The following warnings occurred:
Warning [2] Undefined array key "suspendposting" - Line: 1231 - File: showthread.php PHP 8.3.26 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php 1231 errorHandler->error_callback
Warning [2] Undefined array key "showquickreply" - Line: 1231 - File: showthread.php PHP 8.3.26 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php 1231 errorHandler->error_callback




Thread Rating:
  • 4 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move Creation Workshop
(09-13-2017, 08:08 PM)13-Jzall Wrote: Powder shot 300 OM, requires ranged proficiency and area attack proficiency: a version of the powder grenade but different enough to be a new move, 13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the fire dust which is about half the amount of the grenades. The area it reaches is around 1.5 meters squared sideways and 3 meters forward in a cone shape. It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door, this will take between 30 seconds and a minute for the door to be weak enough to kick down. It won’t deal any damage but follows the rules for 13’s powder grenade which means that any friction on the dust will cause it to burst into flames. 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder which takes 5 seconds, it holds 5 bullets and takes 4 seconds to reload. The dust will fall off naturally after about 15 seconds without being set alight, if the dust is on fire then you will have to wait for it to burn out which takes 2 minutes and 15 seconds or you can brush it off which is easier if you brush it off as soon as possible. The fire is hot enough to cause burns but the degree of the burn changes with time, at 45 seconds it will cause a 1st degree burn, at 75 a 2nd degree burn and so on.

"which is about half the amount of the grenades"
I'd avoid describing your move based on other moves, where possible.

"1.5 meters squared sideways"
Square metres are a measure of area, yet 'sideways' implies this is a distance. Did you mean 1.5m wide, or is the base of the cone 1.5m^2 in area (which implies a ~0.7m radius or ~1.4m diameter)?

"any friction on the dust will cause it to burst into flames"
Could you describe some example ways that may cause this friction?

"2 minutes and 15 seconds"
That's a long time. It's good you have to reload to change the ammo back, but 5 shots to do so for setting someone on fire for minutes is a lot. I mean, you've got over 10 minutes of fire here.

"at 45 seconds it will cause a 1st degree burn, at 75 a 2nd-degree burn and so on"
So what's the pattern here? 45, 75, then what? 105? Is it a 30-second increase each time? If I were you, I wouldn't bother with that part, I'd simply say that it does steady damage over time.
Data Sniper (300 OM, Requires Ranged Proficiency, 5 ATK)

Thanks to the Machine Spirit AI Chip attached to her arm, Aquamarine can aim her arm at a opponent from a really far distance and attack them with raw data with the efficiency of a sniper rifle. The range of this technique is around 750-1000 meters, and getting hit by the data would cause them about as much damage as getting hit by a sniper rifle would be. When using the technique, Aquamarine will need to focus really hard in order to target the opponent, and will be unable to use any other moves or be able to move while using the Data Sniper Move. Aquamarine will only be able to fire about 8 shots before the chip needs to reload it's data, and this reload takes around 2 seconds.

(Kinda inspired by how Dawnika tackled the sniper rifle, so I did it myself.)
@Aqua:
>I'm not sure you can get away with it being as strong as a real sniper rifle (without a charge for each individual shot or something) considering that's generally based on your ATK stat (5 ATK for guns to be as strong as real ones).

>What's the fire rate of the sniper rifle?

>Does the reload require focus? Can Aqua move at the same time?
Don't worry Ebony, I'm not getting this before I get some Stat Increases in ATK. As for fire rate and reload, basically the same as Dawn's.
@Aqua: Just shove those specifics in your move then. And after that you're probably good to go to approval.
Trying to figure out how I could write this up into several weapons, without making it Op, or sacrificing too much of it's ability.

http://dc.wikia.com/wiki/Nth_Metal
First of all you could get flight, an extra point in DEF and one of the regeneration powers to represent some of the powers it gives the owner.
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101
The property I'm trying to capitalize on it would be it being good against Force Powers, and similar abilities.
Maybe a move that drops your SPD to 0 but that also works for you? For example, a missile that would normally send someone flying would send you a couple of metres or something like that.
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101
moves connot be more or less effective against specific character or move types.
@Matt:
From the page you linked:
Quote:Among the unusual properties of Nth metal is the ability to negate gravity, allowing a person wearing an object, such as a belt, made of Nth Metal to fly. In addition, Nth metal also protects the wearer from the elements and speeds the healing of wounds, increases their strength, and protects them from extremes in temperature.

