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TopicMercenaries Offseason and Planning Topic: If you want peace...
KanzarisKelshen
04/13/17 6:21:12 PM
#39:


While I'm checking if there's anything else that needs tweaking for draftmerx, I wanted to ask - what do you guys think of this set of conventions? The idea is to make sure voters can always agree on what the match is actually about, so everybody's talking the same language:

-No mercenary can ever start in a location where they would die instantly or end up ringed out of the terrain before abilities. If there's no room within a terrain to fit them, the terrain will stretch out until there's at least one yard of available, moving, safe space.
-Damaging abilities can never be dodged unless their writeup explicitly says they can.
-No matter how incongruous it might be, damaging abilities only damage the specific mercenaries targeted with them and nobody else, unless stated otherwise.
-Abilities that put a mercenary under some kind of effect without specifying a duration are curable, unless stated otherwise, should the afflicted mercenary's team have the means of helping them and the opportunity to do so. Nothing can cure 'timed' abilities, unless stated otherwise.
-Mercenaries are assumed to remember any fights they participated in, and no others. This does not make them magically aware of the presence of previously fought opponents.
-'Parameter boosts' refer to standard RPG parameters unless stated otherwise (such as 'attack', 'speed', 'magic power/defense', etc.).
-Supplemental materials are valid sources of feats and hype for any mercenary, but are subject to voter discretion (and may be ignored if they contradict the game). Supplemental materials directly included into the writeup (example: Advent Children Complete for Cloud Strife and Sephiroth) are indisputably valid.
-Matches have no set ending point, and may take as long as the voters feel is necessary to resolve (in the context of the fight's IC resolution - they still only last 24 hours for us). If a match is truly judged to be endless, voters may petition for a tie to admins.
-Mercenaries don't know who their enemies are unless an ability informs them. Mercenaries do not have any intrinsic ways of telling enemies apart from neutral NPCs or distinguishing between multiple enemy teams.
-Mercenaries may share weapons and items with each other freely. Whether they will is up for debate, of course.


These aren't set in stone, and I may end up not using any for draftmercs - I want to hear everyone's thoughts and see if they're worth implementing or need changes.
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Shine on, you crazy diamond.
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