[Role Play] OPD#7 ~ General Info Thread
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    OPD#7 ~ General Info Thread

    One Piece Destiny Game 7 General Information Thread







    One Piece Destiny (OPD), is a roleplay game, placed in the One Piece world, moderated and guided by hosts. Players are given a general story line, which the game will follow and from there they are free to create their characters, crews and actions.
    Players can fight with one another, recruit fighters, form alliances, go on quests, win tournaments, storm prisons, and of course, search for One Piece.

    Players submit their actions to the Game Master/s who will then post them in frequent write ups, outlining all of the major player actions of that phase.

    The games generally have a lot of flexibility in the actions, and players are allowed to be as creative as they want provided it is logical.

    On the following comments you will find all information necessary for our game. The thread will be updated with more details as the game progresses, so please make sure to frequently check for updates before asking the hosts about new information.




    Topics:

    1. Map, Islands and Mission Info
    2. Character information (Stats, Roles, Races, Fighting style, Haki, NPCs and Reputation)

    FAQ

    Character creation and Races
    Spoiler!





    Roles
    Spoiler!





    Battle info
    Spoiler!





    Misc - courtesy of Yomi
    Spoiler!


    Q. aRe ThErE aWaKeNeD dEvIl FrUiTs?


    A. No. Awakened Devil Fruits are present in One Piece and obtained by experienced and powerful individuals. You will be rookies who have just entered the Grand Line, so you won't either be experienced nor that powerful yet.


    Q. Do dials give new attacks?
    A. Yes and no. Some dials can upgrade a weapon, others can give you a new skill. Depending on the dial.
    And skypieans aren't the only ones who can use it, they're just the ones with access to them at the beginning of the game.
    Everyone else can obtain them either through shopping, looting, stealing, archaelogical finds, etc.


    Q. Does a navigator increase the speed of the ship? Is it important to reach new islands in time?
    A. No. A nagivator isn't a speed booster. A navigator is someone who can help you navigate through rough weather and seas to avoid damaging the ship.
    You can reach an island in time without a navigator, but islands with rough access may cost you your ship, your crew and your goods.
    Last edited by Overhaul; Today at 11:46 AM.
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    Map Info

    There will only be one map for this game, and it won't be like the other OPD maps. The end goal is Sabaody, where the Pirate Meeting will occur. More information will be revealed at each faction's objectives.

    Navigation will be made through a Log Pose. Crews can’t just sail to Sabaody, they need to go from island to island. However, they can acquire an Eternal Log Pose or other device to change course.

    The map and all its islands will be revealed in the Game Thread.


    Island Info

    There will be more than 20 islands available in the map. Some islands will be only accessible through special means, other islands will need a Navigator to port without problems. This is the Grand Line, the most unpredictable sea in the world!
    Specific islands will belong to the Marines, so it's ill advised for pirates or other crews to plot a course to them ... hopefully their Log Pose stays away from it as well.

    Sky islands and special islands with unique loot and missions are also present in the game.

    Because it's the Grand Line and the crews will be dependent on their Log Pose to reach Sabaody in time, going back will be quite hard to manage and possibly against the objective of the faction.
    Furthermore, each island will grow in difficulty. The first islands will have easier opponents, while the last ones will have legends that will be quite hard to defeat ... or undefeatable even! But be wary ... even easy opponents can be tricky and one wrong decision can doom your entire crew.

    Due to this unique system of progression, not only the opponents will scale up, but so will the rewards. Money, Devil Fruits, Weapons and other valuables will become better as the player progresses through the Grand Line and gets closer to Sabaody.


    Missions

    Like in previous games, each crew will have a mission to accomplish when a scenario starts. This mission will depend on the island they port, and their choices can influence how well the mission will go and what kind of enemies they will have to face.
    Make one wrong decision, and you may have to face an opponent that you'll be lucky to survive against!

    Also, the crews' decisions during missions will heavily influence what kind of reputation they have, and that reputation will play a big role on the level of threat the crew poses to others, and as such, the value of the bounty attributed to the crew.
    This applies to every crew, not pirates only!

    Side missions will also be present during the game, and just because they're called "side missions" doesn't mean they're worse than the normal ones. Engaging in them can result in great rewards and may even get you closer to winning the game!

    Other than the main missions in each island, the crews can also have interactions with the environment, NPCs, shops and other buildings which may trigger actions or side missions. Those interactions are up to the player's criteria, but they may include protecting, stealing, killing or destroying the intended target.
    Last edited by Overhaul; May 27th '18 at 07:31 PM.
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    Character information

    At the beginning of the game you will be allowed to create a character. For that, you will have to chose a race, a role and a fighting style. You are also allowed to give a character description to the host with your character's details, features, quirks, etc, so that the host can take it into account when writing the scenarios results.
    As the game progresses, you will also gain Stats that will make you stronger and help you during battle.





    Stats


    • Stamina (STA) represents the overall life your character has.

    • Attack Points (AP) determines how many action points you will have to attack
    • Defense Points (DP) determines how many defense points you have to dodge or block.
    • Strength (STR) is the amount of strenght your character has for close ranged battle styles that use mellee attacks
    • Fire Power (FRP) is the accuracy your character has for ranged battle styles and determines how much damage such an attack will deal





    Races

    Different races have different strengths and as such, every X number of scenarios, that race will gain bonus stats that represent their unique strengths.


    Giant - Bonus 4 STA. Can't dodge.


