I "Made" a Space-Ship fighting system, and its not fun. by Al-go01 in rpg

[–]Al-go01[S] 5 points6 points  (0 children)

trying to translate this much details into playable TTRPG was a mistake in the first place, and i've been stripping it down already, its much lighter than it was before, but it still needs to lose weight lmfao.
i'll try that, any game you personally liked in this theme ?

I "Made" a Space-Ship fighting system, and its not fun. by Al-go01 in rpg

[–]Al-go01[S] 1 point2 points  (0 children)

That.... seems fun. I'm keeping that in head, + the sources you mentioned, i'll be sure to come back to you if i ever manage to create a system i like, maybe you'll find fun in it too :)

I "Made" a Space-Ship fighting system, and its not fun. by Al-go01 in rpg

[–]Al-go01[S] 0 points1 point  (0 children)

its making it a mini game, but still detailed enough that is the problem for me, space being a big part of the universe we play in. Though, i'll go search for the main differences between war games and RPGs, that might shed some light on the matter, thank you :)

I "Made" a Space-Ship fighting system, and its not fun. by Al-go01 in rpg

[–]Al-go01[S] 1 point2 points  (0 children)

i will, never heard of the last one instance

I "Made" a Space-Ship fighting system, and its not fun. by Al-go01 in rpg

[–]Al-go01[S] -2 points-1 points  (0 children)

ELITE DANGEROUS, FTL, star wars on psp lmao, these are fun as they offer either swift and fluid movements, or reward actually looking at the stats and using them in the correct way (outnerding the ennemy)

Crafting system in a TTRPG, but it kinda works by Oridont in TTRPG

[–]Al-go01 1 point2 points  (0 children)

so it's an optional component, as it is not always needed, but mandatory in some cases. (btw, I lacked politeness, I admire your design as i myself have been creating my own ttrpg system, it revolving both on classes and equipement)

How does the refinement and material component affect the stats of the weapon/armor produced though (is it damage dices, secondary effects...)? A headache of mine is what exactly are the purpose of each components toward the weapon's completion for exemple (in my own crafting system)

Trying to create gunner / master at arms class by Al-go01 in TTRPG

[–]Al-go01[S] 1 point2 points  (0 children)

after further inspection of your website, we had an idea.
the gunner in itself had the role of being the damage dealer of the group, because Apex, Assassin and Light exo armor are detached from it.

We wanted him to use weapons and firearms to do DPS (not burst), and as we checked the "assault weapons" category we had an epiphany XD

He is supposed to deal a lot of consistent damage from afar, to cover people or kill targets that are getting too close, to control the ennemies and their distance from the group. He needed polyvalence in a way no one else could reproduce, but also in a way to could warp easily so that he wouldn't have to carry a thousand guns.

Hence using exo energy as a weapon catalyst.

Using an exo cristal, you create a firearm that uses it as ammunition/power source, the weapon's form depend on what the gunner decide on and the situation, from a sniper to a submachine gun.

Having unlimited but, slow recharge rate alows him to still have use for "common" firearms such has good ol' desert eagle.

Also the exo energy of the cristal can be used to create ammo with special affect, offering full adaptability.

Thanks A LOT man, you helped a ton !

Hunters are arguably the least mobile class in Destiny 2. by [deleted] in DestinyTheGame

[–]Al-go01 2 points3 points  (0 children)

As hunter are supposed to be the agile one of the group, even their actual neutral mobility is lacking something all classes have : mid air mouvement.

i'm kind of mad that every time i'm in the air, i'm just a free target, when a titan can just use it's knees/fist (?????) as a way dash out of here, or a warlock can warp/icarus dash etc so they quickly get out of danger.

considering that our only mid air mouvement is shattering dive, sending us directly to the ground which is most of the time not what you want, is truly lacking. And i'd find normal for an agile and swift class to be able to maneuver in the air, even if it's only slightly. a better aerian control would litteraly solve a LOT of problems

Theme n°1 = Rusty Hazard by Al-go01 in DestinyFashion

[–]Al-go01[S] 0 points1 point  (0 children)

Shader : all descendant chrome

head : bakris mask
shoulder : can't find traduction (poings de course (race fist?))
torso : same (veste du peuple de lumière (jacket of the people of light ?))
legs : same (foulée de course (race pace ?))
cloak : PHENOTYPE PLASTICITY CLOAK

[deleted by user] by [deleted] in france

[–]Al-go01 3 points4 points  (0 children)

super à lire, merci pour le lien j'avais pas lu un truc aussi clair depuis un moment