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  • File : 1272609043.jpg-(2.22 MB, 2088x1332, 1268971437920.jpg)
    2.22 MB Nothing man 04/30/10(Fri)02:30 No.9522016  
    >Search all saved images folders and categories
    >No jet set radio pictures

    Double fuck. I'll get them off google for next posts. In any case, I'm giving thought to creating a game system based entirely around the concept of movement and getting around place to place- something that puts emphasis on the chase scene. The natural evolution of this is rollerblades or other such personal modes of transportation and the tricks therein.

    Now, /tg/, I'm drawing a blank as to how to do this right now. I've got ideas for numerous things in mind right now-- you are extremely unlikely to remember me, I posted the thread/idea of Demons UnLtd. and the idea of that brewed up into this, so I'm going to work with this.

    Basically, I'm going to continue to post in this thread as ideas come to me, and I hope you'll join in to completely tear apart all of my shitty ideas so I can replace them with good ones.
    >> Nothing man 04/30/10(Fri)02:38 No.9522102
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    Alright, first idea:

    The obvious way to do this is to systematically crunch everything out with velocities and turning ratios corresponding to them and bla bla fucking bla noone wants to use pi in a roleplaying game! Fuck that noise. I think I'll take a bit more of a gamey approach- Count everything in tiles, where a tile is a square metre. Second off, this also makes jumps and such pretty simple- basic physical stats plus some other skill or some such could be cut down into tiles you could jump up or over.

    For now, these are the physical stats- stuff that will figure into the racing, heart-pumping action

    MUSCLE: The level to which you can be compared to a brick plated in bricks
    MOMENTUM: How explosively fast you can be
    AGILITY: Ability to avoid falling on your ass
    FORTITUDE: Ability to keep on tickin' after taking a lickin'

    Or something. Those are the base stats, names variable.
    >> Anonymous 04/30/10(Fri)02:41 No.9522136
    Check out Spycraft/FantasyCraft. They have rules specifically for chase scenes. They might not be to your taste, but it could help spark some ideas.
    >> Anonymous 04/30/10(Fri)02:42 No.9522149
    This sounds pretty fun, gotta keep the system fast and fluid but it could be difficult coming up with stuff to actually DO other than runningrunningrunning.

    Level design would be pretty important, have you ever played Mirrors Edge? That had some nice movement based set pieces.
    >> Nothing man 04/30/10(Fri)02:46 No.9522190
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    Hell, I'm going to throw out all sense of fucking realism: Let's say instead of magic, you've got music. Switch out the song, switch out the buffs. Songs can only last for so long, but, say, a high-beat techno song might boost the everloving dongs out of your Momentum after it's been playing for a while- I'm going to rip a bit out of Exalted and use something like ticks. Say, after the song's been playing for 10 ticks, you've got 25 ticks of what essentially boils into bullet-time of being in the groove: something like that.

    Now, these stats are nice and all, but what in the name of double-jesus, lord of double-niggers do they DO?

    Alright, let's say they aren't always good- Muscle would increase your weight, possibly making it harder to turn if you're going fast- but, conversely, making you harder to knock over

    A high momentum might mean you can accelerate like a racecar, but, use up shitloads more energy in the process

    Agility would be good for turning on a dime and doing tricks, but it'd affect your... well, shit, I don't know

    Fortitude would effect your total energy- think of like a pool of points that is expended to do some kinds of tricks or just other benefits.
    >> Nothing man 04/30/10(Fri)02:49 No.9522220
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    >>9522149
    Yeah, Mirror's edge is something what I'm thinking like- I want a system that can do something like free running/other high-speed, personal things like that without reducing it to narrativism "Welp yep that's sure what you do" or simulationist "Alright, let me just calculate the curve to how sharply you can turn depending on 5 stats and a sub-stat"

    Basically, I want to present an option other than fighting and make it just as fun as fighting. Or even something to make moving fights just as interesting: I want a system where I can skate down the side of a tower while having a gun-fight with 5 ninjas at the same time.
    >> Eyah !M62ELChaos 04/30/10(Fri)02:57 No.9522313
    Anything in the way of blade customization?
    >> Nothing man 04/30/10(Fri)02:59 No.9522332
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    Alright, so that's stats ironed out: But stats are what makes character creation fun. You need options that are available only if a character chooses to learn them to create distinction between characters.

