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pionoplayer
 Posted: Aug 11 2018, 08:52 PM
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So, I have an idea rolling around in my head to run a startup of Simumodder again, since although Simumodder had its flaws (At this point in time I recognize that having an official SMASH system for Simumodder and Renewal was probably a horrendous mistake on my part), it was probably the most fun I've ever had GMing a DTG game. It was wacky, it was zany, but it also had a lot of really cool gameplay mechanics, stuff I could quantify in such a way that the numbers made sense.

So here's my "ten year plan"
Once I feel the time is right (probably after I've gotten a job again and my schedule has settled out enough that I know whether or not I can run a game or not) I'm going to start up with Simumodder 1.5. This will be the first ever DTG mini session (unless someone else beats me to it.) Nevermind I beat myself to it.
The Simumodder will have a nice, manageable 10 health. (As a note, I think someone should throw this idea out in the Discord while I'm on my pseudo-sabbatical, the idea that you can run a DTG session with less than 100 Godmodder health. I think more people would be interested in running sessions if they didn't feel like they'd have to dedicate a year or more to it.) This reduced amout of health will let me finish the game in a shorter amount of time, and get me a feel for whether or not I have the motivation to run a full-scale session.

If I don't have the personal drive to run a full session, then I won't. Maybe I'll run some more mini sessions in the same vein as 1.5, depending, but hopefully, I'll feel up to running Simumodder 2.0
Simumodder 2.0 will be a standard-length game, with 100 Simumodder HP, and a list of scripted bosses and events I've already drawn up based around Terraria, though hopefully there'll still be space for some unexpected major summons.

From there, who knows? Most likely I'll take a break from running forum games for a while again. Or I'll be a madlad and run Simumodder 3.0, or maybe Trump'll have ended the world by then, who knows? I have vague ideas for an epic-lengthed Simumodder 3.0. That'd be insane to run, but oh so worth it if it were to miraculously complete. But I'll not talk about those since even if it does happen, it's quite some time down the road and my ideas on it are likely to have changed a ton by the time it happens.

Anyways, what I'm here for isn't to ramble about my plans for bosses, that would spoils the surprises. Instead, I'm going to talk about game mechanics.
One of my favorite things about Simumodder was all different screwy mechanics that entities could have. Range and Airtype, Terrain and Weather... all that good stuff, so I'm assembling some new game mechanics so that people have more options for things they can screw around with in the world, I've already garnered a few, but I'd love for people to suggest new ones to me, so that if I've missed any particularly cool ideas, I can include them.

Anyways, I want to get feedback on the things I've already come up with/written down. A lot of it is copied wholesale from the old Simumodder Opener, but there's some new stuff.

Info

INFO
Welcome to Destroy the Simumodder v1.5. This is a game about, well, destroying the Simumodder.
If you want to play, I would recommend reading through the rules. If the rules don't make sense, or are too long for you to care about them, these three things are the main stuffs you have to follow:
1. Listen to the GM. This is rule 0 in general, if I say you're doing something wrong, you've done something wrong, so try not to do it again.
2. Be nice and keep things sfw. That includes keeping swearing to a minimum.
3. If you can't make sense or interest of the rules, your faction is best set as AS, your goal is to defeat the Simumodder. Do that by targeting them and the various entities labeled [PS] in the battlefield status. Basically any form of attack will work, from a one sentence "I stab it with a pufferfish then slap him silly with a dead rubber rat" to a short essay on time travel and its various applications towards killing people.

The way you play is by making posts, there'd be a nifty diagram here if I felt like it, but basically it's pretty simple.
Most importantly: actions. These can either be regular actions from among your three you get every round where you do things, or you can choose to instead story them as Charge. Putting them into a personal "charge storage" to hold for later.
Secondarily: entity orders. If you have entities on the field, it's generally best to give them orders to make sure they don't do something stupid.

Story: There is none! I don’t really plan for there to be one, but stories are fun so one may wind up happening anyways. Probably not in the test run though.

I think that about covers it for right now. Let me know if you're still confused about something essential.