    Dwarf - Bonus 2 AP and 2 DP. 1 more reposition. Melee weapons deal 25% less damage.

    Human - Bonus 2 STA and 2 FRP.

    Skypean - Bonus 2 STA and 2 STR. Access to sky warfare (dials) at the start.

    Mink - Bonus 2 STR (electro - 3 unblockable mellee damage) and 2 DP. Weakness to heat.

    Fishman - Bonus 4 STR. Gets SPD and STR boost underwater.




    Roles

    At the start you'll be able to chose one of the following roles to aid you in your journey. Since you also have other crewmates, you can arrange with them which role to chose to find better synergy.

    Archeologist - can read maps and find treasures with it, or access to special structures, like tombs, hidden passages and sanctuaries where weapons, gold and new powers can be found.



    Cook - can cook special recipes that increase the strength and energy (AP) of the crew. Fully restores the crew's energy (AP) after a battle.
    Without a cook the crew will have to spend beli to restore their strength and energy.


    Medic - can perform first aid and apply special medicine in a battle. Fully restores the crew's health after a battle if they are in a critical condition (-40% of total STA)
    Without a medic the crew will have to spend beli in a hospital or other medic to restore their health if it reaches a critical condition.


    Musician - increases the strength and energy (AP) of the crew during a battle, and its recovery rate after it. Also increases the crew's popularity, reputation and charisma, which can help the crew gain new recruits and get better rewards.

    Engineer - can repair the ship and weapons with appropriate tools. Can also upgrade the ship, weapons, cyborgs and create devices through items that one can buy or find.
    Without an engineer the crew will have to spend beli at a shipyard to repair the ship, buy or steal a new one.


    Navigator - improves the crew's survival in the Grand Line, while sailing through storms and rough seas, and grants access to special islands (sky islands and other islands with whirlpools, rocks, etc). The ship will suffer less damage through rough weather and seas.




    Fighting Styles

    Melee Weapons have 2 classes, with 2 categories each (STR damage)


    • Blade: uses axes, swords, katanas or other bladed weapons to deal cutting damage that can cause external bleeding.
    • Blunt: uses hammers, staffs or clubs to deal blunt damage that can weaken, disarm and disable the opponent.


    Between each class, you can chose a category:

    • One handed: faster strikes that cost less energy.
    • Two handed: slower strikes that cost more energy, but deal more damage than one handed weapons.


    Ranged weapons (FRP damage):

    • Slingshot: focuses on dealing damage from a distance, using trick shots, traps and disables to weaken and disrupt the enemies.
    • Bow: focuses on dealing damage from a distance, with more focused damage and less trick shots than the slingshot.
    • Gun: focuses on dealing damage from a distance, with more prominence on dealing damage than crowd controling (CC).


    Martial arts (STR damage):

    • Boxing: close ranged fighting style that uses fast punches to deal damage in a short time.
    • Taek Wondo: close-medium ranged fighting style that focuses on powerful kicks to deal damage.
    • Mixed: uses a combination of punching and kicking to deal fast blows, from close-medium range.
    • Fishman Karate: a close-medium ranged karate based fighting style that uses the water in the surroundings to deal unblockable damage to the opponents, even to Devil Fruit users.
    • Sumo: a close ranged fighting style that uses throws and submission to displace and subdue enemies.


    Specialized (FRP and STR damage):

    • Cyborg: uses tech based attacks to deal a mix of strength and firepower based moves, having the advantage of being resistant to some damage and being able to attack in close and long range.
    • Ninja: mobile and stealthy fighting class, capable of dashing to a zone and dealing damage to an enemy, blinking back to safety, or even deal damage from afar, using a combination of strength and firepower based moves.





    Haki


    Haki can be awakened after a certain number of scenarios has passsed, where players have been put through great obstacles and difficulties, awakening this power in a dire situation.
    Each player will be able to awaken 1 color of haki.


    • Armament: coat a part of your body or weapon in order to protect yourself or increase the strength of an attack by 10%. Costs 5 AAP each time its used.

    • Observation: the player can predict attacks and intentions. Spends 30% less DAP to dodge or block. Can attack and dodge even when blind. Will also allow the player to perceive what kind of latent powers or other threats the enemy may have.





    NPCs

    There will be many NPCs throughout the game. Some of them will be recruitable, others will only be available to fight or to interact with the player. Some are even unkillable and the player will have to meet certain requirements to defeat the NPC.

    Since the crew will be formed by 2 players (most likely), they will be allowed to recruit 1 NPC to help in battles.
    This NPC can be swapped or changed throughout the game.

    Other NPCs may also join to aid the crew sailing through the Grand Line, altho they will not be available in battle. These are most likely known as "fodders". This recruitment takes into account the reputation of the crew.

    Those fodder NPCs won't be unlimited, as your ship will have limited room to house them.

    What are they good for?

    Basically, you can keep fodders to work on the ship (a 3 man crew can't fully operate a ship), and to keep an eye on it while you're away doing missions.
    You can keep some on lookout on the ship in order to warn you in case any threat is in sight, you can send some to the marketplace to buy or sell stuff, you can send others to cause ruckus or kill people, etc. It's up to you.

    Likewise, you can also obtain pets, and those can also be used to travel in-island (if they are large enough) or kept to guard the ship. They will also occupy room on the ship, depending on the pet.





    Reputation

    A crew gains reputation through their actions in the Grand Line. This reputation can translate to bounty, altho it may not always represent the actual level of strength or threat of the character.