    The obvious answer is tricks- or hell, entire sets of tricks. Say you've got a choice called "Flips 101 [Skateboard]", and it would give you the following tricks:

    Kickflip: [1 energy, gain 1 style]
    Heelflip: [2 energy, gain 1 style, immediately change turn direction]
    Shove-it [3 energy, gain 2 style, can sustain per tick for +1 style per 2 ticks]

    ...Or something. First draft is always fucking stupid, but something like that.
    >> Nothing man 04/30/10(Fri)03:02 No.9522372
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    >>9522313
    Now see, when you see that, I get the most fucking hilarious image of the characters beating the shit out of the BBEG and stealing his wheels.
    "GUYS GUYS IT HAS +2 TO SPEED"

    That said, customization to blades is one of the most important things- and I'm glad you brought it to my attention. Vehicles should have stats just as amazingly important to movement as a character's stats. Let me thing...

    ACCELERATION: How quick you can reach top speed
    MAX SPEED: Obvious
    TURN: Majorly useful when you need to pull tight turns- agility helps too
    GRIP: Ability to brake, or otherwise make sharp motions other than wide turns
    LIFT: Ease of jumping, and otherwise getting higher.

    Vague, but it should work well enough. I need to work out a rough number system to gauge this all with.
    >> Anonymous 04/30/10(Fri)03:03 No.9522389
    >>9522332

    I'm thinking that the classes (if there are any) would be based around different forms of movement.

    So you have your parkour specialists, your bladers, your skateboarders.

    The runners are better at turning / vertical stuff with less forward speed.

    Boarders are great at going fast in a straight line but have difficulty with vertical climbs

    Bladers would be your in between class with a few extra bits, not sure what.
    >> Eyah !M62ELChaos 04/30/10(Fri)03:04 No.9522398
    Also, if fighting should ever enter this, I remember reading a story some time back involving skaters... Air something. Air Wheel, I think. Could be a viable source of inspiration for the magic.
    >> Eyah !M62ELChaos 04/30/10(Fri)03:07 No.9522441
    >>9522389
    Good at grinding up things, bad at actually climbing em', I'd think.
    >> Nothing man 04/30/10(Fri)03:11 No.9522474
    >>9522398
    I fucking love Air Gear.

    >>9522389
    Great idea- I think bladers would be trick specialists, parkourists would have insane turning and be able to fuck with anyone else like that, cyclists would have RAW SPEED and ALMOST NOTHING ELSE, Skaters would be mostly based on sheer vertical.

    Alright, let's say you've got a vanilla... bicycle.
    Parts correspond to the stats, so,
    Acceleration [CHAIN]
    Max Speed [WHEELS]
    Turn [HANDLEBAR]
    Grip [PEDALS]
    Lift [SUSPENSION]

    So, say, a basic bicycle would be...

    Acceleration /4 [increases 1 tile every 4 ticks to max speed]
    Max Speed 10 [10 meters/tiles per second- it's not realistic at all but fuck your shit]
    Turn [I have no idea how the fuck to work with this yet]
    Grip 2 [Can slow down by 2 tiles per tick when breaking]
    Lift 1 [Bonus to muscle for jumping]

    Pretty shitty acceleration, right? So next post I'll come up with some better gear to mod that shit out with, and also probably figure out turning
    >> Eyah !M62ELChaos 04/30/10(Fri)03:13 No.9522495
    >>9522474
    Well now, I don't know about "nothing else"... Cyclers can get some decent air, they just need a ramp or need to be stopped completely.
    >> Anonymous 04/30/10(Fri)03:15 No.9522510
    >>9522474

    If you wanted to add more customisation to the classes you could also add sub classes.

    For example a runner could either be a Parkour runner or a Freerunner, Parkour's get more speed / turning while freerunners get much more style at the expense of movement etc.

