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    Takeover and Summon rule change

    Rosetta Crawford
    Rosetta Crawford

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    Takeover and Summon rule change Empty Takeover and Summon rule change

    Post by Rosetta Crawford 16th October 2014, 2:26 pm

    Summons:
    Takeover:


    Last edited by Speed Demon Zack on 25th October 2014, 12:09 am; edited 3 times in total


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    Takeover and Summon rule change Zack2_by_gramcrackers-d8ker96

    Takeover and Summon rule change Zack_by_ravenart5-d8j23c0

    Takeover and Summon rule change Zackrose_zpse9a22d85
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    Cirven
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    Takeover and Summon rule change Empty Re: Takeover and Summon rule change

    Post by Cirven 16th October 2014, 3:39 pm

    I am liking this so far. You should put down the same small chart you did for me on skype here to clarify how many summons a person can have out. Also that 96 should be 64, right?


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    Takeover and Summon rule change LxcTBIi
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    Rosetta Crawford
    Rosetta Crawford

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    Takeover and Summon rule change Empty Re: Takeover and Summon rule change

    Post by Rosetta Crawford 17th October 2014, 1:15 am

    I have explained it further. The reason it says 96 is because a H rank is meant to be triple S not double.


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    Takeover and Summon rule change Zack2_by_gramcrackers-d8ker96

    Takeover and Summon rule change Zack_by_ravenart5-d8j23c0

    Takeover and Summon rule change Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
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    Takeover and Summon rule change Empty Re: Takeover and Summon rule change

    Post by Sumdumguy 18th October 2014, 4:05 pm

    Summoning shouldn't get rid of the SE system, simply because it's mostly undefined in terms of use. For instance, if I wanted to have a summon that takes up SE per post so its duration changes as I go up in rank, I could do that (with the right balancing). How I think the SE system should work goes like this:

    A person has a set amount of SE based on Rank. When something is summoned, it costs MP based on the rank of the spell (the normal cost for everyone else), PLUS it costs SE for each summon that is on the field. While that thing is summoned, it takes up SE permanently, and it does not regenerate. That is, until that summon's duration is up and it vanishes/leaves. For example, a D-Rank mage has 30 SE, and each D-Rank summon costs 15 SE. Summon 1 has a duration of 3 while Summon 2 has a duration of 2. In a thread, it would go like this.

    Post 1: Summon 1 and Summon 2 are summoned. 30 SE is taken up because both cost 15 SE. The summoner cannot summon anything else due to all his SE being taken up.

    Post 2: Both summons are at the summoner's side as they do a thing. Summon 2 vanishes due to his duration being up, and the summoner gets 15 SE back because of the summon vanishing. He can summon something else, but another 15 will be taken up.

    Post 3: Summon 1's duration is up and the summoner gets 15 SE back because of it.

    SE does not regenerate in any other way. Amount of SE taken up and how it is used can be altered via one of the summon's passives, but it works with that summon only. Reducing the cost of all summons should not be allowed for balancing reasons (Looking at Mary Mahoney here, who had too much SE for her own good). This limits the amount of summons a person can have, while having summoners actually use MP finally, and allows for a wider variety of possibilities with the summoner system, as SE SHOULD be allowed to be used for other things based on what that person is trying to do (I stated an example in the first paragraph), and is up to the mod reviewing the app as to whether or not it is allowed.

    Again, the reason I don't want SE gone is because it's undefined, so it has modifiable uses. The person just has to be creative. The system that Zack suggested doesn't really allow that as much.
    Kihia
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    Takeover and Summon rule change Empty Re: Takeover and Summon rule change

    Post by Kihia 18th October 2014, 4:21 pm

    This all looks good, although I feel we should have the buff cap on the Full Takeovers be about 150% or 200%, but that is just me, 150% and 200% is harder to obtain, and mathematically speaking is only either a 1.25 ranks higher or 1.5 ranks higher, but that is all I got


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    Takeover and Summon rule change Kihisi10
    Takeover and Summon rule change 17496c10
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    Rosetta Crawford
    Rosetta Crawford

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    Takeover and Summon rule change Empty Re: Takeover and Summon rule change

    Post by Rosetta Crawford 19th October 2014, 4:26 am

    As takeovers are relentlessly physical (almost) it would make sense for them to be able to buff slightly higher then other mages...hmmm.

    Also, something Rekka raised was 'what's the point of higher ranked takeovers if you can buff yourself up to higher levels using lower ranked techniques.

    So i've put a limit at each rank that someone can buff an stat.


    See what you think of the adjustments i've put up


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    Takeover and Summon rule change Zack2_by_gramcrackers-d8ker96

    Takeover and Summon rule change Zack_by_ravenart5-d8j23c0

    Takeover and Summon rule change Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
    Zeno
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    Takeover and Summon rule change Empty Re: Takeover and Summon rule change

    Post by Zeno 23rd October 2014, 3:55 pm

    EDIT: Sorry, I don't have much time.

    Good in basic concept and implementable. Go over the current takeover/summoning rules and make sure that every important aspect currently described in the rules is covered. (Restrictions, differences between partials and full forms, what Golden / Zodiac keys are and the way their contracts work, etc.)

    And simplify the wording a bit so that it isn't overcomplicated.

    Sank you.


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    Takeover and Summon rule change Zeno1_by_gramcrackers-d7l4bjh
    Rosetta Crawford
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    Takeover and Summon rule change Empty Re: Takeover and Summon rule change

    Post by Rosetta Crawford 25th October 2014, 12:10 am

    Updated Zeno. Should have everything in I think. ALso upgraded buff max for takeovers slightly simply because takeover is such a powerful buff.



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    Takeover and Summon rule change Zack2_by_gramcrackers-d8ker96

    Takeover and Summon rule change Zack_by_ravenart5-d8j23c0

    Takeover and Summon rule change Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
    Zeno
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    Takeover and Summon rule change Empty Re: Takeover and Summon rule change

    Post by Zeno 25th October 2014, 6:03 am

    Implemented


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    Takeover and Summon rule change Zeno1_by_gramcrackers-d7l4bjh

      Current date/time is 9th May 2024, 6:19 am