    As such, a bounty hunter can also gain a bounty and become a target for the marines or other bounty hunters.

    The marines reputation can also cause them to be targeted by Underworld crime bosses, who may employ hitmen or bounty hunters to kill the marine player.
    Last edited by Overhaul; Jun 28th '18 at 10:33 PM.
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    New Updates:

    Missions:

    Other than the main missions in each island, the crews can also have interactions with the environment, NPCs, shops and other buildings which may trigger actions or side missions. Those interactions are up to the player's criteria, but they may include protecting, stealing, killing or destroying the intended target.


    Stats:

    2 FRP bonus stat on Humans.
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    New QAs:

    Q. How are swords with range? Can they attack from a distance or are they completely close range?
    A. Mellee weapon users (swords, axes, maces, etc) have some ranged attacks.

    Q. Is there any other way we can outfit a weapon with a dial, without using an engineer?
    A. You can either use your crew's engineer, or hire one in an island (for a cost) to upgrade your weapon. This also means that when/if you change weapon, if you don't reequip the dial into the new one with an engineer, you'll lose it.

    Q. Does musician help speed health recovery as well?
    A
    . No. As specified in the thread, he helps energy (AP) recovery and increases both energy and strength during battle.

    Q. Will health items be expensive?
    A. Health recover items, AP recover items, ship repairs, weapon upgrades, all of it will have an increasing cost throughout your journey. Meaning that in your first island, it'll be cheaper to recover all your health or repair your ship than in the last.
    Specially since you'll have more health, more energy, a stronger ship and stronger weapons throughout your journey, therefore the cost of it's recovery and upgrades will be higher too.


    Q. Do dials give new attacks?
    A. Yes and no. Some dials can upgrade a weapon, others can give you a new skill. Depending on the dial.
    And skypieans aren't the only ones who can use it, they're just the ones with access to them at the beginning of the game.
    Everyone else can obtain them either through shopping, looting, stealing, archaelogical finds, etc.


    Q. Does a navigator increase the speed of the ship? Is it important to reach new islands in time?
    A. No. A nagivator isn't a speed booster. A navigator is someone who can help you navigate through rough weather and seas to avoid damaging the ship.
    You can reach an island in time without a navigator, but islands with rough access may cost you your ship, your crew and your goods.
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    Map information





    This is the map for this game. No, I'm not joking

    The Grand Line is an uncharted map.

    Normal compasses do not work on the Grand Line because of the nature of its magnetic fields. In order to navigate the Grand Line, a special compass called a 'Log Pose' must be used. The Log Pose works by locking on to one island's magnetic field and then locking on to another island's magnetic field. The Log Pose can do this for a total of seven different routes that diverge from Reverse Mountain and travel east before merging again to an island, which is not Raftel.

    The time for a pose to set depends on the island. One island may take from a few hours to a few days to set to the next island,while another can take a year to set. This process can be bypassed by obtaining an Eternal Pose. This version of the Log Pose is permanently set to a specific island and can never change. This makes it easier for a crew to get to a specific island rather than going through a trail of islands.

    The known islands of the Grand Line, through rumours and news from other people, are the following:


      • Cactus Island (1 scenario)
      • Little Garden (2 scenarios)
      • Kyuka Island (1 scenario)
      • Drum Island (2 scenarios)
      • Nanimonai Island (2 scenarios)
      • Alabasta (2 scenarios)
      • Jaya (1 scenario)
      • Long Ring Long Land (2 scenarios)
      • Water 7 (2 scenarios)
      • San Faldo (2 scenarios)
      • Pucci (1 scenario)
      • Foolshout (2 scenarios)
      • Banaro Island (2 scenarios)
      • Karakuri Island (2 scenarios)
      • Namakura Island (2 scenarios)
      • Kuraigana Island (2 scenarios)
      • Kenzan Island (2 scenarios)
      • Rusukaina (2 scenarios)
      • Renaisse (2 scenarios)
      • Ukkari Hot Spring (2 scenarios)
      • Marineford (2 scenarios)
      • Enies Lobby (2 scenarios)
      • G-2 (1 scenario)
      • St. Poplar (2 scenarios)
      • Baltigo (2 scenarios)
      • Momoiro Island (2 scenarios)
      • Boin Archipelago (2 scenarios)
      • Amazon lily (2 scenarios)
      • Florean triangle (2 scenarios)
      • Skypiea (2 scenarios)
      • Merveille (2 scenarios)
      • Weatheria (2 scenarios)
      • Birka (2 scenarios)
      • Sabaody Archipelago



    The islands in blue are available to Marines only.

    The islands in orange are islands/zones hard to navigate around, safer with a Navigator.

    The islands in purple are sky islands and may require special requirements or a navigator to reach them.

    The green island is the end goal.

    The number of scenario needed to completely clear each island is described after it (X scenario/s). Crews can leave an island mid scenario (after completing 1 scenario and needing 1 more) if they so desire and they are in position to leave.


    Each crew starts in a specific island, and then, either by Log pose, Eternal Pose or Vivre Card, go to another one. However, there is no Eternal Pose to go straight to Sabaody, which means that crews will have to go from Island to Island until they reach Sabaody in due time.

    The game was designed so that everybody can reach Sabaody in 10 scenarios, which will be the last scenario of the game. Whoever isn't at Sabaody by then, will lose.

    Attacking other crews or skipping an island will not get you delayed if you don't spend more than the necessary number of scenarios in that island (1 to 2).
    If an island is a 2 scenario island and you face another player/crew there, the fight will replace one of the Island scenarios and count as if you cleared the Island scenario.

