Combat Armor Shifting
Apr 24, 2017 23:17:25 GMT -5
Post by Saber on Apr 24, 2017 23:17:25 GMT -5
Combat Armor Shift
In-World Concept
The program alters the armor and weapons of the avatar, providing improved, or possibly reduced protection, in favor of one of multiple different stat points in combat. The CAS also provides other special skills to the wielder, that were unavailable to them prior to activation.
Initially, the first open release of the core program provided an unlimited access to as many mods as were available, with only a few weapons or ability perks available to each. Now, a recent combat prowess update has been released, allowing for a more fleshed out combat system for coders to flesh out their CAS combat mods, for the expense of only a few mods to be available before there's no more space available for more programs.
With the new update comes an additional stat point as well. In addition to the Speed, Power, Durability, and Accuracy stats, now there is one known as Technical, which doesn't fit most average combat skills. With the added skill category, the skill point cap has increased from 12 to 15 points. Each skill point is explained below:
Speed: How fast an avatar can move and inflict damage consecutively at close range (melee exclusive).
Power: How much damage an avatar can inflict per hit.
Durability: How much damage an avatar takes per hit.
Accuracy: How likely an avatar is to get a hit in when inflicting damage from a distance (ranged exclusive).
Technical: Non-conventional methods to inflict damage with.
OOC Use
1) The CAS mod program must be included as one DP slot. The scripted info for the program can be found below.
[b][u]Combat - Combat Armor Shift (CAS) program:[/u][/b] A special open-source download that enables avatars to change their overall battle stats and equipment to place emphasis on one or more area of performance, better suited to the current battle. This program requires time to recharge between mod shifts (no less than 3 posts have to pass before another shift is possible). This is the base program, combat shift upgrades have to be downloaded or programmed separately, and other non-CAS downloads are unavailable while CAS is active and running one of the custom combat modes. The battle statistics that are affected are Speed, Power, Durability, Accuracy, and Technical (Tech).**
2) Any mod-specific features have to follow the stat points established for the mod. Ex: A less durable CAS mod can't have an impenetrable shield, and a slower mod can't have the ability to move long distances or deliver fast strikes like a skilled martial artist.
3) A limit of 8 separate CAS mods will be available for the core program to utilize. These mods do not take up space in the DP section of the profiles, and are in a separate "folder" within the Main mod. The mods can be within a separate post, or hidden at the bottom in a spoiler-hidden category. Spoilers can be implemented using this code:
[spoiler][/spoiler]
4) mod-specific features follow the specific rule of 4 built in weapons, and 8 skills. The skills, like DPs in the base avatars profile, can be used simultaneously, but at a limit of 2 skills at a time. Unless specified in the details, all skills can be interchangeable and can be used with any other skills.
5) When activating the CAS program and using any of the combat mods, non-CAS programs (add-ons and DPs) are locked, and cannot be used in conjuction with CAS.
Template
When Making a CAS mod, the best method would be to follow this specific guideline for making the mod details themselves. Beneath the descriptions will be a copy of the code, for easy input:
Title: The name of the mod, usually in a single word example.
Armor: This applies to how the mod appears when active. This could be as mild as a change in armor, or a complete overhaul on the avatar's appearance. A picture is usually preferred here, but descriptions can be welcomed as well, just try to be descriptive.
Stats: The 15 stats points arranged according to the mod's design. The method for measuring out the points on this section is [#] = 1 point. The stats must be listed in order by Speed, Power, Durability, Accuracy, and Tech.
Description: the purpose for the mod, how it differs from the avatar's base design.
Strengths: The shift is a way to improve base stats for an avatar, this section will explain the strengths based on any stats that have been boosted higher than the base stat of 3 points.
Weakness: With strengths from realigning stat points to boost certain areas comes weak points in others. This will usually apply for stats that are below the base stat of 3 points.
Weapons: built in weapons that can be used regularly, without limit. These qualify as an equivalent to add-ons.
Features: Special skills or bonus perks to the weapons that enhance combat, these can be used consecutively, but have a slight cooldown based on how powerful they can be. This section qualifies as an equivalent to downloaded programs (DPs)
Title: The name of the mod, usually in a single word example.
Armor: This applies to how the mod appears when active. This could be as mild as a change in armor, or a complete overhaul on the avatar's appearance. A picture is usually preferred here, but descriptions can be welcomed as well, just try to be descriptive.
Stats: The 15 stats points arranged according to the mod's design. The method for measuring out the points on this section is [#] = 1 point. The stats must be listed in order by Speed, Power, Durability, Accuracy, and Tech.
Description: the purpose for the mod, how it differs from the avatar's base design.
Strengths: The shift is a way to improve base stats for an avatar, this section will explain the strengths based on any stats that have been boosted higher than the base stat of 3 points.
Weakness: With strengths from realigning stat points to boost certain areas comes weak points in others. This will usually apply for stats that are below the base stat of 3 points.
Weapons: built in weapons that can be used regularly, without limit. These qualify as an equivalent to add-ons.
Features: Special skills or bonus perks to the weapons that enhance combat, these can be used consecutively, but have a slight cooldown based on how powerful they can be. This section qualifies as an equivalent to downloaded programs (DPs)
[b][u]Title:[/u][/b]
[b][u]Armor:[/u][/b]
[b][u]Stats[/u][/b]
[i]Sp:[/i]
[i]Po:[/i]
[i][u]Du:[/u][/i]
[i][u]Ac:[/u][/i]
[i][u]Te:[/u][/i]
[b][u]Description:[/u][/b]
[b][u]Strength(s):[/u][/b]
[b][u]Weakness(es):[/u][/b]
[b][u]Weapons:[/u][/b]
[b][u]Features:[/u][/b]