    Not sure what you would do for the other classes but you get the idea
    >> Eyah !M62ELChaos 04/30/10(Fri)03:18 No.9522545
    >>9522510
    The Art of Displacement: Parkour and Freerunners
    Fruitbooters: Aggressive Inline and Rollerbladers
    Cyclists: Freestylers and Graceful
    Skateboarders: Punk and Pro

    Something like that.
    >> Nothing man 04/30/10(Fri)03:20 No.9522569
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    AW SHIT I FORGOT MY BEAT

    >>9522495
    Yeah I know, but in this case lift means like, ground-hops. A blader jumping onto a rail- ramping is covered in speed. If you hit a ramp, and you have more speed than it negates, you get air, that simple.

    Alright, here's some things you can switch out- Note that while the parts primarily pertain to their assigned stats, they may effect others.

    LeSac X70 Wheels
    "Sure they're alright I guess for speed- they have smooth sides though, good for turning"
    +2 to Max Speed, +1 Turn

    2PAC PC-99X Special Selection Chains
    "These things won't put a hop in your step- they'll put a fucking leap in them. Careful not to wear yourself out though"
    +6 Acceleration, -1 extra energy when energy is drained

    And fuck it, I'm just going to say turning works like a point pool: HOWEVER, every point of speed you build up subtracts one from the turn total. The Bike has Turn 5.

    A 45 degree turn is 2 turn point- you can turn damn well if you're slow. If you're at max speed on a standard bike, that's Turn /5, meaning it takes ten seconds just to get 45 degrees- but that's the price of speed.
    >> Eyah !M62ELChaos 04/30/10(Fri)03:22 No.9522589
    >>9522569
    That may need to be filed down somehow, if even only to half of that time.
    >> Nothing man 04/30/10(Fri)03:23 No.9522600
    >>9522589
    Yeah I agree, 45 would work better as 1 point-- this is all first draft since I am coming up with this literally as I am posting in a stream of consciousness. And first draft is always a pile of shit, I'm just coming up with rough shit that I can press into diamonds later.
    >> Anonymous 04/30/10(Fri)03:24 No.9522607
    >>9522569

    I like the idea of each part having little " In the know " descriptions, adds some character to it.

    Would players be scaling based more on equipment or stats?

    As in, would a high level players advantage be lot's of gear for every occasion or would it be more in the skills / better stats?
    >> StabsofWar 04/30/10(Fri)03:25 No.9522618
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    First i want to say this idea of yours is amazing and very interesting, hell ive been writing alot of it down actually for future use... possibly. I'm looking at it more as a video game or maby even an MMO rather than a tabletop game.

    Anyway to actually contribute along the music enhancement aspect, or ways for player to earn extra currency, they can chose sponsors that would give additional bonus and different headsets and music players to add various additional effects to the music enhancements.
    >> Nothing man 04/30/10(Fri)03:28 No.9522636
    I'm running low on JSR pics so I'll only post with pictures when I have big crunch to post

    >>9522607
    I was going to try and make it equal- You can focus on personal development, I was going to make it that while you CAN get experience only on the mission- but you can also trade in money for it, showing that you're getting actual training on the side.
    >> Eyah !M62ELChaos 04/30/10(Fri)03:30 No.9522656
    >>9522618
    >MMO

    Sir, I think I've fallen in love with you.

    A Jet-Set-esque MMO would be amazing, especially with the fanbase that it has. Granted it hasn't been popularized in a while, but it would be picked up fairly quickly.

    I would help as much as I can on it, no doubt.
    >> Anonymous 04/30/10(Fri)03:31 No.9522666
    I want to try something like this using the movement rules for Full Thrust (yes, the spaceship game).

    Basically, each round you retain your velocity from the previous round, and your movement stat lets you accelerate, decelerate, or turn (Which would be broken up in to two or three stats in your case).

    Now, in Full Thrust this happens in big empty boring space, but for this it would be taking place in an urban environment. So maybe you need to be over a certain speed to trick off some terrain features, but if you go too fast you won't be able to decelerate and you'll hit a wall or miss a turn or something.

    Basically, by retaining velocity across rounds you actually get a sense of momentum, and there's no "lol I immediately come to a dead stop from 30mph' shenanigans.
    >> Nothing man 04/30/10(Fri)03:33 No.9522684
    >>9522666
    Yeah man, that's what I was going with- check the vehicle stats, acceleration is very important, you can only gain so much speed per second, and only brake so much per second-- Granted, you can increase these both by burning energy.
    >> Anonymous 04/30/10(Fri)03:33 No.9522685
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    It might be fun to have big stunts that function a little like mini bosses or something.