    On the other hand, skipping too many islands in order to get to Sabaody sooner may result in a significant loss of stats and rewards.

    From the starting island, few options will be available to sail to another island, and players can attempt to intercept each other. The Log Pose will be fixed, so in order to sail to alternative islands Eternal Poses or Vivre Cards must be obtained.

    The islands will progressively increase the difficulty level so that players can learn and adjust in the first ones, and improve through the scenarios.

    Each island has an order, meaning that the starter island is in the position 1, and the next island will be in position 2, and so on.
    This means that from Island 1 you can access a group of Islands 2, but can only access the Islands of group 3 when you go through the 2nd group.
    As an example (this does not represent the actual order):

    - Namakura is in group 1
    - The group San Faldo and Alabasta is 2
    - The group Water 7 and Pucci is 3

    From island 1 (Namakura), the player can either go to San Faldo or Alabasta (2).
    The player can't jump from 1 to 3, meaning that the player can only go to Water 7 or Pucci (3) after going through San Faldo or Alabasta (2).
    Last edited by Overhaul; Jun 26th '18 at 01:20 PM.
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    Fighting Information


    Some new features present:
    1- Water terrain
    2- Ambush tactics (ship speed, observation haki and DFs)
    3- Basic dodging moves removed (have to be learned or acquired)
    4- Fleeing from battle possibly prevented by enemy's team crewmates
    5- After battle recovery system
    shamelessly stolen from previous game


    In this section you will find information about how the fighting will be handled in this game.


    Your resources
    The things you have to work with during a fight are:

    1) Your total HP. If it reaches 0, that player is considered KO’d and can’t perform any other moves during the fight. If in the last attack against you, makes you reach -30% of your Max HP, you die and you are automatically out of the game.
    Your HP is calculated by multiplying your STA by 4. 20 STA = 80 HP.

    2) Your total AP, which defines the amount of moves you can perform during the fight. Your AP will deplete as you use a move.
    Example, Gomu no Pistol costs 6 AP and you have 30 AP in total. After using Gomu no Pistol, you will be left with 24 AP.
    Reaching 0 AP or not having enough AP to cast a move means you won't be able to attack in that battle turn anymore.

    3) Any equipment your team has acquired until that point of time.

    4) The battlefield itself. You may or may not be able to manipulate your surrounding environment to your benefit.


    The duration of a fight

    Each PvP encounter will last 3 battle turns within one scenario. During each one of them, each player has 1/3 of their total AP available in order to perform moves.
    After each battle turn the teams will be provided with results and be asked to submit the next actions for the rest of the fight.


    Before each fight begins, there is a preparation stage where you can set your team up for the upcoming battle. In case of an ambush or a trap being set, the preparation part will naturally be an advantage of just the team ambushing / having set the trap.
    The pre fight preparation (in case there is no ambush or traps), will be announced to each team before the fight, so you can both know the positioning of each other. The preparation plan must be submitted earlier so you can take into account positioning before making actions.
    In case a fight hasn’t concluded after the passing of the 3 turns, it is continued in the next scenario from the point it was left at.


    Who starts first?

    When the fight breaks out unavoidably one team needs to be the one whose moves will strike first. This is determined by RNG, giving each team equal chance to be the one starting first. The team starting second will be given an amount of AP extra as compensation in order to be able to counter that deficit (this only applies on PvP battles).

    In battles against NPCs, who start first is determined by the flavor.
    In case of an ambush/trap, naturally the team setting it up will be the one to strike first.


    The battlefield


    For this game, the battlefield is considered to be of limited area. This is important because it influences how attacks and movement are treated. Namely, an attack will not need to be aimed at you with any particular accuracy for it to land. Instead, just it landing in the zone you are in will be enough. What that means is that positioning yourself right or left in a zone of the battlefield has no effect whatsoever and thus is redundant. More about movement in the subsequent subsection below.

    The battlefield is divided in 6 zones:
    1- Back Zone
    2- Middle Zone
    3- Front Zone

    For each team (3 x 2 = 6). Unless otherwise specified, attacks are considered to “land” on the target location, rather than travel their way there in a linear way. What this means is that unless otherwise specified in the move, you shouldn’t expect it to hit people “on the way”.

    Also, unless explicitly referred to as an Area of Effect (AoE) move, an attack will hit one person and not multiple, no matter how close to each other they might be.

    The rule of thumb about how which zone each attack can reach is the following.
    - If you use a close ranged attack (for example melee attack of a boxer), you can hit people who are one zone further than you, the one next to you.
    For example, if you are in your team’s front line, you will be able to hit someone in the enemy team’s front line or your own zone.

    - If you use a medium ranged attack (such as a swordsman’s wide slash), you can reach opponents that are 3 zones further than you or closer but you can’t hit opponents who are in the zone next to you.
    For example, if you are in your team’s middle zone, you will be able to hit someone in the enemy team’s front zone and their middle zone, but not on the zone closer to you, your front and back zone (and your own zone).

    - If you use a long ranged attack you can reach opponents that are 5 zones further than you or closer but you can’t hit opponents who are in the zone next to you, like the medium ranged attack.
    For example, if you are in your team’s back zone, you can hit opponents who are in your team’s front zone and opponents who are in any of the enemy team’s zones, but not an opponent who is in your zone (back) and the zone next to you, the middle zone.

