Sollir Furryfoot
Explorer
'ello, as 1/2 of the makers of the current rules I'll draft my responses (although Kal's opinion may differ). Just a quick forward, thank you for voicing your opinions as we really need all the ideas we can get to make this a good game and thanks to Phoenix for doing your best to answer all the questions.
Noted.
I guess what is fast or slow is really a subjective matter. I am of the opinion that while one may go from Tiers 1 through 3 at a fairly decent pace, the later tiers come pretty slow. Depending on how many flags your match is set at, it would take generally at least 3 days and as much as 3 weeks or so at a leisurely pace to finish, giving one ample time to figure out how their moves work, or so I'd imagine. Plus, if we use the same system as last game for the amount of wins that are needed to go up a tier, 'leveling up' would come more quicker the first few tiers but then slow down to a more respectable pace for people having confusion to catch up. I'm still unsure of this matter however, as it has been brought up before by others.
From a behind-the-thought-processes, rules standpoing: we started with the Clansman/Warrior (Yakuza/Honor paths) which we assumed to have the same amount of equiv styles/locs each tier, plus at least one extra ability (as you don't need to learn anything about styles/loc past Tier 1) to keep them interesting. We then created Mystic/Aristocrat/Acolyte (Light/Sash/Dark paths) afterwards with more abilities and less sigs/styles in mind and (hopefully) balanced them with that in mind, giving them powers one needs to learn than the other two paths. For this reason, I guess I would suggest Warriors/Clansmen for beginners, Mystics/Aristocrats/Acolytes for Intermediate (due to more micro-managing needed for Mystics/Acolytes and more customization needed for Aristocrats).
Sorry if I'm not reading this statement right, but I think SP as is works a bit differently than what you may think it does. You can't win a battle by reducing your opponent to 0 SP. However, you can't do multiple flag damage with one attack unless your opponent is reduced to 0 SP. It serves more as a buffer against some one stacking powers on one attack to win in 1 or 2 rounds and also gives us a neat mechanic to play with to make each path more individualized. You can still win a match and have your opponent end with maximum SP.
Thank you very much for the offer! We may just take you up on that someday, but before we can adjust the generator any we need to more clearly define the rules a bit.
1. I think from a flavor standpoint, the Stamina Points should probably be renamed to Ki or Chi.
Noted.
2. Have the advancement either be *slower* such that you get a real chance to understand and work with the powers... or have each tier only grant *one* power for the same reason.
I guess what is fast or slow is really a subjective matter. I am of the opinion that while one may go from Tiers 1 through 3 at a fairly decent pace, the later tiers come pretty slow. Depending on how many flags your match is set at, it would take generally at least 3 days and as much as 3 weeks or so at a leisurely pace to finish, giving one ample time to figure out how their moves work, or so I'd imagine. Plus, if we use the same system as last game for the amount of wins that are needed to go up a tier, 'leveling up' would come more quicker the first few tiers but then slow down to a more respectable pace for people having confusion to catch up. I'm still unsure of this matter however, as it has been brought up before by others.
From a behind-the-thought-processes, rules standpoing: we started with the Clansman/Warrior (Yakuza/Honor paths) which we assumed to have the same amount of equiv styles/locs each tier, plus at least one extra ability (as you don't need to learn anything about styles/loc past Tier 1) to keep them interesting. We then created Mystic/Aristocrat/Acolyte (Light/Sash/Dark paths) afterwards with more abilities and less sigs/styles in mind and (hopefully) balanced them with that in mind, giving them powers one needs to learn than the other two paths. For this reason, I guess I would suggest Warriors/Clansmen for beginners, Mystics/Aristocrats/Acolytes for Intermediate (due to more micro-managing needed for Mystics/Acolytes and more customization needed for Aristocrats).
3. Any uses of Stamina/Ki/Chi should fall outside of victory conditions. In other words, the flag system should remain pure with the other effects (damage, if you want to go that far, etc), being outside of that. The game should always be able to be won with 2 (or 3?) flags on one side of a bout. Granted, you might take a fighter tot he point of 0 Stamina/Ki/Chi and have some effect for having "negative values" here... but voctory should still require the flags and they should be passed backa nd forth without regard for the other effects attacks may have.
Sorry if I'm not reading this statement right, but I think SP as is works a bit differently than what you may think it does. You can't win a battle by reducing your opponent to 0 SP. However, you can't do multiple flag damage with one attack unless your opponent is reduced to 0 SP. It serves more as a buffer against some one stacking powers on one attack to win in 1 or 2 rounds and also gives us a neat mechanic to play with to make each path more individualized. You can still win a match and have your opponent end with maximum SP.
4. I wrote the code that currently drives the move generators. I am more than willing to aid in the construction of YB3 via acting as a code-monkey, if you so desire.
Thank you very much for the offer! We may just take you up on that someday, but before we can adjust the generator any we need to more clearly define the rules a bit.