Option 1: Get a transformation (increased DEF for the resistance, increased ATK for the strength increase, and then maybe a bit more SPD or TEC), the flight power, and regeneration.

Option 2: Convert the resistance part into a charged shield move. Maybe focus for 5 seconds (or more/less to get a stronger/weaker shield), then get a spherical barrier around you to protect yourself. You won't be able to fly/self-heal without the powers though.

Side Point: Surviving in extreme conditions is just fodder. So you can get that for free. Although you won't be able to resist ice/fire moves with it. For that, you'd need option 2.

Quote:The property I'm trying to capitalize on it would be it being good against Force Powers, and similar abilities.
As Daniel said, you can't simply negate certain damage types and the like. That said, if by force powers you mean people pushing you about (with the force) or something like that, you could make a move which simply pins you in place or increases your mass a lot to stop people smacking you about. Or just get a shield type move and use that to block it.
Palm Shield [300]
Lesser Shield Manifest Technique
The Palm Shield takes three seconds to generate and creates only a single shield with a diameter only slightly larger than the length of Stein's palm and middle finger. It is meant to deflect smaller, more direct projectiles away from himself. The Palm Shield can deflect only moderately powered attacks before shattering.

As a Lesser technique, it is generally easy to focus on, meaning he can generate one shield per open hand independently or simultaneously of what the other hand is doing, unless he is occupied by a Complex technique. He can also maintain an unfinished shield even while taking low powered attacks, though moderate or higher powered direct hits can cause him to lose focus, resulting in a premature shatter.

When combined with superior technique, it might be possible to use the Palm Shields to redirect attacks right back at their origin. Beware. The Palm Shield cannot block instant-hit attacks.

Unnamed Shield Technique #1[300]
Complex Shield Manifest Technique
Stein has linked his Fight or Flight response to his Shield abilities. While in combat, he can passively manifest what amounts to "ammunition" if he does not take damage and does not use any Manifest-type Techniques. Either option causes Stein to lose any progress. Upon loss, completion, or the use of a Complex (but not Lesser) Manifest technique, there is a five second cooldown before this passive effect begins again.

Using a [Insert name here] mitigates 5 seconds of Manifesting. If the time is reduced to 0, then the Manifest-type Technique is treated as an Instant-type instead. Each "charge" is a semi-physical object which can be targeted and destroyed with minor damage.

Stein begins a battle with no "charges" and can only accumulate them if threatened. One minute without danger destroys 1 "charge," and 1 more each minute following.

Blink Shield [300]
Complex Instant Shield Technique
While the Palm Shield generally lasts indefinitely until shattered, the Blink Shield is lesser version that appears for only an instant. It is capable of blocking just one attack before it instantly shatters, even against a weak strike. Though it takes only an instant create and lasts little longer than such, Blink Shield is much more draining than Palm Shield because A: it is stronger, B: it is instant. He can use five in the span of a few minutes before suffering major fatigue, rendering him unable to use Complex techniques without resting.

Any Complex or Lesser techniques in the process of generating are lost when using Blink Shield. The Blink Shield cannot block Super Moves, nor can it block instant-hit attacks.

Superior Blink Shield [600]
AKA the NOPE Shield
Super Defense Move
By expending a great amount of energy, Stein is capable of creating an instant and very powerful shield to block any attack of equal power (T1 Super) or lower the instant it would have seemed to hit him. This often creates a stunning effect where Stein seems absolutely uneffected by what might have been an opponent's most powerful technique.
@Shin:
Palm shield.
>How long does the shield last? Untill it's destroyed?
>How tiring is this?
>What does it look like?
>Where does it appear? In his hand, or floating in the air?

