Post by Twilight-Claw on Apr 24, 2019 14:46:21 GMT -6
*frowns* Where the actual workshop robots then the one that Spirit started but never finished that they'd be doing something?
I'm not sure what back-burner means exactly, but I'd just be happy if they could get some stats. They aren't a pocketpet (much too large in img to look like one in my opinion), and it would be rather odd with the way we where able to get them (Choosing component parts of A, B, C), that they couldn't be considered robotic pets that might be as useful to train as a scuttler would be to pick up the bits of garbage, or little guard dogs in lab. (Or just our version of a Dum-E) X3
The mind is a double edged sword, it has immense Power, capable of accomplishing both useful and destructive feats.
Yeah, the nuRobots that are referenced are the new ones on the old site that never really got off the ground. These are Walking Scrap Metal and never had stats, even though they were from v1. We'll have stats for them eventually, it's just not high priority, which is what being put on the back-burner means.
Post by Twilight-Claw on Apr 24, 2019 23:40:08 GMT -6
*cheers* SO I found out a page I thought was removed for years, was actually placed somewhere else on Tapatalk, and I was hoping if it could be placed back in the original section it used to come from, makes more sense then it staying at the registry for custom items. At least to me that is.
Combat Weapons and Armor. Could these two be placed back in the section of Combat? That way people can more easily check things when they want to pick a weapon that might fall in their chosen skillset, or see which type of armor might be best to chose from in the end with the information you can find from it. <3
Post by Twilight-Claw on Apr 28, 2019 4:17:40 GMT -6
I've been looking at Traits and combat for a while now, and I was wondering, how much do these traits actually effect combat? As it doesn't say with either much on how big of a percentage or which combat moves it would relate or have none at all. ^^;
It is only these ones that I posted that noticeable have nothing to make it easier to see how much it affects the situation in combat.
Ambidextrous - costs 1 trait point You're skilled at using both of your hands equally. This is required for many types of two handed fighting.
With this one it feels like it would affect this combat skill more.
Dual Wield Offensive/Defensive (Exotic Expertise) Requires: Any Weapon (one-handed) Description: The can now use one weapon in each hand. Effect: Has no effect other than allowing the user to equip two (one-handed) weapons.
Cat's Balance - costs 1 trait point You can never be caught off balance.. usually.. Climbing trees is much easier for you, and so is tight-rope walking, though, you still can't do it without practice. You never, ever trip over your own feet, that's for sure.
This one seems to relate the most with either
Jinku Defensive (Martial Arts Expertise) Requires: None Description: You know how to keep a solid, well-balanced stance, and how to move while fighting. Effect: For every 10 points in Jinku, there is a 10% chance that they will not be "brought down" by any of the foe's attacks even when not using this expertise as your defense. In addition to this, for every 20 points in Jinku, you take 1 less damage from attacks when this expertise is used..
Surefooted Defensive (Spearguard Expertise) Requires: None Description: The user knows how to keep their balance, and cannot be knocked down. On top of this, it can be used to "absorb" damage from the foe. Effect: For every 10 points in Surefooted, there is a 10% chance that they will not be "brought down" by any of the foe's attacks even when not using this expertise as your defense. In addition to this, for every 20 points in Surefooted, you take 1 less damage from attacks when this expertise is used..
This Trait seems to be more related towards loosen fur/feathers, but I can't find a combat expertise that would relate the most with this one.
Rat's Blessing - costs 1 trait points You are in general - double jointed.. Sqeezing through tight spaces is much easier for you, and it's hard for a person or creature to grab ahold of you - you always seem to wiggle your way out of their grip.
I think it might need to be fixed to show how much it relates to each other or perhaps with a added description show how much percentage it would be affecting the combat situation? I know with Ambidextrous some combat skills do have that in the description but Dual Wield seems to affect it in the same way as well.
While Rat's Blessing seems to capable of being related to the combat expert too, just with no current expertise in existence.
While I agree some of the traits could be updated to fit the combat system, it's still a little early to go into it since we need to see if the combat system even works properly. The system before this one may have had something to do with Ambidextrous before the revamp just changed everything around (but don't 100% quote me on that, I cant remember if it was in relation to the trait or a skill that got deleted - one of those two was required for dual-wielding).
“The presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it.”
fieraferella: Ohhh i see. D: That really, really sucks. Im so sorry!
Dec 15, 2019 20:10:56 GMT -6
Jack: There were at least 13 who called in
Dec 15, 2019 20:02:18 GMT -6
Morgan: In my experience; it sucks, and gets worse around the holidays or if there is bad weather.
Dec 15, 2019 17:47:24 GMT -6
Morgan: Guards are what is considered a 'required/essential' (p1) position, so it has to be filled for safety. So folks get sort of... Requested* (*expected as it is your duty) to stay if there are call-outs that may put others in danger.
Dec 15, 2019 17:46:51 GMT -6
Jack: He works as a guard at the local prison. Mandated means he has to stay late because other people called in or something.
Dec 15, 2019 17:40:13 GMT -6
fieraferella: im afraid I don't know what mandated means. :c What does Adam do for work?
Dec 15, 2019 17:32:27 GMT -6
Morgan: Oh good, that's good at least. I'm super sorry though, Jack.
Dec 15, 2019 16:49:49 GMT -6
Jack: Yeah, it's in town
Dec 15, 2019 16:47:12 GMT -6
Renathan: With the snow, will he be able to get home after the extra hours?
Dec 15, 2019 15:59:48 GMT -6
Renathan: Oh that is the worst. :c Its the time of year for it, too though.
Dec 15, 2019 15:59:19 GMT -6
Jack: Ugh, Adam got mandated at work
Dec 15, 2019 15:53:41 GMT -6
Renathan: Oh no. :c Snow really is a big ole mess most of the time.
Dec 15, 2019 15:27:56 GMT -6
Jack: They're shutting down highways already
Dec 15, 2019 15:25:31 GMT -6
Renathan: Goodness, good luck with the snow... I hope it doesn't get too bad on y'all!
Dec 15, 2019 15:23:17 GMT -6
Jack: We've had like 2 inches of snow so far today
Dec 15, 2019 15:18:58 GMT -6
Twilight-Claw: I would certainly be cheering for you when/should that happen.
Dec 15, 2019 4:48:10 GMT -6
fieraferella: aw, yeah! That'd be so cool!
Dec 14, 2019 20:05:09 GMT -6
Riku: Not suggesting as a change, just stating the strategy I might use. // Someday soon when I’m on TV y’all are gonna be able to go watch me. <3 I’ll be like “Hope you guys see my movie tonight!” That’ll be so cool. I feel like we’ll be able to connect deeper.
Dec 14, 2019 19:40:09 GMT -6
Riku: I really like the idea of spells being systemic rather than directly damaging. They’re more useful and unique that way. And damage can be reserved for moves/weapons.
Dec 14, 2019 19:31:37 GMT -6
fieraferella: *slides in my spell contest entries right under the wire*
Dec 14, 2019 17:58:09 GMT -6