    Multiroll things which could be navigated in different ways depending on your class / skills. Some of them would only be open to certain classes, completing them would give you a hefty chunk of experience.

    Pic related, it's 500 XP and ten style points
    >> Nothing man 04/30/10(Fri)03:35 No.9522703
    Alright, /tg/, one question I must ask you...

    What do I call this project, so that you may recognize it in the future?
    >> StabsofWar 04/30/10(Fri)03:36 No.9522713
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    >>9522656
    complete with custom spray and turf wars while escaping THE MAN, and definitly use the JSFR over the top cell-shaded cartoony style. totally could have stuff like Billboard challenges, races, tagging competitions, shit would be so cash.
    >> StabsofWar 04/30/10(Fri)03:39 No.9522738
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    >>9522703
    Skate Haven?
    Blitzblade?
    Jet Set Transcend/Fusion?

    Throwing out names...
    >> Anonymous 04/30/10(Fri)03:39 No.9522742
    >>9522703

    Uhhh, THE WIND IN YOUR HAIR.
    >> Anonymous 04/30/10(Fri)03:40 No.9522748
    >>9522703
    Je/tG/rindRadio
    >> Nothing man 04/30/10(Fri)03:43 No.9522772
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    The ones I had in mind were...

    Speed Corps
    Steel Wheels
    Grind Harder!

    But I think the one I love most?

    VeloCITY
    >> Anonymous 04/30/10(Fri)03:44 No.9522788
    >>9522772
    Delicious punnery.
    >> Anonymous 04/30/10(Fri)03:44 No.9522789
    parkour runners are called traceurs, just fyi
    >> Eyah !M62ELChaos 04/30/10(Fri)03:45 No.9522803
    >>9522772
    >veloCITY

    This.

    Should there be a place to store this so others will be able to submit ideas? A place a little more permanent than a thread on /tg/?
    >> Nothing man 04/30/10(Fri)03:45 No.9522812
    >>9522772
    >>9522742

    Stabs' were nice, but I think I'm going with a mixture

    Velo.CITY:
    The wind in your hair
    >> Anonymous 04/30/10(Fri)03:47 No.9522840
    >>9522772

    > VeloCITY

    I ALMOST didn't get that one, my pun sense is weak...

    Also seeing as music is going to be playing a part in this, I propose MUZAKS fitting for this new endeavour

    For example

    http://www.youtube.com/watch?v=QV8eiSA4vqc&playnext_from=TL&videos=SlgPDvfkZlc
    >> Eyah !M62ELChaos 04/30/10(Fri)03:50 No.9522871
    Seems a bit too much like a generic overworld trailer theme. Dubstep, quick trance, happy hardcore, chiptune, pop electro, and maybe some decent hip hop, in my opinion.
    >> Anonymous 04/30/10(Fri)03:51 No.9522873
    There's just one thing I don't understand
    CONCEPT OF LOVE!
    >> Nothing man 04/30/10(Fri)03:52 No.9522881
    I'm partial to:

    http://www.youtube.com/watch?v=IDJgwUeW7_k
    >> Anonymous 04/30/10(Fri)03:53 No.9522900
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    I'll dump what I got. You may or may not get some /e/.
    >> Anonymous 04/30/10(Fri)03:54 No.9522912
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    >> Anonymous 04/30/10(Fri)03:55 No.9522920
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    >>9522873

    Ooh, I do enjoy that one

    http://www.youtube.com/watch?v=X2HT94t-a5k
    >> Anonymous 04/30/10(Fri)03:55 No.9522922
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    >> Anonymous 04/30/10(Fri)03:55 No.9522927
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    >> Anonymous 04/30/10(Fri)03:56 No.9522936
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    I hope fanart is fine too.
    >> Anonymous 04/30/10(Fri)03:57 No.9522943
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    >> Nothing man 04/30/10(Fri)03:57 No.9522946
    >>9522936
    It is double fine.

