|2002/12/06 22:52:18 PST by Bahamut ONE [0/4]
Edited by Dev at 2002/12/07 15:58:41 PST
Ok, for starters, here are the one proposed in the old forums, I just dumped all the old thread's idea into one big post for convenience. The old thread is here.
Black Squall's ideas
Silence dissables the character from using magic, and poision decreases health on a regular basis.
Berserk could cause the affected character to run around aimlessly and attack the nearest enemy. Confuse on the other hand would cause the character to run around and attack the nearest attackable character, friend or foe. In both cases special abilities and commands would be renderd useless. Also strength could go up and defense down or all stats on the affected character could stay the same.
Stone and Petrify, could work in easily if we had the status effect wear off when the caster becomes dissabled as to not become too much of burden to the player. Petrify takes place over lets say a period of a minute and stone happens instantly.
Sleep could be the same thing as stop but easier to be cured, like with a physical attack. While asleep your defence should drop dramatically.
Slow could be speed -50% and stop could be used the same way, but it would be a little frusterating if they came to a complete stop. You know, one person out of the whole party is stopped and the player doesn't have any items that cure stop in any way; the player would have to wait around for the effect to wear off. You could work around this, and make it so when the enemy that casts the status effect is disabled the effect wears off.
I know typically Blind and Dark are the same thing, but whats to stop us from having 2 levels of the status effect? Blind could be like accuacy -25% and dark accuracy - 90%
Human Machine's ideas:
staying out in hot places- instant confusion in battles (exhaustion)
cold- speed slows and defense rises but eventually cant move (frozen)
... maybe show character whiter as if icey????
wet- speed slows defense drops (soaked)
dry- berserk... hhhhmm... maybe there could be a mirage and you go
Bahamut ONE's ideas:
Open Wound: your character loses blood and HP. Remedy: bandage.
Hunger: Your character's Strength, Magic and Defense attributes are lowered. Remedy: sandwich.
Mana Burn: Your character's max MP becomes 0. Remedy: um... something ore related? Like Ore Powder....
Morph:Since Brooke has the ability to turn your party members into creatures, she should be able to turn enemies into ducks or rabbits.Remedy: De-morph
1) Weariness: Due to much running or fighting, or whatever, the characters are going to start getting weary, no?
Effect: Losing HP or being unable to participate in battle
Remedy: The one that'd be common sense would be having a "Rest" option in the menu. Otherwise staying at a hotel as opposed to a tent might work, as you sleep better in a hotel.
Advantage(s): Adds realism, could add to story?
Disadvantage(s): Could get annoying, as could be quite common
2) Tense: Staying with the same people day and night constantly, and not always having a decent nights sleep, people will get tense (those in the UK, see "I'm a Celebrity, Get Me Out Of Here" (ITV, 9pm))
Effect: Refusing to participate in battle with people the character is stressed with, or unable to use his/her abilities properly, due to anger
Remedy: Rest (again) but in a hotel, to ensure decent rest. Or use a tranquiliser or something similar
Advantage(s): Umm, again, realism, and again, could be story related
Disadvantage(s): Admittedly, to find a party where everybody gets along, in any world, is going to be very hard, so, could happen often
3) Petrify: Not the normal turn to stone petrify, but scared petrify. Could be caused by fear of ... (depending on character)
Effect: Being unable to participate in anything due to fear
Remedy: An item like "Rose-coloured glasses" which stop the character from seeing that thing for a certain amount of time, before the power fades. Or, counselling, which could be in every town, this could also work for "Tense", stress and fear counselling
Advantage(s): Again, realism, and adds character development, and possibly more to the story, if we're going to explain why that character is scared of ...
Disadvantage(s): Could mean we have to add more to towns and means if a character is scared of insects, meeting an insect (or giant insect, whatever) in battle, is going to get very annoying!
4) Anger: Like Tense, but less character reliant.
Effect: Like Berserk, but doesn't increase attack power. Alternatively, could mean the character won't obey all commands, and takes matters into their hands.
Remedy: Tranquiliser or rest, or even a gym or something, with a punchbag?
Advantage(s): Hmm, good question, I don't know why I even have this section
Disadvantage(s): Fighting and getting injured is enough to make anyone angry, could be frequent
Notes: Instead of being a status effect, this could be a bar or something, as the character gets injured or keeps a status effect the bar could rise, so when it reaches the top he/she could get angry until cured, or until a certain amount of time has passed, and the bar has fallen to the bottom again?
Baron Sengir's ideas:
Cause: Maybe a critical attack or some kind of strong blow?
Cure: Wears off.
Effect: Makes the character "forget" all of his/her own abilities for a while?
Defanition: An injury to an organ, especially the brain, produced by a violent blow and followed by a temporary or prolonged loss of function.
Effect: Lose use of all abilities, magic etc.
Remedy: Time, other than that I don't no...
Disadvanteges: Really anoying, especially for magic users. If its based on critical attacks then it could happen often.
I think Davy might have started an OA acording to the thread. Personally, I think we should aim for few status aliments. We really don't need hundreds.
We should also try to make them original... I mean, almot every single RPG I've play has "sleep".
I like status that are both positive and negative, kinda like Rage or Sadness in FF7, adds strategy to the game.