Unnamed:
>To clarify, if Stein is idle for 5 seconds, he basically gets a free shield that can be summoned instantly at will?
>Maybe I'm still tired, or just being stupid, but I don't quite get what you mean for most of it. Could you include an example of how it works and when Stein might use it? (Similar to what I did for Eb's Elemental Blast)

Blink Shield:
>How big is it? I'm aware you probably want it the same size as the palm shield - but put that in the move.
>What does it look like?
>This is not going to be able to block all non-super attacks without another drawback. If used to block an attack with a 3 second change that's very tiring, the chances are, this shield would be weaker. Perhaps have a hard limit on the number of uses, or maybe have it put all shield moves on cooldown for the next 30 seconds, or minute.
>Where does it appear? In his hand, or floating in the air?

Superior Blink Shield:
>How big is the shield and what does it look like?
(10-06-2017, 01:49 AM)Ebonywood Hellscythe Wrote: @Shin:
Palm shield.
>How long does the shield last? Untill it's destroyed?
>How tiring is this?
>What does it look like?
>Where does it appear? In his hand, or floating in the air?

Unnamed:
>To clarify, if Stein is idle for 5 seconds, he basically gets a free shield that can be summoned instantly at will?
>Maybe I'm still tired, or just being stupid, but I don't quite get what you mean for most of it. Could you include an example of how it works and when Stein might use it? (Similar to what I did for Eb's Elemental Blast)

Blink Shield:
>How big is it? I'm aware you probably want it the same size as the palm shield - but put that in the move.
>What does it look like?
>This is not going to be able to block all non-super attacks without another drawback. If used to block an attack with a 3 second change that's very tiring, the chances are, this shield would be weaker. Perhaps have a hard limit on the number of uses, or maybe have it put all shield moves on cooldown for the next 30 seconds, or minute.
>Where does it appear? In his hand, or floating in the air?

Superior Blink Shield:
>How big is the shield and what does it look like?

Palm Shield lasts indefinitely, though it occupies his hands. They vanish when shattered or willed away. Palm Shields are slightly tiring to use, but he can go through a number of them quite fast during a full assault that repeated uses stack up. It appears floating just above the hand.

5 seconds is the cooldown till another one can even start manifesting. The manifesting part takes 20 seconds and a great many things can stop this, including minor damage, or Manifest ability that may be necessary to deal with a problem at hand. Both of these options then reset the Cooldown as well, so it takes ANOTHER 5 seconds for the process to even restart. I'll give a detailed example below.

Blink Shield is a VERY exhausting ability, with a hard set 5 uses with a five minute cool down to regain 1 use. Blink shield is small (does not block AoE's) but its size and appearance are unknown, being it is only present for a single instant before shattering.

For the moment, just gonna pause on the Super Defense. Might need more proficiencies to make it work better.

Example: Stein Vs. Uryu (Simplified)
Uryu:
ATK: 4
DEF: 1
SPD: 3
TEC: 3

Moves:
Arrow (Charges a single arrow. 2 seconds is average, up to 10 seconds for a single powerful shot.)
Hirenkyaku (Teleports up to 30 feet within a line of sight, cool down 25 seconds)
Arrow Volley (Stands still, charges for three seconds before releasing a flurry of arrows at a single target. Widespread damage has an AoE.)
Quote:Uryu attacks first with Arrow at base charge. Stein sees it coming and barely manages to dodge the attack. He begins charging two Palm Shields. 

Uryu fires another attack, Stein manages to deflect it just in time, the palm shield in his right hand cracks from the damage.

Uryu fires again, but Stein uses a combination of dodges and deflection to stave off the arrows. After five seconds, a circle begins to form behind Stein's back. The process is slow...

Uryu teleports behind Stein and fires another arrow, hoping to catch Stein off guard. He deflects, shattering the left Palm Shield. [Unnamed Technique] is ~8 seconds into manifestation.

[Option A:]
Stein manifests Palm Shield in his emptied left hand. The [Unnamed Technique] disengages, cool down timer begins before it restarts.

[Option B:]
Stein continues with one shield and attempts to dodge more, allowing the [Unnamed Technique] to finish. He then immediately begins manifesting a Palm Shield, saving the [Unnamed Technique] charge for an emergency.

[Option C:]
Stein allows it to finish, then expends the charge to create an instant Palm Shield. Not advised. Takes less time than option B, but more time than option A.

If saved: the Charge manifests as a band on the forearm. 

Uryu fires a Volley of Arrows. Stein manages to deflect some, but lacks the skill or abilities to deflect all. The [Unnamed Technique] charge is hit by an arrow and immediately shatters.