Indepth Rules

IN DEPTH RULES

Rules are fairly standard for a DTG game, albeit with more special mechanics (detailed at the bottom)

General: Basic rules from a basic dude.
1. To win you must destroy the Simumodder. Or, at least, get far enough that the program deems that you've given them enough information.
2. The Simumodder will, as always, block most attacks, with more creative ones having a better chance of success.
3. Don't expect attacks that land on the Simumodder to work twice. I mean, the chance is still there, given that stranger stuff has happened in DTG games, but don't expect it to happen.
4. Everyone gets 3 actions per round, which can be split across one or more posts as desired. Updates come when I don't have more pressing work. This might wind up being anywhere from once a day (or more right at the start) to like once a month (although hopefully it won't get THAT bad)
4a. You can also save up actions in what is called "charging". You get 1 Charge Point (or CP) for every action you save up. CP can be held onto indefinitely, given to other players to let them do cool stuff with it, or whatever.
5. Double posts (posting twice without anyone else in between the two posts) will get the latter post invalidated.
6. Editing your posts is okay, with exception of "retroactive edits". Which is a silly name, but what it means is basically you're not allowed to use edits to counter posts made after that one.
7. The rules can change... basically whenever. Keep watch for announcements, they'll always be announced in-thread when rule changes are coming.
8. At the top of the World Update, you will find the Itinerary. It's AS only, it's generally assumed that anyone playing a non-standard faction pays enough attention to the game to know what to do on their own.

Entities: They breed like rabbits, don’t they?
1. You can summon entities. Unlike in a normal game, they aren't actually being pulled from outside, rather, the simulation is making a simulation of that entity pulled from your mind and what you want it to be.
2. Entities that have already been summoned in this thread aren't allowed (unless plot somehow happens I guess). I won't penalize you for summoning things that were summoned in other games, but still please try to be creative and at the very least switch up the stats.
3. You can summon entities instantly. You will almost invariably regret doing so, but you can.
4. Entities only act in the End of Turn Battle
5. Entities that have been charged will generally have more power than ones that aren't charged. Each CP you funnel into an entity will be "spent" on different aspects of the entity to give it more power, with one CP being worth about 15K health or 3K attack.
6. Why are entities so important? For two reasons. One, if your team runs out of entities you can be directly targeted as a player, for a variety of bad effects, and Two: if you have enough entities compared to the simumodder’s forces, you can perform an “Alpha Strike”, where your forces will attempt a large combo attack that, if supported by the players, will deal guaranteed damage to the Simumodder.

Bosses, Superbosses and Elites: Yes, Superbosses.
Superbosses, Bosses and Elites are particularly powerful entities. Elites can be summoned by players (Although with some difficulty) bosses will generally only show up via scripted and special events. I don't expect enough shenanigans to summon a superboss in this trial run session, so those rules are mainly here for reference for if I do the full version.
All bosses and superbosses drop spoils upon death, and killing PS and Hostile bosses will damage the Simumodder, as will killing Superbosses of any alignment. Both will also give an XP bonus upon dying.
Elites, Bosses and Superbosses are bolded in the World Update, and generally get special bonuses, such as small stat boosts, resistance or outright immunity to certain status effects, and special protections against being nuked.
Superbosses have an extra caveat. They cannot be AS, and even N and PS ones cannot be player controlled. If an entity you controlled that was previously lower than superboss strength accidentally gets pushed over the edge? Too bad, it goes rogue immediately.

Alignments: If you’re not with us, you’re probably going to get punched in the face.
1. Players can be AS, N, or if they really want to for some unfathomable reason, and do a REALLY good RP job and meet a bunch of other unspoken requirements, be PS. You cannot start out PS, and if you don't specify upon entry you will be marked as AS.
2. Changing alignment is not easy. If you want to get back into the perks of being AG, like not being targetable by attacks almost constantly, you'll have to do something impressive to prove you mean it. Becoming PS is even hardere, you have to try your absolute hardest to get the simulation to accept that kind of insubordination.
3. In addition to the regular alignments, entities can also be ??? or H. ??? Can only be summoned with GM permission beforehand, and both get a small bonus because of their downsides. Players cannot choose these alignments under any circumstances.
4. Finally, the SUPERBOSS, BOSS, and ELITE tags will usually be appended to an entity's faction if it is one, or is part of one.
5. Not actually related to alignments, but any non-NPC entities will have their owner's name listed in their alignment tag, to help make things easier.

