Post by A Dragonian on Jul 20, 2006 18:24:51 GMT
You notice how using capital letters makes everything look more important than when you don't? How many of you would have clicked on this if it had just said Important! Major Profile Changes? Well, you probably would still have, because it says "Important," and it's at the head of every board... ;D
So, without further ado, I give you the official changes to the Legends of Dragonia Profile Section. These changes were all developed recently to be a big revolution to how the site is played. Of course, that means that everything revolves around one key note: attacks. The attack system has been revamped by major degrees, and these changes should be noted by everyone. Unlike the past updates that hinder your character, these will actually ease them a bit.
The Official Changes:
1) Make "Certain Race" Abilities Available To Original Races.
2) Allow Members To Make New Class I Abilities.
3) Make the Technique System More Flexible. (read explanation -_-)
I'm going to divide each of the following explanations with horizontal bars so you all know which ones are which. Without further ado, here I go on mytirade explanation.
Make "Certain Race" Abilities Available To Original Races:
The first example is the simplest of the changes and the easiest to do. In our Class I abilities, we have certain techniques that we say are available to only specified races. This is not fair to people who have developed original races, and think we should allow some of the techniques to original races alongside the ones that we specify.
I can give two examples of this to further explain. The first is Limb Regeneration. We say only Nameks can do it. But what if there was someone who made a character out of bubblegum. (Just play along here, please -_-; ) This race could easily be able to regenerate limbs, but they have to have it as a Class II. The same goes along with Rapid Healing (currently Saiyans and Dragonians only). I know I told Falkan that I was going to let him have Rapid Healing be a Class I technique for him because I usually let that rule slide, anyway.
In Conclusion, we have made all current techniques that are specified to certain races be allowed to those specified races and original races. This is showing kindness to those people who take the time to make more original characters.
Allow Members To Make New Class I Abilities:
Class I techniques are of course the most basic techniques that a person can have in the RPG. We have moves from Enhanced Speed to being able to regenerate limbs and be able to breathe in space! However, how many times have you sighed because you wanted a basic ability, but you can't do it because you'd have to pay for a Class II ability to do it? Well, this solves your problem.
For this idea, the Class I techniques system has been divided into two categories: basic-level and originals. The basic-level Class I abilities would be the ones that we already have a list for: flight, enhanced speed, rapid healing, et cetera. The list of basic-level abilities that we have currently would remain the same for all members.
For the original Class I abilities, these would be different from character to character. These techniques are ones that are second nature to a character, but aren't on the current Class I list and aren't really strong enough to be Class II abilities. For example, say I wanted a character who can shoot ki bullets from a gun? Well, I'd would have had to make an entirely separate technique from my gun that allows him to make Ki Bullets. Now, since it would be second nature to them (Class I abilities), it would not only save me credits, but it would allow a little ease on the characters. Other examples would be abilities that are inherited from races and techniques that are so simple to do, they shouldn't need to be Class II (like being able to become invisible).
These techniques cost TWO (2) credits each, which is a little more expensive than the standard Class I's, but I think it's fair since we're letting people now make up techniques for cheaper than 5 credits. The only warning on this section is that the technique has to be VERY BASIC It will be determined by the person approving the profile if the technique is too powerful between a Class I and Class II
Make the Technique System More Flexible:
Of everything I have changed, this is the one thing I wanted to happen. This makes new profiles much more flexible than they originally were, allowing more freedom to active and new members. This idea makes a system that does not say "You are allowed such and such amount of techniques per class." Rather, wanted a profile that says, "You can have as many techniques as you want of a class...as long as you have enough credits to do so." Need further explanation? Well, here you go:
Say that instead of saying you get "5 Class I's, 7 Class II's, and 2 Class III's," you say "You get 60 credits to start out with." (So you all know, I got that figure from the cost it would be in credits for the standard amount of techniques in a profile-- the amount we already had). Then, after saying that you have so many credits that you can spend on techniques, you then tell them the cost of each technique:
Class I - 1 credit
Original Class I - 2 credits
Class II - 5 credits
Class III - 10 credits
Then, a person can spend these credits however they want on their character's profile. They could get ten Class I's and five Class III's, or they could buy 12 Class II techniques. The possibilities and combinations are almost endless.
Also, any credits they do not spend on making their profile will automatically be saved for future use. So, say you have 30 spare credits you can't spend. No problem! You can just keep them for now, and we'll let you use them when you have an idea for a new move. This allows a lot more freedom for those of you who like to have flexible profiles (I know I do, and I think there are at least a few of you out there who will bepissing yourselves quite excited when you've finished reading these ).