The shattering does not effect Manifestation or start the Cooldown, but the charge is considered expended.
All above visual effects are NOT set in stone, visuals at the moment (for all moves) are subject to change before final drafts.
Eyyy more torch things.
I was seriously lacking in the buff department so here we goooo.

Lampad's Torch: Agitate (Ranged, Area Attack, Buff, Debuff) (+300): After 5 seconds of charging, Clownpiece waves her torch and casts a restless light. Allies within 20 meters who see the light are struck by an inexplicable antsiness coupled with a sudden boost in energy. For 10 seconds, any moves/powers/etc they use (save for supers) take half the time to charge and don’t wind/wear them out at first. However, due to the restlessness, those affected feel the need to attack/defend/move about, and once the hyperactivity wears out, they’re hit with the combined wear of everything they used all at once. They burn brighter, but also burn out faster.

Lampad's Torch: Focus (Ranged, Area Attack, Buff, Debuff) (+300): After 5 seconds of charging, Clownpiece waves her torch and casts lunatic glow. Allies within 20 meters who see the light are afflicted by a sudden, hyper-focused state. For 10 seconds, their concentration (whether it’s being directed towards moves/powers/or whatever) can not be broken by normal means, though a dedicated distraction/disruption move can still do it. Additionally, they don’t notice smaller wounds while in this state, allowing them to fight on relatively unhindered. However, with focus comes tunnel-vision, and they might not notice another enemy coming up on them while they’re focused on one.

Both versions are as tiring as the other fire-and-forget aspects of her torch. Clownpiece can use them frequently, but should still be wary about overexerting herself.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
@Clown: Looks awesome.

@Shin (Stein): I reckon your moves are probably fairly balanced now, and I can't see anything missing. Just compile them and you'll probably be good to go.

As long as your shields stay below 3ft by 3ft in size, you can live without area defense proficiency (which I'm sure you know).
D-101 Longbow DMR - (300, requires Ranged Proficiency)
The D-101 Longbow is a high caliber semi-automatic Designated Marksman Rifle that can fire on the move holding twenty-five rounds per magazine. The Longbow's rate of fire is three shots per second, reloading a magazine takes around two seconds, Alexander can carry up to six magazines and five seconds to replenish spent magazines. The weapon's hypervelocity rounds make accuracy pinpoint even at long to extreme ranges with no bullet drop. One particular drawback of the Longbow being bullets leave faint streaks of white vapour which enemies can use to track to the sniper’s location. Effective firing range is up to around 1000m, the bullets can pierce through personal armour and deal heavy damage to infantry-sized targets.


Hammond P2016 - (300, requires Ranged Proficiency)
The Hammond P2016 is a semi-automatic handgun that can fire on the move holding thirty rounds. The weapon's handheld size and good accuracy provide Alexander with a free hand to either wield his Data Knife and counterattack or grab onto ledges and walls when freerunning. Best used against infantry-sized targets, it cannot take down heavily armoured targets as the bullets do not enough damage to pierce thick armour. The rate of fire is six bullets per second, reload per clip takes one second, Alexander can hold up to five magazines at a time and replenish them in five seconds. Effective firing range is up to 60m.

Grapple Launchers - (300, requires Ranged Proficiency)
Located in both forearm sections of Alexander’s Pilot suit are launchers that fire spike-tipped steel cables that can latch onto anything and propel him to a desired location. Maximum range is two hundred and fifty yards and the cables are capable of creating instant ziplines that snap tight near instantly. The ziplines can resist most attempts at cutting the cables and can hold a Pilot in full combat gear. These launchers can also be utilized as weapons, latching onto opponents with its metal barbs or tripping them. This tactic is ill-advised against bigger and heavier opponents as they can simply pull on them and drag Alexander towards them.
@Alex:
Short foreword:
Generally, your moves tend to be very descriptive from a lore standpoint, but lack information from a mechanical standpoint. We need to know stuff about how long it takes to reload, how fast your guns can shoot, etc. Assume someone reading your move doesn't know everything about the properties of guns. Parts of your moves, such as when you mention lore relating to titans and so on, doesn't help a reader to understand the actual move itself. That kind of stuff is probably better put under the character section of your roster, unless used as a direct measure of the moves capabilities (as you tended to repeat yourself within your moves). You can include it if you want, but all that's needed is what the move does, how it works, what it looks like, and so on.