[AS]: Anti-Simumodder. The base alignment, wants to complete the simulation properly
[N]: Neutral. For some reason you're going off the rails and doing something else. This is not very helpful.
[PS]: Pro-Simumodder. Evil guys, helping the Simumodder. Your goal is to kill their faces. And any other offending body parts.
[H]: Hostile. Very unlikely to follow commands. Will sometimes have semi-ordered ideas, but those will be the ones that came with the stats if such is the case. Basically, they want everyone dead, and don't care about the order.
[???]: Unknown. Extremely rare, and usually undecided. But whatever the case is, they are an unknown force on the battlefield, and usually entail incoming plot-crap or at least events.
[A]: Artifact. These are items, and as such have no loyalties except for being used by whoever wields them.
[ELITE]: Elite. A modifier tag, a large entity, but not big enough to dominate the field.
[BOSS]: Boss. A modifier tag, usually only summoned by the Simu-modder or special events. Tend to wreck everything while alive. Drop a Limited Use Spoil to one of the most instrumental players in killing it upon death.
[SUPERBOSS]: Superboss. A modifier tag, usually the result of large quantities of shenanigans. Designed to wreck things so bad both sides need to work together to kill it. Drops a Permanent Spoil to the most instrumental player in killing it.

Special gimmicks: probably the main reason fewer people are going to join.
Artifacts: In addition to entities, you are capable of summoning artifacts, which can be equipped by players OR entities. While equipped by a player, that player's health bar will be shown, and upon being killed the artifact will be dropped. Players can use artifacts more effectively than entities most of the time however.
Player Vulnerability: Players are, in fact, attackable, just only under specific circumstances. You can initiate PvP, the loser of which dies, certain enemy abilities will inflict vulnerability, using an artifact or upgrading yourself will render you vulnerable, and if your faction is doing badly enough entity-wise you will be directly targetable. Death is normallysimple, you lose your standard action for one round, during which you have to spend any posts you make "respawning". Charges remain unaffected by death, aren't I nice? Note: That's the NORMAL penalty for death, a number of things from special status effects to ticking off the GM, to just being really, really stupid can increase the penalty, but a single round's loss is the default. If players start getting spawncamped or something similarly drastic happens, it might wind up being less for a bit as well. Default player health is 20, with an "equivalent" value, damage dealt to players rounds to the nearest equivalent value. This value is 4000 by default.
Permanent Player Upgrades: not allowed this time around because of the huge headaches they always cause.
Checking: You can check an entity to get their stats, this is a free action, although sometimes certain parts of an entity's statblock will be obscured and either be unscannable without a charge of some kind, or require multiple scannings to get to. As a note, having covert stats on your entity will weaken it somewhat. Hard to scan stat portions are even more expensive.
Terrain and Weather: Special effects can be applied to the terrain and weather. These will have universal effects until they are changed again.
Airborne, Melee, and Range: Some entities can be labeled as "Airborne", which both renders them immune to terrain and untargetable by some ground units. Because of this, some entities are Melee or Ranged, simply put, melee units can only target others of their "air" type. Ground melees can only attack ground, melee airs can only attack other airborne entities. Ranged entities can attack everything. Entities default to Melee status, but can take Ranged for slight stat debuffs. In addition to the airborne tag, some entities can have the "Hovering" tag, which allows them to switch between airborne and grounded at will, so long as they aren't affected by a status effect that automatically sets them to a specific airstate.
Dodge and armor: Pretty simple. Dodge gives a dodge chance against enemy attacks. Accuracy will negate dodge. Armor negates a certain amount of damage from every incoming attack. Armor pierce will negate a certain amount of armor when going in. Negative dodge will grant attacking enemies natural minicrit chances, negative armor will grant increased damage to attackers. Negative accuracy gives all enemies dodge chances, and negative armor pierce is basically just attack down.
Horde entities: Sometimes entities will come in large numbers instead of one very large entity of roughly the same strength. Because they have their attack go down as they lose members, they generally get stat boosts. Additionally, any ability that targets multiple entities can choose to select a horde multiple times (up to the number of individual members in that horde). "Target everything" effects can still only target hordes once.
