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MagusMartovich
01-17-2009, 08:10 PM
Some may be aware that I am making this game at all, now all can be aware that I am using RM1 for it. I have run into a bit of a snag, however:

I want characters to be able to restore their own MP, however, there is no way to "cure" MP (like HP) and the only obvious way I found is to "steal" MP off monsters (meaning that all monsters need to have loads of MP so that I can even ever possibly hope to be able to snag MP off of those single boss fights) and that just seems counter productive in the long run.

I was mostly wondering if anybody found a way around this (that does NOT involve items) that I could put to use for my own selfish ambitions.

Karr Lord of Chaos
01-17-2009, 09:50 PM
beyond draining mp, there is no magic way to cure mp. if you want to avoid items then i suggest using non battle events to do so (restore mp points, or at save points). but during battle there really isnt much choice other then items and the drain.

i found that the drain mp is kind of unreliable, so you may wish to play test your results before you rely heavily upon it. what circumstance has lead you to need to cure mp without using items?

Wavelength
01-17-2009, 09:51 PM
Ah, I remember seeing one of your posts about this game.

It's been a long, LONG time since I've played RM1, but could you use an MP-restoring item with infinite (or a huge number of) uses? I forget whether 1 allows restorative items to work like this.

MagusMartovich
01-18-2009, 12:25 AM
Well, to answer both of your "questions" the reason I want characters to be able to restore their own points is because in the Koei versions, characters can fill their own bars allwoing for more powerful attacks. RM1, however, does not have any skill/ability/spell that characters can use to refill their own MP.

I guess it helps to be familiar with the Dynasty Warriors games. I'm really not satisfied with the way Rot3K was adapted for play on the PS and whatnot. I'm attempting to stick closer to the book: in fact, as close as possible.

I am pretty sure I could make an item that has unlimited uses, but at the same time, that would make it possible for Character A to refil Character B's MP and not force Character B to refil its own MP.

Wavelength
01-18-2009, 12:43 AM
I am pretty sure I could make an item that has unlimited uses, but at the same time, that would make it possible for Character A to refil Character B's MP and not force Character B to refil its own MP.

Mmm, I see. Have something like the Musou attacks in mind?

I was actually trying to do the same exact thing you were for my game Panacea in RM3, where characters gain MP each turn and use them to launch big spells. (Yes, I think there's an ability to gain MP each turn there, but you can't control how much, and it also can't overlap with Swift, which I gave to all characters and enemies.)

And at first it really frustrated me that I couldn't do it the way I wanted, so I used the closest thing: I made a Skill that cost 0HP and restored 35MP to one character. The flaw was that three characters could all try to charge one character up... so I tried to work that "flaw" into my system as best I could, making each character's abilities radically different (and synergistic) and balancing high-vs-low cost spells in a way that would force the player to make strategic decisions between charging one character up or using all their characters to sling spells.

Is there any way you can work this "flaw" into your system to make your game more interesting?

MagusMartovich
01-18-2009, 12:50 AM
The closest thing I came up with (as I am trying to replicate the whole musou thing) is making the Steal effect everything. At least, in that way, I can simulate the fact that hitting targets gains musou (or MP) but at the same time, it is not at all reliable, and boss fights are a trial.

I was hoping that there was a way to make an ability to refil MP so that I wouldn't have to make an item or somehow dodge around the fact that people can't refill their own MP.

Karr Lord of Chaos
01-18-2009, 01:25 AM
the only other option i can suggest is to have that one char have very high mp, and make mp items that doesnt heal much but have one item which heals for tons. this way its a total waste to blow that big mp heal item on the others and make the mini mp heal very ineffective. this way you can somewhat limit the players use of the items.

if you desired, you could take it further and set each chars mp levels to various extremes and make mp items accordingly. make the player learn fast that it really is to their advantage to use the items as you wish it.

MagusMartovich
01-18-2009, 12:53 PM
But again, its back the outside source for magic. What I'm attempting (as best I can) is to make a game that players who are familiar with the Dynasty Warriors seris will be comfortable with, while at the same time, keeping the story itself closer to the original novel.

Its funny too, because there are games based on Rot3K in so many different genres, yet nobody has made a legit RPG yet. There's the fighting (DW1) hack and slash (DW 2-6) there's the warcraft style (Kessen) and they're all really fun games to play, but even just the way the novel was written it screams out: I WANNA BE AN RPG!!!

...but my RM3 doesn't work, and it looks like RM1 is going to kick me in the teeth as well. :cry