mixster

mixster

Mar 22nd, 2010
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  1. mixstermon!
  2.  
  3. Initial idea for `stats':
  4. Physical Attack
  5. Physical Defence
  6. Ranged Attack
  7. Ranged Defence
  8. Mental Attack
  9. Mental Defence
  10. Speed
  11. Agility
  12. Endurance
  13. Fatigue
  14. Level
  15. Experience
  16.  
  17. Physical attack/defence dictates the (or lack of) effectiveness of contact attacks, for example a full body tackle.
  18.  
  19. Ranged attack/defence dictates the (or lack of) effectiveness of ranged attacks, for example a fireball attack.
  20.  
  21. Mental attack/defence dictates the (or lack of) effectiveness of mental attacks, for example a `leer' attack which lowers the opponents attack (or is it defence).
  22.  
  23. Speed dictates how quickly an attack can happen and how quickly it can attack again afterwards.
  24.  
  25. Agility dictates how well an attack can be avoided or how likely it is to be a partial hit (ie less raw damage dealt rather than completely removed).
  26.  
  27. Endurance dictates how quickly (or slowly) it becomes fatigued, ie unable to attack.
  28.  
  29. Fatigue dictates how able a mixstermon is to fight - once it reaches zero, it is no longer able to battle. Fatigue is lowered when using an attack (by a small amount) or when a physical/ranged attack connects (by a larger amount).
  30.  
  31. Level dictates roughly how strong a mixstermon is as level reflects the total amount of stats to a rough point.
  32.  
  33. Experience dictates how developed a mixstermon is and upon reaching a certain amount it increases the overall level of the mixstermon.
  34.  
  35. Level and experience will always go up. The other stats (apart from fatigue) will normally go up. Fatigue will normally go down in a battle and normally go up outside of battle.
  36.  
  37. There are two exceptions to the majority of stats going up, these are training (permanent effect) and mental attacks (temporary effect).
  38.  
  39. Training leads to a rise of one skill at the drop of another. Various methods of training become available, leading to different raising of skills and dropping of others. For example, early on one may only be able to increase physical/ranged attack at the expense of physical/ranged defence or vice versa. However, later on they may be able to train mental strength and defence at the expense of physical attack and defence and much more.
  40.  
  41. Under normal conditions, this is a simple trade off of x in one stat for x in another. However, after levelling up, the player can increase a stat without lowering another. The amount of `free training points' they get increases as levels increase.
  42.  
  43. Stats also have base levels, at which point they can't decrease (and so any training that lowers it is no longer available). To allow training from the beginning, low level mixstermon will start with an amount of `free training points' that have been used to increase stats.
  44.  
  45. The base levels of stats can also increase over time as they are used more, for example by using a lot of physical attacks, the base level may increase. This will follow it's own mini-levelling system, except with a steeper curve compared to normal levelling.
  46.  
  47. The exp gained for stats relates to the attack being used (thus endurance, which is used in practically all attacks due to its link to fatigue, levels the most naturally) and will be based primarily on how effective it is.
  48.  
  49. For example, more attack exp will be earned if the attack does more raw damage (ie before taking into account the defence stat). Where as defence earns more exp if it removes more damage from an attack.
  50.  
  51. Moves will not always be dependent on only a single stat. For example, a `quick attack' move may do more damage if speed is higher. Likewise, a defensive move may benefit from higher mental defence.
  52.  
  53. On top of the general stats, there will also be resistances. Each resistance refers to a specific type, ie fire, water.
  54.  
  55. The resistance dictates how effective an attack of that type will be, both in terms of attack and defence. For example, a fire attack from a mixstermon with a high fire resistance level will be more powerful; a fire attack on a mixstermon with a high fire resistance level will be less powerful.
  56.  
  57. Thus, it's not so much resistance as it is general skill with a specific type, but that doesn't relate too well to both it's offensive and defensive relationship - if a better word is suggested, it will be used.
  58.  
  59. Like level, resistance can only go up. Receiving attacks of a type or using attacks of a type contribute experience to the resistance.
  60.  
  61. Individual mixstermon have caps on how much they can level resistances, with upward `evolution' usually allowing higher caps on types.
  62.  
  63. Next, onto evolution.
  64.  
  65. mixstermon will be able to evolve in 3 distinct ways:
  66. upward evolution
  67. sideways evolution
  68. backward evolution (/devolution)
  69.  
  70. Upward evolution is the main kind. This occurrs when a mixstermon meets the stat and/or resistance requirements of a more powerful mixstermon.
  71.  
  72. Backward evolution occurrs when a mixstermon no longer meets the stat and/or resistance requirements of the current mixstermon and so (d)evolves to a weaker mixstermon.
  73.  
  74. Sideways evolution occurrs when a mixstermon no longer meets the stat and/or resistance requirements of the current mixstermon, but does meet the requirements for one on the same level as it.
  75.  
  76. As mentioned, evolution relies primarily on stats and resistances. The stat requirements will not be based solely on base stats, but also include training points, hence why backward/sideways evolution is possible.
  77.  
  78. To prevent backward evolution happening overly commonly, an upward evolution usually leads to improved training points. Also, a mixstermon has stats required to evolve, but lower stats required to still be one.
  79.  
  80. For example, a specific mixstermon may need 200 physical attack to evolve, but requires a physical attack stat of under 190 to evolve backwards.
  81.  
  82. Upwards and sideways evolutions will be able to be stopped, however backwards evolutions can not be. Bearing in mind sideways evolutions are an alternative to backwards evolutions, if a sideways evolution is cancelled, it will evolve backwards.
  83.  
  84. In the case that a mixstermon could upward/sideways evolve into multiple mixstermon, it will be randomly selected which one. However, this could change and instead divide actual stats by evolved mixstermons requirements to give a ratio, then the variation of this used to see which mixstermon would be most alike to the current.
  85.  
  86. For example, if one mixstermon required 200 physical attack and 250 speed, where as another required 250 attack and 250 speed, and the current mixstermon just increased its speed to 250, while also having 250 attack, it would evolve into the second one.
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