    - There are global or very long ranged attacks that can be used in the whole battlefield. Such attacks will be indentified in the moves, like the previous ones.


    Movement in the Battlefield


    Now that you have an understanding of how the battlefield is constructed, let’s move to how you can move inside it.

    First of all, as was mentioned above, given how the battlefield is defined in this game, movements to the left or to the right inside a zone are considered redundant.

    The movements you are allowed to do are just 2. Forwards or backwards from one zone to the next.

    During a battle, you can move in two different ways: automatically when you attack or deliberately to reposition.

    Your attacks are defined as long medium or close range. If you are a marksman, you don’t need to move to make an attack. If your attack is melee you may need to move to reach your enemy. In this case you move to the zone your attack lands at. For example, if you are in your front line and you use a close ranged attack, you may need to move to the enemy team’s front line.

    Players that move on the ground are allowed to deliberately re-position twice during each battleturn of the fight.
    Players who are flying are given extra mobility, allowing them to re-position four times during each battleturn.



    Ambushes


    An ambush can be set when one team has tactical advantage over other. This can be through manipulating the terrain, setting traps, or even hiding themselves from sight through various means.
    Certain abilities can manipulate the terrain, and if a player uses it before the battle to prepare the ambush, it’ll cost AP.


    Players with Observation Haki or awareness (Zoans with better vision, smell or hearing) will be able to detect a possible ambush, but it won’t cancel the ambush completely.
    They will not be able to predict traps or who the enemies are, just the number of threats.


    Let’s imagine we have 2 teams, A and B and an island X.
    - Team A actions to go to island X and completes a mission there.
    - Team B also actions to go to island X with the intention to ambush team A.
    - Given that an island is a whole area, Team B needs to specify where they will be ambushing Team A, should Team A be on the island that scenario as they were counting on.
    - Team A is allowed to have included an if-scenario in their action with some moves they will be using in the event an ambush takes place. They need to, exactly like team B, specify where they will be using these actions (as in at which point of their journey on that island).
    - Given all this, if the ambush does become a reality, Team B gets to attack Team A for that whole scenario, while Team B is reduced to their defensive moves and the automatic dodging they have at any given point of time. In the next scenario, if the fight is still ongoing, it starts from where it left.
    - If the ambush fails (which would normally mean that Team A simply never arrived to island X), Team B can have an if-scenario where they can action to explore some other part of the island, but since they have wasted time waiting to ambush Team B, the part they will be able to explore in this scenario will be less than the ones they could if they had arrived normally at island X with no ambushing plans.


    There is another way an ambush can occur:

    Different ships have different speeds. If two different teams chose to go to an island at the same time, but one team has a faster ship or a navigator in case one is required (special access island), the faster team will arrive at the island first.

    In that case, and if they know another team is coming, they can prepare an ambush. Obviously, if the other team sees the enemy ship, they will know there is a possibility of ambush and can prepare for it.


    When does an ambush happen and what happens if both teams have sent actions to ambush each other on the same island?

    There are 3 scenarios in answer to this question:

    1. If the ambushers have reached the island first and the other team had no ambushing intentions, they will eventually get to ambush the other team when said team will cross the point of ambush.

    2. If the ambushers have arrived second and the other team had no ambushing intentions, they will eventually get to ambush the other team after said team has looted the place and completed their quests, meaning on the way out. That means that the about-to-get-ambushed team will have earned the extra stats and other rewards the island has to offer and can use them in the upcoming battle.

    3. If both teams have ambushing intentions, both ambushes naturally fail and the scenario will be interrupted at that point for both teams in order to announce to them that they are on the same island. In this case, they will be given 2 options: fight or flee. The team that wins the fight or is the one not to flee gets to complete the island’s quests.

    Can an ambush fail even though the other team arrived at the point?

    Yes, an ambush can fail if the way it is planned simply doesn’t work or the other team counters it.
    For example, if you state that you plan to ambush the enemy team by hiding at an open place where you can be viewed, you will fail. Or if you prepare something but the other team spots it or has a plan to counter it, then your ambush fails.



    Dodging


    Your Action Points are divided in Attack Points (AP) and Defense Points (DP). Your defensepoints are dedicated to dodging. You are given a base and after that you can distribute your earned points however you like.

    How dodging works:
    Dodging with a dodge move: Some players may be able to obtain dodge moves. Those will have predetermined DP in order for you to use them (Defense Points). You can use that as you see fit. Using a dodging move costs less but takes up a turn since it's a move. Like using an Attack depletes your AP, using a Dodge move will deplete your DP.

    Automatically dodging: You can automatically dodge every move cast to you if you have equal DP with the move’s AP. You can’t dodge undodgeable moves and you can’t dodge in case you are stunned or rooted. You can dodge if silenced or blinded.

    Dodging moves are being automatically calculated for every battle turn in the scenario. You can evenly distribute your points on all 3 turns (that will automatically apply in case you haven’t made clear you want a different arrangement), or decide to skip one battle turn and dedicate more DP to the rest.

    Range in dodge: As in attacking, range applies in dodging as well.
    A player can only move one area to dodge and you move towards your team’s part of the terrain (meaning backwards unless you are in your team’s back line, in which case you will move one zone forward).

    For example, if you have an attack that can hit in close to medium range and you are in close range area from the attacker, the attack will hit you, since you can only move to one area (the medium range). If the attacker uses a close range attack and you are in the same area, you can move to medium range (more than 1 zone away) and thus, dodge (always taking into consideration the above).