Countering: actions made specifically to counter other people's actions carry a penalty with them. Not only is your action not guaranteed to block it all the way, but it 1. prevents you from doing ANYTHING else with that post (aside from charge management of coursE) and 2. nets you 0 action XP. Only counter people's actions if you REALLY feel you have to.
Attack Shields: straight from DefTG, players can set up attack shields on their entities, which will block one attack up to a certain threshold of damage, although that threshold is rather high. You can stack attack shields, but the limit is 5 per entity.
Bodyguarding: Some entities can bodyguard other entities. Usually this requires a special bodyguarding perk, and the Bypass perk allows entities to bypass bodyguarding anyways. Players can enact Bypass on their attacks by including such in their flavor text. Players cannot bodyguard entities.
Speed: any entity with the fast perk acts before all entities without it in the eotb. Entities can also take the Slow tag, causing them to act AFTER everything else (including the Simumodder) for some minor stat boosts. Also sometimes has other effects.
Affinities: because every game needs an elemental advantage chart. Not all entities have to have an affinity, but sometimes it's in your best interest to. The three affinities are Green (Life, Lightning, Space, Creation) beats Blue (Water, Ice, Void, Balance) beats Red (Fire, Earth, Time, Destruction) beats Green. If your entity attacks one of the affinity it's strong against, it will automatically minicrit. If your entity heals an entity of the same affinity, it will minicrit. Affinities can be targeted for other effects as well.
Special Damages: There are a couple of special damage types that entities can receive. These damage types are bad news, and generally cause unpleasant things to happen to anyone suffering their effects. Integrity damage is basically a measure of how stable an entity's existence is. As their integrity drops, they will take damage randomly, and if integrity drops to 0, they instantly 'splode. Sanity damage is a measure of how stable an entity's mind is. As their sanity drops, they will begin to act more erratically, if sanity drops to 0, they instantly turn hostile. Both integrity and sanity damage are rather difficult to deal, and even harder to heal.
Projectiles: Sometimes entities will spawn mini entities that's only purpose are to collide with the enemy and explode, but take a round or two to get there and can be stopped by being attacked in the meantime. These entities have the Projectile tag and normally don't have any attack besides their kamikaze. For terrain and weather effects, they count as flying entities, but any entity can hit them, regardless of whether they are melee or ranged, likewise, they can hit any entity, air, or ground.
NPCs: DTG2 had Players that you could encounter, who would have multiple respawns, and a special ability that could be voted for, upon which they would unleash a powerful special attack, and then leave. NPCs fulfill the same role here. They can't be summoned with a straight-up charge, you'll find them over time normally, and as a result their voted-for specials will usually be pretty strong.
Overheal: Some entities have the ability to overheal others, setting the entity's health to over its health. Every round during upkeep, the entity's overheal will decrease by 25% of the entity's normal max hp, to a minimum of its max hp. If an entity reaches x3 its normal max health, it explodes immediately.
Status Effects: These exist. They will be defined in a spoiler below as they are defined. (no spoiler yet because there's not a game and thus not any status effects)


Notable differences from a standard DTG game:

1. I'm using the DefTG charging system, as it seems to work infinitely better than the old one.
2. I'm quantifying Superbosses as being a possible thing. If an entity gets too powerful, it goes rogue and becomes a Superboss. In this game(s), regular bosses will drop limited use spoils, so as to limit the amount of clutter that comes with spoil accumulation. Only Superbosses will drop permanent spoils, and Superbosses will be rare.
3. This isn't really different from standard DTG games per se, but it is a departure from the original Simumodder: Personal Upgrades are FRICCIN BANNED. I STILL get headaches thinking about trying to balance the leveling systems and upgrades in Simumodder.
4. Affinities. I decided I want to implement an optional elemental affinity chart, because those are cool. Important note: The color affinities are opt-in, most entities will be unaffiliated. It's just a cool idea to offer up some synergistic and strategic possibilities.