~Seriyu and the Legends of Dragonia Staff
Implemented on July 20th, 2006 at 2:25 PM
So, without further ado, I give you the official changes to the Legends of Dragonia Profile Section. These changes were all developed recently to be a big revolution to how the site is played. Of course, that means that everything revolves around one key note: attacks. The attack system has been revamped by major degrees, and these changes should be noted by everyone. Unlike the past updates that hinder your character, these will actually ease them a bit.
The Official Changes:
1) Make "Certain Race" Abilities Available To Original Races.
2) Allow Members To Make New Class I Abilities.
3) Make the Technique System More Flexible. (read explanation -_-)
I'm going to divide each of the following explanations with horizontal bars so you all know which ones are which. Without further ado, here I go on my
Make "Certain Race" Abilities Available To Original Races:
The first example is the simplest of the changes and the easiest to do. In our Class I abilities, we have certain techniques that we say are available to only specified races. This is not fair to people who have developed original races, and think we should allow some of the techniques to original races alongside the ones that we specify.
I can give two examples of this to further explain. The first is Limb Regeneration. We say only Nameks can do it. But what if there was someone who made a character out of bubblegum. (Just play along here, please -_-; ) This race could easily be able to regenerate limbs, but they have to have it as a Class II. The same goes along with Rapid Healing (currently Saiyans and Dragonians only). I know I told Falkan that I was going to let him have Rapid Healing be a Class I technique for him because I usually let that rule slide, anyway.
In Conclusion, we have made all current techniques that are specified to certain races be allowed to those specified races and original races. This is showing kindness to those people who take the time to make more original characters.
Allow Members To Make New Class I Abilities:
Class I techniques are of course the most basic techniques that a person can have in the RPG. We have moves from Enhanced Speed to being able to regenerate limbs and be able to breathe in space! However, how many times have you sighed because you wanted a basic ability, but you can't do it because you'd have to pay for a Class II ability to do it? Well, this solves your problem.
For this idea, the Class I techniques system has been divided into two categories: basic-level and originals. The basic-level Class I abilities would be the ones that we already have a list for: flight, enhanced speed, rapid healing, et cetera. The list of basic-level abilities that we have currently would remain the same for all members.
For the original Class I abilities, these would be different from character to character. These techniques are ones that are second nature to a character, but aren't on the current Class I list and aren't really strong enough to be Class II abilities. For example, say I wanted a character who can shoot ki bullets from a gun? Well, I'd would have had to make an entirely separate technique from my gun that allows him to make Ki Bullets. Now, since it would be second nature to them (Class I abilities), it would not only save me credits, but it would allow a little ease on the characters. Other examples would be abilities that are inherited from races and techniques that are so simple to do, they shouldn't need to be Class II (like being able to become invisible).
These techniques cost TWO (2) credits each, which is a little more expensive than the standard Class I's, but I think it's fair since we're letting people now make up techniques for cheaper than 5 credits. The only warning on this section is that the technique has to be VERY BASIC It will be determined by the person approving the profile if the technique is too powerful between a Class I and Class II
Make the Technique System More Flexible:
Of everything I have changed, this is the one thing I wanted to happen. This makes new profiles much more flexible than they originally were, allowing more freedom to active and new members. This idea makes a system that does not say "You are allowed such and such amount of techniques per class." Rather, wanted a profile that says, "You can have as many techniques as you want of a class...as long as you have enough credits to do so." Need further explanation? Well, here you go:
Say that instead of saying you get "5 Class I's, 7 Class II's, and 2 Class III's," you say "You get 60 credits to start out with." (So you all know, I got that figure from the cost it would be in credits for the standard amount of techniques in a profile-- the amount we already had). Then, after saying that you have so many credits that you can spend on techniques, you then tell them the cost of each technique:
Class I - 1 credit
Original Class I - 2 credits
Class II - 5 credits
Class III - 10 credits
Then, a person can spend these credits however they want on their character's profile. They could get ten Class I's and five Class III's, or they could buy 12 Class II techniques. The possibilities and combinations are almost endless.
Also, any credits they do not spend on making their profile will automatically be saved for future use. So, say you have 30 spare credits you can't spend. No problem! You can just keep them for now, and we'll let you use them when you have an idea for a new move. This allows a lot more freedom for those of you who like to have flexible profiles (I know I do, and I think there are at least a few of you out there who will be
~Seriyu and the Legends of Dragonia Staff
Implemented on July 20th, 2006 at 2:25 PM