    Dodging does not apply / spend reposition. After you dodge a move you move back in the position you were before dodging.


    Cooldown



    To avoid overpowered and unbalanced fights, there is cooldown (CD) for all moves. That means that each move will have a predetermined frequency that can be used. Lower cost and less powerful moves will be casted more often, while high cost, strong moves will have a higher cooldown. You will find the cooldown for each move along with the move description in your moveset. Please note that this will be an important aspect of the fight and moves that are being used/spammed despite being in cooldown will be ignored by the hosts in the fights.



    The terrain


    Depending on which island you are on, the terrain may have different properties that you might be able to manipulate to your advantage. You will be given this information before the fight breaks out.


    New feature, water
    This zones can be influenced by outside abilities and changed into other kind of terrain, that may have influence in the overall battle and in the attributes / skills of the characters.

    Some terrains will have nearby water (side by side with the battlefield), which means that Fishmen may be able to take advantage of this fact to boost their combat abilities. While other races may also be able to develop strategies to counter the other team by using this specific terrain.
    Minks can shock the water in order to deal more damage to people in it. Abilities like snow and mud logia can cover it and make it harder for fishmen to attack.
    Or water can also be used to shutdown or attack sand and fire logia without the need of armament.

    Obviously deserted islands and frozen tundras won’t have liquid water near the battleground. Cities/towns near rivers or ports can have water near the battleground. Players may be able to setup battles there, or ambushes if they will, while in other cases the fights will occur in a predetermined place, depending on the boss the crew has to fight (caves, palaces, sky islands, arenas, etc…)




    Fleeing from battle


    Sometimes things go south and in order to stay in the game you might decide the wisest option is to flee. However, the enemy team is considered as fast as you and can (and will most likely) pursue you. Thus, in order to flee successfully you will need to do one of 2 things:

    1. Root or Stun your opponents in place and action to run. In this case you gain an advantage and can maintain this all the way until you reach your point of escape.

    2. Put an impassable object or make the terrain impassable between your team and the enemy team and action to run. This way again you gain an advantage and can flee successfully.

    This can be used against you as well. In the case the enemy team has more crewmates than you, they can block your path and make it harder for you to flee.




    After the Battle


    After a battle has successfully ended, you may need a doctor, acquired medicine or in-island medical services to recover all your HP. If your HP drops to less than 30%, then you won't recover it completely.
    Same applies to your energy (AP & DP), but in this case you need a cook, acquired food or in-island food stores to recover.

    A musician will not help you recover fully, but will increase your recovery rate by a small percentage.

    In case someone gets knocked out in a battle, the stats they will receive will be less.

    If a battle has ended unsuccessfully for you, the winning team will decide your faith. You can’t recruit people from other crews. In case you will all get knocked out from a fight with a NPC you will either need to retry and pend another scenario on it, or decide to flee without looting or gaining any stats.


    Move effects


    Stun: When a player gets stunned, it means that they will remain in the same spot and become disabled, for the next attack, thus losing their ability to dodge and will also lose their next attack.

    Root: When a player is rooted it means that they will remain in the same spot for the next attack, thus losing their ability to dodge but they will be able to use their next attack.

    Blind: When a player is blinded, it means that his/her next attack to a single target will miss, unless they have Observation Haki. If the next attack is AoE, then it will hit normally.

    Vulnerable: Some powers/moves can take effect and cause the target to become vulnerable for some turns and take more damage from attacks. Unless otherwise specified in the move, vulnerable cause the target to take 25% more damage for the next turn.

    Small/Limited AoE: Area of Effect applies to one zone. In some moves though you will notice that their effect is in a limited area. That means that attack will take effects around you and hit up to 3 enemies that are in the same zone or the ones next to you.

    Channeling/preparation: You will notice that some moves require channeling for some turns to take effect or keep up their effects. That means that the players will be rooted on the same place to channel his/hers affect, so unable to dodge. Usually taking damage can cancel the channeling / preparation of the move.

    Disable: When a player get's disabled it means that he can't act at all for that turn and all positive effects that took effect on him/her are canceled for that turn. It also cancels channeling. For example if someone has received a block percentage for some turns, while disabled that blocking will have no effect.

    Combo: You will notice that some moves mark "combo" at the end of their description. That means that this move can be used alongside with another (and take up only one turn).

    Last edited by Overhaul; Jun 28th '18 at 09:48 PM.
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  8. #8
    Overhaul's Avatar
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    Battle template

    To successfuly fight your enemy you will have to submit battle actions. Here I will give you an example so that newcomers can undestand how it works.
    First you will be given information about how strong your enemy is and his fighting style.
    For example,
    PHP Code:
    Monkey DGarp has 500 HP100 STR and is a Boxer and will start on the front zone.
    Sengoku has 600 HP80 STRis a Summo figher and has the Human ZoanModel BuddhaHe starts in the middle zone.
    Tsuru has 400 HP100 FRP and has the Clean Clean ParameciaShe starts in the back zone
    NPCs can also have details on how much DP (Defense Points) they have, so you can know how many moves they may be able to dodge or block.

    Then, you'll also be given information on their positioning. If they start on their front zone, middle zone or back zone. They can't ever start in your team's zones.

    Next, you'd have to do your battle actions based on this info. For that, you'll need to submit in which zones you want to position your characters, and how much AP / DP you want to use for that battle turn if you don't want to divide it by the 3 of them.