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DCCCV
 Posted: Aug 11 2018, 08:53 PM
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Sounds amazing. I'm in.

Originally posted on 2018-06-05 14:20:00

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JOEbob
 Posted: Aug 11 2018, 08:53 PM
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I'd probably play too.

Originally posted on 2018-06-05 20:49:00
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pionoplayer
 Posted: Aug 11 2018, 08:53 PM
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Does anyone have any feedback on mechanics and stuff? Ideas that they'd like to see implemented or things that they think are a bad idea to include?

Originally posted on 2018-06-06 21:11:00

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JOEbob
 Posted: Aug 11 2018, 08:53 PM
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"Attack Shields: straight from DefTG, players can set up attack shields on their entities, which will block one attack up to a certain threshold of damage, although that threshold is rather high. You can stack attack shields, but the limit is 5 per entity. "
Not feedback, but for some reason I feel like attack shields where a thing before DefTG, yet I recall no specific instances of them prior to it. weird.

I don't think any of the things here are a bad idea to include, though I would make death a slightly harder slap on the wrist if you think it's the fault of the players messing up instead of someone else being too strong.
on the mechanics i'd like implemented part, I think those charge-sidequests I'm doing in CTG are a nice mechanic to try, but they probably wouldn't work with a charge cap of 10, and regardless they might be a bit too much of a hassle for a large game, so... i dunno. one thing I didn't like about Renewal was how all of the PG bosses where really, really big, health-wise. and they Had to be that big. making something on that scale was totally out of peoples reach. when the charge cap was 10, the boss had 200 charges of health! I'm not sure what lead to that or how one might change it though, so... /shrug.

Originally posted on 2018-06-06 21:28:00
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pionoplayer
 Posted: Aug 11 2018, 08:53 PM
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QUOTE (JOEbob @ (time=1528316916))
"Attack Shields: straight from DefTG, players can set up attack shields on their entities, which will block one attack up to a certain threshold of damage, although that threshold is rather high. You can stack attack shields, but the limit is 5 per entity. "
Not feedback, but for some reason I feel like attack shields where a thing before DefTG, yet I recall no specific instances of them prior to it. weird.

I don't think any of the things here are a bad idea to include, though I would make death a slightly harder slap on the wrist if you think it's the fault of the players messing up instead of someone else being too strong.
on the mechanics i'd like implemented part, I think those charge-sidequests I'm doing in CTG are a nice mechanic to try, but they probably wouldn't work with a charge cap of 10, and regardless they might be a bit too much of a hassle for a large game, so... i dunno. one thing I didn't like about Renewal was how all of the PG bosses where really, really big, health-wise. and they Had to be that big. making something on that scale was totally out of peoples reach. when the charge cap was 10, the boss had 200 charges of health! I'm not sure what lead to that or how one might change it though, so... /shrug.

Attack shields as a specific, codified thing are original to DefTG. The idea of shielding your entities is not.

Hmm, true. I've added an addendum to Player Vulnerability that notes that other circumstances can increase or decrease the harshness of the death penalty as needed.

Yeah, charge sidequests only really work in a session where charging costs actions, it's a cool idea, but not one that works in a session where I want people to be able to summon things at the same time they're attacking and damaging stuff.

As for the bosses thing... well, the reason the bosses had to be so huge was because of the atrocious output potential of the players. Players being able to summon a boss by just stringing together some charges without the GM knowing isn't really a thing that should be possible, and although that has yet to happen in a game as far as I know, I'd rather not have it be a possibility.
Generally, I think that directly player summoned bosses should be a rarity, with bosses outside of the "initial list" or "main line" of Godmodder summons being caused by shenanigans, as opposed to straight charging, especially in larger games, like Renewal was.

