? I'd like their to be an amount of strategy to this, not send out your strongest toy, super, send out next strongest toy, super, etc. But if it's degraded to that, what would you like to see?

Thanks for the input everyone, I'll think about how I want to work this out.

User avatar
Apiary Tazy
Member
Member
Posts: 29598
Joined: Thu Sep 14, 2000 1:00 am
Location: Flipping a Switch
Has thanked: 41 times
Been thanked: 173 times
Contact:

#517

Post by Apiary Tazy » Fri Nov 07, 2008 2:48 pm

Ok, I'm not going to jump on you like I did Darkzero when he asked for the topic to be moved, but please understand that this is where Toy Battling has always been.

NC Forum was always a place for the video game related strategic Role Forum Games

On the other hand. The Role Playing Forum could use the activity there.

SK? Your thoughts?

User avatar
t3hDarkness
Member
Member
Posts: 7416
Joined: Mon Oct 30, 2006 1:51 am
Location: When I die, I die in Steam!

#518

Post by t3hDarkness » Fri Nov 07, 2008 2:54 pm

That, I did not know, but thanks for the info. I thought Neglected Characters was for a much shorter list of purposes, and I only mentioned it because this thread hit critical mass.

Blake
Member
Member
Posts: 4659
Joined: Tue Sep 18, 2001 1:00 am
Location: A generic place such as a house
Contact:

#519

Post by Blake » Fri Nov 07, 2008 3:04 pm

I don't mind the two hit KO system that is in place now. As I mentioned it is hard for me to level up Midna and YL right now because they can easily die in one hit so I'm at least for switching to help this. Hopefully when each of them level up to either 2 or 3 they can't be OHKOed as often as they can be now.

I think current exp system is fine. If * L1 toys earn 32 exp from L2 ** then I think it's pretty balanced. I mean L2 aren't that much more powerful than L1's anyway.

User avatar
t3hDarkness
Member
Member
Posts: 7416
Joined: Mon Oct 30, 2006 1:51 am
Location: When I die, I die in Steam!

#520

Post by t3hDarkness » Fri Nov 07, 2008 3:08 pm

Try using the Type Change Chip on Young Link before you play twilight. That plus his healing effect should work wonders.

Locked