    Also I'm working on a generic cover right now. Jesus god vectors are not made for my shitty old computer

    In the meantime folks, have this

    http://www.youtube.com/watch?v=yoN6XfyQsr4
    >> Anonymous 04/30/10(Fri)03:58 No.9522954
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    >> Anonymous 04/30/10(Fri)03:58 No.9522956
    >>9522803

    Well at any rate we can archive this for future reference
    >> Anonymous 04/30/10(Fri)03:58 No.9522963
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    >> Anonymous 04/30/10(Fri)03:59 No.9522972
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    >> Anonymous 04/30/10(Fri)04:00 No.9522976
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    >> Anonymous 04/30/10(Fri)04:00 No.9522988
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    >> Anonymous 04/30/10(Fri)04:01 No.9523004
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    >> Anonymous 04/30/10(Fri)04:02 No.9523006
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    >> Anonymous 04/30/10(Fri)04:03 No.9523023
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    >> Anonymous 04/30/10(Fri)04:05 No.9523038
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    >> Eyah !M62ELChaos 04/30/10(Fri)04:06 No.9523053
    >>9523038
    She steal those from the girl from Oni?
    >> Anonymous 04/30/10(Fri)04:06 No.9523058
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    >> Anonymous 04/30/10(Fri)04:08 No.9523071
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    >> Anonymous 04/30/10(Fri)04:08 No.9523076
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    >>9523053
    Haha, I remember that game. It was a pile of weeaboo bullshit, with names like Konoko and Shinatama and cyborg lolis and bad writing out the ass, but I loved it. I played the Rooftops level all the time when I was bored. And then bungie went on to make Halo and it was forgotten forever.
    >> Anonymous 04/30/10(Fri)04:09 No.9523083
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    >> Anonymous 04/30/10(Fri)04:10 No.9523084
    >>9523076

    I played the SHIT out of that game, I was also unaware of the weaboo phenomenon at the time so my enjoyment was untainted.

    GLORIOUS, I would sacrifice every halo game EVER for a sequel.
    >> Eyah !M62ELChaos 04/30/10(Fri)04:11 No.9523090
    >>9523084
    If you can stretch your imagination a little, it's fairly close to GiTS.
    >> Anonymous 04/30/10(Fri)04:12 No.9523098
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    >> Anonymous 04/30/10(Fri)04:14 No.9523120
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    >> Nothing man 04/30/10(Fri)04:14 No.9523122
    Alright so my cover-making skills aren't quite up to par so I'm just going to outright fucking steal some vectorwork and label it for now.

    >>9523098
    At first I thought dem tits were surrounding her head.
    >> Anonymous 04/30/10(Fri)04:15 No.9523136
    >>9523076
    >>9523084

    I was mostly ignorant to how weeaboo it was at the time. All I knew is that autopistols were the worst thing ever (impossible to dodge), breaking backs is fun and female soldiers were always more annoying than their male counterparts.
    >> Eyah !M62ELChaos 04/30/10(Fri)04:15 No.9523138
    >>9523122
    Post it anyways. Not like people are gonna freak out over a sketch on a first draft of a game. Besides, you nailed the engine and in my opinion, the name, spot the fuck on.
    >> Anonymous 04/30/10(Fri)04:16 No.9523144
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    >> Anonymous 04/30/10(Fri)04:17 No.9523156
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    >> Anonymous 04/30/10(Fri)04:17 No.9523159
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    >> Nothing man 04/30/10(Fri)04:18 No.9523180
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    >>9523138
    No as in I really have nothing, I was looking around on a vector site to take some stuff to make an awesome-looking digital one but all the silhouette mirrors were down and past that I had nothing. So, still looking, and if I find an already-complete design, GRIME GRIME GRIME
    >> Anonymous 04/30/10(Fri)04:19 No.9523190
    >>9522332
    dunno how you'd stat 'em or whatever, but here are some parkour vaults.

    http://www.youtube.com/watch?v=mEdHe3S4ZFQ

    i think traceurs would be the slowest but would have the advantage of being able to go where other vehicles can't follow and being able to traverse complicated obstacles without losing speed

    http://www.youtube.com/watch?v=mEdHe3S4ZFQ
    >> Nothing man 04/30/10(Fri)04:22 No.9523223
    Oh hey found some nice silhouettes, GRIME GRIME GRIME

    >>9523190
    Vaults would be stunts, how I would represent the numerous ones differently... well I'll figure that out. The base idea would be that a traceur's vault trick would be to ignore one tile of cover with a successful agility roll. Some might need muscle or momentum rolls depending on how much they're just leaping over shit- basically, since Traceurs and freerunners have no vehicle stats, all their tricks will of course rely heavily on personal stat rolls.
    >> Anonymous 04/30/10(Fri)04:24 No.9523241
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    >>9523190

    > Requiem for a tower

    Ok sure it's a remix but GOOD LORD I wish people would stop using that song.