Kraber-AP Anti Material Sniper Rifle
Quote:pierce through thick armour, targets hiding behind hard cover and turn infantry-sized targets into pink mist

Quote:ATTACK:
0: Basic. Your character hits like a weak or elderly human.
1: Healthy human strength.
2: Very strong for a normal human.
3: Almost unbelievably powerful. Required for near realistic-strength firearms.
4: Beyond normal human strength. Can break concrete with normal moves.
5: Overwhelmingly strong. Can mostly use firearms at normal strength.
10: Terrifyingly strong. Can pierce steel plating with normal moves.
20: Can level buildings with normal moves.

You'll need a major drawback to get that kind of strength with only 2 ATK.

Quote:Alexander's Kraber can hold a maximum of ten shots before a reload.
How long does it take to reload? Does he have limited ammo, or summon more bullets on the fly? Also, does he have to stand still and focus to reload, or can he do so while running?

What's the fire rate of the sniper rifle (as in, if he has a target lined up perfectly, how quickly can he shoot?).

Hammond P2016

Quote:This semi-automatic handgun uses 9x19mm Parabellum, .40 S&W or .45 ACP cartridges with magazines holding twenty-five to thirty rounds depending on the cartridge.
That's variable, so would increase the move cost by 300. Also, the difference between the cartridges isn't explained outside of the number of rounds.

What's the range? ~5m to 60m? Further? Clarify.

What's the fire rate?

How long does it take to reload? Does he have limited ammo, or summon more bullets on the fly? Also, does he have to stand still and focus to reload, or can he do so while running?

Grapple Launchers

Be more specific. How fast does the grapple move? How fast can it pull Alex? How fast can it pull others? Does it take time to aim, or set up for another use? How long is this? Does he have to focus and stand still?

This might cost 300 more OM since it has two uses: pull you to someone else, and pull them to you.
Kraber:
- The bullet leaves a contrail of air which highlights the sniper's location to the enemy and the sound of the shot is thunderously loud. However, targets with high SPD/TEC stats can react faster and pinpoint Alex's location.
- He has multiple magazines, still limited but has to use OM to summon more. In a realistic scenario, he'd have to pick his targets VERY wisely.
- He can do both but shooting on the move is very reliant on his TEC and SPD stats to land shots efficiently because of the bulk/weight/type of weapon it is. Whereas shooting from a stationary position merely requires him to have LOS (Line of Sight)
- He can shoot within a heartbeat in that situation, but he'd then have to ready another round to the firing chamber via operating the bolt handle, that can take to one to two seconds, reloading the magazine takes probably four

Hammond:
- Yeah, so one thing that irks me about information on the Titanfall wiki is how vague it is. So I had to invent some of the info by basing lore and some of the tech specs on RL guns that I thought were inspired after. In the Hammond's case, it's the USP tactical because they look kind of similar to each other.If I had to pick a cartridge, I'd go for the 9x19mm with thirty rounds
- The effective Firing range is 50m for 9x19mm, 60m for max range according to the Wikipedia on the USP Tact article.
- The fire rate is difficult to pin down because really, it's as fast as he can pull the trigger. Not as fast as a full auto pistol but soon enough to empty a clip in around five seconds.
- Unlike the Kraber, Alex can be fully mobile and unhindered when using this weapon because a Pilot can use sidearms effectively in one hand freeing the other to grab onto ledges/wall-run/etc.
- Same as above, limited ammo because projectile munitions but he can summon more and that takes time to produce. As for reloading, lore-wise I imagine Pilots have storage units or pockets/bandoliers for addition magazines within their armour.

Grapple Launcher:
- Focus and stand still? Nope, he can aim and launch a line midair basically like a futuristic spiderman but faster.
- I suppose an actual drawback would be it can't reel in heavy or strong targets unless the ATK stat is high enough
You should probably add all of those to the original moves and then post that so it's easier to find things that would make it unbalanced.
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101


Forum Jump:


Users browsing this thread: 12 Guest(s)