    Like:
    Positioning
    PHP Code:
    Front Zone Silver Rayleighs
    Middle Zone 
    Gol DRoger
    Back Zone 
    Crocus

    AP 
    and DP is split evenly for the three battle turns It's the default, you don't need to mention it unless you want to change it
    Then, you can work on your battle conditions. These serve when specific actions occur, or certain events are triggered, your characters will act in a certain way.

    For example
    Conditions
    PHP Code:
    - If our fighters get less than 70HPthey try to dodge every attack they can

    - If an enemy reaches our middle zoneCrocus uses the attack "Get the hell out" on him

    - If an enemy is knocked out or is out of reach, use the attack on the following priority order Monkey D.  Garp Sengoku Tsuru 
    Conditions like:
    - If our fighters are out of AP, CD or dead, skip to the next action

    and

    - If our fighters can't reach the target, they move to a zone where they can if they have enough repositions.

    Are being applied by default in this game. You don't need to mention them unless you want to make a new exception.


    After your conditions, you can work on the moves you want to use on your enemies, and this is how you should do it

    Battle turn 1
    PHP Code:
    Gol DRoger uses "Gun shot" on Monkey DGarp
     
    Silver Rayleighs uses "Wide flying slash" on Sengoku

    Crocus uses "Harpoon shot" on Tsuru 
    Actions like
    1 - Gol D. Roger uses "Gun shot" on Monkey D. Garp

    2 - Gol D. Roger uses "Gun shot" on Monkey D. Garp


    Will not work because each attack has a Cooldown to be used. And since each attack costs energy (AP), you won't be able to attack after you've depleted your AP for that battle turn.

    Imagine Gol D. Roger has 20 AP, and his "Gun Shot" uses 10 AP. In that Battle turn, after he uses Gun Shot, he would have 10 AP left (20 - 10 = 10), which means that next attack he could use would have to cost 10 AP or less.


    There are certain attacks that require preparation, channeling or can be used as a combo.

    For this attacks, you can put them along with a turn, like:

    PHP Code:
    Gol DRoger uses Armament Haki (Combo) and Wide Sword Slash on Monkey DGarp.
     + 
    Crocus prepares Sniper shot

    Crocus uses Sniper Shot on Tsuru
     
    Rayleigh channels Dark King Strike

    Rayleigh uses Dark King Strike on Sengoku 
    As you see in the example above, a preparation / channeling attack has to be prepared in the previous turn (s) you want to use it.
    Unless stated otherwise, you can't prepare 2 attacks at the same time, since you can only attack once per turn.
    This does not apply if the attack you are channeling takes 2 turns and the attack you are preparing takes 1 turn, since each will be used in different turns.

    And as a very important advice, be sure to submit your actions before the deadlines of each scenario, so that the hosts can examine and see if everything is alright with your actions or if they need fixing.
    Last edited by Overhaul; Jun 28th '18 at 12:15 AM.
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  9. #9
    Overhaul's Avatar
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    shamelessly stolen from previous game ... with some more details

    General Mechanics

    Bounty

    In this game, bounty will be implemented as an additional mechanic. According to the reputation of each crew and individual player, a bounty will be assigned to each player of the game. Naturally, as the game progresses this bounty will rise and the way it will influence the gameplay will be by 2 thresholds.
    Cause enough mayhem and some heads are gonna turn. Meaning, bounty hunters and marines will be after your head.
    This is specially the case for bounty hunters, as they specifically need to hunt bounties to survive and win the game.

    Beli

    Beli is an important aspect of the game to be able to make upgrades in your current items and purchase new ones. The amount of beli you can get will depend on the success of your scenario and the actions and choices you make on the island.

    How can you get beli?
    Looting islands: Most islands will provide beli as a reward for successfully looting them.

    Selling items: You are able to sell things you don’t want in a marketplace and depending on their condition and rarity you will get an amount of beli.

    Why do I need beli? Your items and belongings will take some damage depending on your actions. For example, a ship will need repairs after a certain amount of scenarios and your weapons can use some upgrades if you don't have an engineer to make them. Or you may need medical attention and the only way you can get it, if you don't have a doctor, is paying for it. You can use beli to buy off some NPCs in exchange for their services or info, buy extra items for your team etc.

    Stores

    There will be 4 basic stores that you will find throughout the islands and apart from that, some unique stores might be available in some islands that will have more specialized items. Please note, that once you sell an item/devil fruit in a marketplace, it get's available for other players as well.

    Blacksmith: This is the place where you will be able to buy, repair and improve your weaponry, armors and shields. Depending on the level of the island, you will find items for the same rarity and you will be able to upgrade accordingly.

    Shipyard: Here you will be able to repair and make additions to your ships, such as better cannons, repairing damage etc. You can also purchase items that will be useful to build extra gadgets for your ship in case you have an engineer. Depending on the level of the island, you will find items for the same rarity and you will be able to upgrade accordingly.
    You can also buy new ships from here.

    Clothing store: In this store you will be able to buy, repair and improve clothing items, such as hats and cloaks that give you more reputation, shoes that add speed etc. Depending on the level of the island, you will find items for the same rarity and you will be able to upgrade accordingly.

    Marketplace: Here you will be able to find all type of resources such as material that may help you with your abilities, or unique items that will help you in quests such as Eternal poses, animal-pets etc. Here you can also sell back items you find and have no use for them like devil fruits, swords, books etc.


    Logia

    Logia fruit users have intangibility, which means that they dodge attacks 20% easier than regular DF users and fighters. This percentage is standard for every logia and doesn't change depending on the type of fruit.
    Coating an attack with armament haki or being attacked by an undodgeable attack negates this ability.