    Cool video though, I bet you could base a lot of the runners skills off of the vaults in that.
    >> Eyah !M62ELChaos 04/30/10(Fri)04:25 No.9523246
    >>9523223
    Having been a traceur for some time, I think there should be some way to make the check on that nonexistant or very, -very- low somehow. After you've done one vault six hundred times, it's really part of your being.
    >> Anonymous 04/30/10(Fri)04:26 No.9523256
    >>9523223

    You could give them shoes, gloves that kind of thing.

    They would have less impact than the other classes gear but it would stop the runners from being left out in terms of equipment.

    Looking at that video, it looks like they might be able to squeeze through a lot of gaps that the other classes would have to slow down for as well.
    >> Eyah !M62ELChaos 04/30/10(Fri)04:29 No.9523288
    >>9523246
    Or at least the ones that yield low style.
    >> Nothing man 04/30/10(Fri)04:36 No.9523341
         File1272616586.png-(291 KB, 620x624, Funky_Radio_by_Holyflaps.png)
    291 KB
    Oh, and to note, Style points aren't just "get points to win!" though that would be a neat way to play I guess

    Ever played devil may cry? If you can get enough uninterrupted style points, you start fucking combo-ing like the motherfucking fist of the northstar and such. This is why rolls for most high-style yield tricks are absurdly important, because they provide the margin within of which you can fuck up.

    I concur however that low style-yielding ones will have very easy rolls unless their benefits are un-ignorably awesome.

    But yeah, style combos- man, if you get enough of this shit just starts to go right. In essence, as you get more and more up on your style combo, you can drain from your style point pool to provide bonuses on your rolls- the cap to which you can improve things in this way is dependent on the grade of the style combo. D, C, B, A, S, SS- standard shit.

    Say you're in a gunfight on rollerblades. You ramp up a collapsed market stall, do a wallride along the nearby building and then kick off into a backflip, spinning around in the air before you land ticks later. Holy shit, motherfucker, Grade A combo- you dump a few style points into shooting the enemy flawlessly, THIS PARTY JUST GOT TOTALLY CUHRAZY!
    >> Anonymous 04/30/10(Fri)04:38 No.9523355
    >>9523341

    So in essence doing awesome stuff = EVEN MORE AWESOME STUFF

    Rule of cool? I can get behind that...

    Seems like a pretty simple mechanic too, simple but effective. I like it.
    >> Nothing man 04/30/10(Fri)04:39 No.9523368
    >>9523355
    Indeed, goes as you'd expect, the cap is ascending one-by-one

    D = 1 point, C=2, B=3, A=4, S=5, SS=6
    >> Eyah !M62ELChaos 04/30/10(Fri)04:41 No.9523381
    >>9523341
    lol, It does sound interesting, to be sure. I think we should get a few more people who actually rollerblade, skate, trace, and cycle to help out on this, though. A lot of angles to work. For instance, how would a traceur wield a weapon? It would limit you to lazy vaults and other one handed ones to have only one free hand. Perhaps some kind of forearm-mounted weapon.
    >> Nothing man 04/30/10(Fri)04:42 No.9523403
    >>9523381
    Why would a Traceur need a weapon? Make them grappling specialists- it fits like a glove.
    >> Anonymous 04/30/10(Fri)04:43 No.9523411
    >>9523256
    the only thing they need really is shoes with good grip, support, and durability
    grip can effect certain tricks like wall climbs and tic tacs
    support can effect your stamina
    >> Eyah !M62ELChaos 04/30/10(Fri)04:44 No.9523413
    >>9523403
    Ah! Or casters. You need some way to flee and fight defensively as well.
    >> Anonymous 04/30/10(Fri)04:46 No.9523437
    >>9523381

    I'm thinking weapons would be HIGHLY secondary, maybe not used at all during, uh, chase sequences? Not sure what to call them.