Originally posted on 2018-06-06 21:42:00

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JOEbob
 Posted: Aug 11 2018, 08:53 PM
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"Yeah, charge sidequests only really work in a session where charging costs actions, it's a cool idea, but not one that works in a session where I want people to be able to summon things at the same time they're attacking and damaging stuff."
True... oh, maybe that could give it the downside chargequests need for balance: not having them activate do anything unless you spend your action for the quest?
I agree that bosses just from stringing together charges is weirddumb, but I think it should still feel possible, maybe through a path like with vengeful god
(IE: max-size charge, Evolution (consume cap size charge), survive another 12 rounds somehow, evolve again, and you hath finally succeeded. or something), or something similarly Difficult, but attainable.

Originally posted on 2018-06-07 00:54:00
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pionoplayer
 Posted: Aug 11 2018, 08:53 PM
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QUOTE (JOEbob @ (time=1528329253))
"Yeah, charge sidequests only really work in a session where charging costs actions, it's a cool idea, but not one that works in a session where I want people to be able to summon things at the same time they're attacking and damaging stuff."
True... oh, maybe that could give it the downside chargequests need for balance: not having them activate do anything unless you spend your action for the quest?
I agree that bosses just from stringing together charges is weirddumb, but I think it should still feel possible, maybe through a path like with vengeful god
(IE: max-size charge, Evolution (consume cap size charge), survive another 12 rounds somehow, evolve again, and you hath finally succeeded. or something), or something similarly Difficult, but attainable.

The problem isn't just that it's unbalanced, there's also the fact that it would add tons of difficulty in terms of me having to keep up with what people are doing.

Ehh... the thing is I'm not against players having bosses, I'm against them being able to do it without it being a special case. For example, a strung-together charge big enough could be possible in the rules if you okay it with the GM first, alterantively, you could do something similar to the Vengeful God, only with more actively doing stuff besides spamming shields and stuff required.
So player bosses would be possible, but they'd be special events, not just something that you can cobble together.

Originally posted on 2018-06-07 01:15:00

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pionoplayer
 Posted: Aug 11 2018, 08:53 PM
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Random other idea I've had, since it's going to be a while before I can set up Simumodder 1.5, but I still want to do something, once I'm finish with DTG: Micro, I could create a thread for "Bite-Sized DTG", where there's a series of unrelated 5 HP Minimodders. Each one is its own separate, self contained game, and it could be handed off to someone else after the end of one of the sessions once it's time to hand it over.

Judging from the timeframe of Micromodder, each session of Bite Sized DTG would take from two weeks to a month, which is a good timeframe.

EDIT: Added something to the rules, just something on integrity and sanity damage.

Originally posted on 2018-06-07 18:42:00

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pionoplayer
 Posted: Aug 11 2018, 08:54 PM
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Added another rule Mechanics note on Projectile entities, because I realized that their state of mostly being flying things but also needing to be able to attack ground things despite technically being melee could cause some confusion.

Edit: Also decided I wanted to include an "NPCs" mechanic, which basically works the same as Players from DTG2.

Editx2: Added a small note for a "Hovering" tag, that allows entities to choose to be airborne or grounded at will.

Originally posted on 2018-06-09 19:28:00

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pionoplayer
 Posted: Aug 11 2018, 08:56 PM
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Finally added to remember the overheal gimmick.

Originally posted on 2018-06-26 16:28:00

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pionoplayer
 Posted: Aug 11 2018, 08:56 PM
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Reworked charging, as a number of people have expressed that they prefer DefTG's system to old canon's.

Originally posted on 2018-06-28 14:45:00

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pionoplayer
 Posted: Sep 24 2018, 03:39 PM
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Just a note I need to make, instead of having that abomination that is the mix between old and new charging styles, I'm going to go with just straight DefTG charging.

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