Board Thread:Roleplaying/@comment-30384301-20170606091905/@comment-30384301-20170627123302

Vergel Nikolai wrote:

PeaVZ108 wrote:

Vergel Nikolai wrote:

PeaVZ108 wrote: //FINE! If you insist, I'll make this clear once and for all. I'll add this to the rules straight away. Sorry if I sound angry, but yeah. peer pressure and hard times

This goes for you too, ABSF.

If players summon clones as a move, it is counted as a move. And one player, one move. Control one character per move. Meaning, whatever you summon, you can only move it from the next turn onwards.

There, is this better? Let me know if it is more confusing. //Ok, that seemed unfair and unbalanced too. But if you insist.

//Also, you did recognise that my summons have no abilities, have completely low stats, and if I do have to attack one after another, my character will be killed with my summon proposed useless. In most RPGs, summons are suppose to be "meat shields". They propose to be weak but threatening attackers when not taken care of. If you do implement this, summons will be completely useless. What's the purpose of having manpower with each of them working individually against one huge enemy? In real time, a soldier who works individually to destroy a single freaking tank will he too useless if his allies have to to stuff that may cause them to get trampled even before they launch that bazooka. That is the question.

//But as I say, your game, your rules. But I suggest that you should make the summons work by themselves. Make them bots. Make them attack without its master's call. So that people won't waste 30 SP for just summons. //Well, if you insist. I'll change the cost to 25SP.

I also fixed the revolver issue. //Not really that enough. I would like you.to keep the SP cost, but I might like to give the Parashooters 2 abilities. That may include them having a base 50 SP.
 * Acorn Grenade: Deals 15 damage to all enemies. 20 SP.
 * Back Me Up: The selected Parashooter will absorb all the damage taken by the targeted ally. The paratrooper will attack along with the protected ally, dealing only half the damage and with half accuracy. Lasts for 2 turns.

//Also, the revolver change is not really helping. Here is the problem...

1. Revolvers, in reality, only have 6 ammo (even seen a cowboy's gun?). So making it 8 is pretty unrealistic and weird.

2. The revolver's purpose is to deal more damage than the pistol with a highly limited ammo and less accuracy.

3. I recommend you to increase its price to 1500 instead of 1000, increase its damage to 45 (or something higher than the pistol, but not too close to the shotgun), its ammo to 6, and accuracy to 50-60. That way people will get some use to it. //If that's the case, then I'll accept it. But the Parashooters will still only last for 5 turns like what you originally stated when you first joined.

Your idea for the revolver is better than I thought. I seen a cowboy's gun, but I don't know that it holds 6 ammo in reality. Guess I'll learn something new.