    Hell, I think one of the signs of a really high level character might just be owning a gun. Sure you've been running around, shoving each other down. Maybe you bloodied each other a bit but JESUS CHRIST LOOK OUT HE'S GOT A GUN!
    >> Anonymous 04/30/10(Fri)04:47 No.9523454
    >>9523381
    >>9523403
    Wouldn't it be better to not have combat or make it very combat light? You seem to want a streamlined system about moving around but adding in combat would add a layer of calculations that'll take away from movement and momentum.
    >> Nothing man 04/30/10(Fri)04:48 No.9523456
         File1272617306.png-(2.73 MB, 490x640, VeloCITY.png)
    2.73 MB
    Alright here's a shitty ass thing.

    If someone can make a better one, I ain't stopping no-one.
    >> Anonymous 04/30/10(Fri)04:48 No.9523460
    >>9523403
    i'm not disagreeing, but i think jeet kun do is more fitting for taceurs because it's a style of speed and effiency of movement. they could also easily carry a pistol in a shoulder holster
    >> Eyah !M62ELChaos 04/30/10(Fri)04:49 No.9523473
    >>9523437
    Secondary, to be sure. If it's going to be a board game, or even an em em oh, I think there should be cases where a weapon is needed. Though I think only cyclists and maybe traceurs would need them, since getting kicked with a rollerblade sucks pretty bad, and I can't imagine getting truckslapped Q.Q

    Also, apologies if my spelling begins to get atrocious, I'm getting fairly tired.
    >> Anonymous 04/30/10(Fri)04:50 No.9523481
    >>9523456

    That's not half bad!

    The buildings are a little blocky and it's a bit cluttered near the bottom but I LOVE the yellow bit with the title, that looks great.
    >> Nothing man 04/30/10(Fri)04:50 No.9523487
    >>9523454
    Well, let's face it, if it's a role-playing game it should have combat- but, here's the fun part!

    Combat itself is going to be a series of tricks/stunts. So say, getting "Brawling 101" would give you a roundhouse punch or whatever the fuck- you get it. Combat would be functionally similiar to stunting around like a mad cunt.
    >> Eyah !M62ELChaos 04/30/10(Fri)04:52 No.9523509
    >>9523456
    Nice!

    >>9523487
    Aye, and consecutive hits would yield more and more style, as well as damage, like tricking normally.
    >> Anonymous 04/30/10(Fri)04:52 No.9523511
    >>9523473

    Oh man, I never thought of that...

    I hereby register my support for boarders being ALL ABOUT THE TRUCKSLAPPING BABY!
    >> Nothing man 04/30/10(Fri)04:55 No.9523538
         File1272617737.png-(2.54 MB, 490x640, VeloCITYcover.png)
    2.54 MB
    also fuck it it's not like I'm gonna sell this anyway

    PLAGIARISM AHOY
    >> Eyah !M62ELChaos 04/30/10(Fri)04:55 No.9523542
    >>9523511
    Lol

    That's the reason I respect most skaters, really. I'm a big wimp and don't wanna get my ass whupped. But truck-slapping should be toned down from how harmful it really is considerably, lest it be WAY overbalanced.
    >> Anonymous 04/30/10(Fri)04:57 No.9523554
    >>9523538
    love the logo
    >> Eyah !M62ELChaos 04/30/10(Fri)05:04 No.9523622
    Well, can someone please archive this all somehow, then? I'm not sure how to, and we need to preserve the first draft of all of this.
    >> Nothing man 04/30/10(Fri)05:07 No.9523646
    Right, I'll post another thread about this tomorrow/(today technically) night, and have an example image set and all that sort of shit.

    Stay sharp, rudies.
    >> Nothing man 04/30/10(Fri)05:08 No.9523660
    Oh, also, I'll make a 1d4chan article if I can.
    >> Eyah !M62ELChaos 04/30/10(Fri)05:12 No.9523715
    >>9523660
    Excellent, I can put some time into the 1d4chan article, and I grabbed a snapshot of this whole thread. I'll transcribe it tomorrow.
    >> Anonymous 04/30/10(Fri)05:22 No.9523814
    >>9523715

    It's ok, it's archived.

    http://suptg.thisisnotatrueending.com/archive/9522016/



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