    Communication

    As we mentioned ιn the game thread, communication for this game can be conducted through the QTs that have been created for your teams. You can use other means of communications, like discord or PMs, but those are consider unofficial and the info conveyed there are not guaranteed to influence your actions or the game unless posted in the QTs.
    As you might have also noticed, the marketplace in the game has Den Den Mushis that can be used to communicate with another crew/NPC. If you wish to send a message to another team (to ally, shitalk, threat, warn etc) you must both have a den den mushi and convey your messages through us. In case both teams agree they want to talk, we can create a QT for you to discuss. You can post there with your game names, your real names or whatever name you like to keep anonymity If and when both teams agree, you can also create a discord group/channel (the same rules for discord applies here). Do note that in case you want to communicate with another team, you need the whole team to agree with that decision.


    Stat Points

    As mentioned in previous posts, you can gain stats by clearing islands and some other ways that will be explained below:

    Fighting Another Crew: You can gain stats by battling another crew. Those battles will take up a scenario, so you can't fight and loot at the same time. In case you defeat another crew, you gain 20-25 stat points. In case you flee or get defeated but the other team wants to spare you (god knows why), you will gain significantly less stats, depending on the the duration of the fight and your loses.

    Fighting Normal NPCs: For the first part of the map (first few islands), you will gain 10 stats as a reward for each successful scenario.
    For the second part of the map (last islands), you will gain 15 stats as a reward for each successful scenario.

    Losing stats: In case you fail to win a fight against a NPC or a crew you will receive less stats.

    Knocked out characters receive 50% less stats than they normally would.
    Fleeing a battle gives you decreased stats depending on the duration and the actions of the fight.
    In order for an NPC to receive stats, they must fight alongside your crew. So when you first recruit an NPC, it doesn't receive any stats for that scenario. In case you don't use an NPC in a battle in a meaningful way and the NPC has no roles, it doesn't receive any stats.
    In case you don't use an NPC in a battle in a meaningful way and the NPC has a role, that has been used during the battle (doctor, musician, chef) then the NPC receives 25% stats.
    NPCs gain the racial boost after they have been in your crew for at least one scenario.
    Pets have no stats and receive none as well, unless otherwise specified.


    Last edited by Overhaul; Today at 11:27 AM.
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  10. #10
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    Behold... the map!!



    Oh awesome Overhaul, but the islands arent even lined up, how are we supposed to know where the other crews are going??

    You aren't ... you are just supposed to know that after the islands they're on, they have quite a few to chose from, and so do you

    Because it's the Grand Line, it doesn't really matter how close the islands are to each other to know where you're going, because the seas and the winds are unpredictable


    Now, I can reveal how long it takes to clear each island, like I've done in a previous post:

    Spoiler!


    Yeah, some islands may not be there ... it's on purpose


    Now for another piece of info that is quite vital to the game!


    Naval battles

    Ship level 1:

    • 20 crewmates
    • 10 knots
    • 200 defense
    • 10 cannons


    Ship level 2:

    • 40 crewmates
    • 15 knots
    • 300 defense
    • 15 cannons


    Ship level 3:

    • 50 crewmates
    • 20 knots
    • 400 defense
    • 20 cannons


    may be prune to changes


    Each cannon is operated by 1 person. It takes 5 persons to operate the rest of a level 1 ship without counting the cannons. With 15 crewmates on a level 1 ship, all cannons can be operated and used at the same time.
    Each cannon deals 10 damage to an enemy ship within range.

    There will be 2 types of cannonballs.
    Regular ones, and disabling ones. The disabling cannonballs target the mast and sails and make the ship sail slower. 2 disabling cannonballs hits will remove 1 knot of speed.

    Engineers
    will be able to repair the damaged ship and stop from getting his speed removed.

    Navigators will be able to dodge 20% of the cannonballs.

    To be within range, the ships must be able to travel at the same velocity. A level 2 ship will outrun a level 1 ship and the level 1 ship will not be able to hit it.

    However, a level 1 ship can still prevent a level 2 ship from escaping if they reduce the knots of the enemy ship on the first barrage of hits. If they can’t stop/slow the ship with more knots after the first barrage, the other ship will escape.


    They need to have the same knots of speed to keep up and hit the second barrage of cannonballs.

    Once the defense of a ship is taken down or if the ship can't outrun the other, it’ll be vulnerable to the attack of the other crew.
    This is when two crews can engage in the sea, if one is able to stop the other.

    If both ships lose the same amount of defense / knots and are out of cannonballs and are in the open sea (not near an island), they will not be able to sail anymore and, unless they have an engineer, unable to make repairs.

    They can use rowboats to get to the nearest island / an island on the pose, with some significant losses in inventory and crewmembers.

    Cannoballs must be bought, and crewmates must be acquired.
    Starting price:
    500 beli per normal cannonball.
    1,000 beli per chain cannonballs (disabling).
    500 beli per gunpowder (5 uses per each).

    When the ship loses 50% of its defense, crewmates (fodders) will also be lost. 2 hits will kill 1 crewmate.
    A naval battle will, obviously, have sea as part of the battleground, meaning that the player can use this to their advantage.
    A DF user can only be thrown into the sea after they can’t offer resistance. While there are conscious crewmates (playable and non playable), they will save the DF user from drowning.

    Last edited by Overhaul; Jul 17th '18 at 10:10 PM.
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