Chibasa's Battleground

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Chibasa
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Chibasa's Battleground

Post by Chibasa » Thu Nov 22, 2018 8:57 pm

This is a beta version of a game we could try. A battle Royale ! For now we'll test first version with 4 or 8 players.

In this game you have 3 actions per turn. Use em wisely to be the last one alive !

Actions:
- Move: Move your character to an adjacent tile. Not in diagonal.
- Search: Search items/weapons on the tile. You can find from 0 to 3 items/search. Bust most likely 1 or 2 ~
Note: Each tile can be searched only once/turn/player. Tiles already searched have lower chances to get you items.
- Use: Use an item/weapon.
- Observe: Increase your view from 1 tile range for the moment.

Every 2 rounds the map will be reduced. Tiles disappearing will be announced one turn before. Some events may appear on the map at random spots !
MapShow
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Mountain (Brown) tiles give you 1 more vision range but have only few items.
Grass (Green) tiles are normal tiles.
Blue (House) tiles contains more items but reduce by 1 your vision range.
Unavailable (Black) tiles are not walkable on.
Vision: You have basic vision of tiles around you (tiles you can reach in 2 move, ignoring black ones).
Example: If you are on B5, you'll see B3, A4, B4, C4, A5, B5, C5, D5, A6, B6, C6, B7 tiles.

Weapons/Items: Can be used in 8 different directions (for one with enough range to use em from far away).

Drop: At start of the game you'll can choose the tile of your departure among some pre-selected tiles.

I was thinking to make one turn/day. You need to send me actions on PM Discord once/day.

Copy-paste this list and add your name to join !
Subscribed Players: (0/8)
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Re: Chibasa's Battleground

Post by Reverend » Thu Nov 22, 2018 9:02 pm

Subscribed Players: (1/8)
- Zuuuraaa~
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Giving his love for life, and died dreaming about her in the end. A real happy man, right? ~
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Chibasa
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Re: Chibasa's Battleground

Post by Chibasa » Thu Nov 22, 2018 9:06 pm

I forgot to tell but you can choose an anime chara to represent yourself !
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Re: Chibasa's Battleground

Post by Alexander » Thu Nov 22, 2018 9:10 pm

Subscribed Players: (3/8)
- Zuuuraaa~
- Alexander
- Kholdy (Tsumiki)
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Re: Chibasa's Battleground

Post by Kiwigiwi » Thu Nov 22, 2018 9:27 pm

No idea how to play but let's go anyway

Subscribed Players: (4/8)
- Zuuuraaa~
- Alexander
- Kholdy (Tsumiki)
-Kiwiwi (Rachel Gardner)
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Re: Chibasa's Battleground

Post by Toady » Thu Nov 22, 2018 9:29 pm

Subscribed Players: (5/8)
- Zuuuraaa~
- Alexander
- Kholdy (Tsumiki)
- Kiwi Kiwi Kiwi Kiwi (Rachel Gardner)
- Toady (Tsuruya)
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Re: Chibasa's Battleground

Post by Vanilla » Thu Nov 22, 2018 9:36 pm

Subscribed Players: (6/8)
- Zuuuraaa~
- Alexander
- Kholdy (Tsumiki)
- Kiwi Kiwi Kiwi Kiwi (Rachel Gardner)
- Toady (Tsuruya)
- Vanilla (Evangeline McDowell)
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Re: Chibasa's Battleground

Post by WoodyMC » Fri Nov 23, 2018 1:32 am

Subscribed Players: (7/8)
- Zuuuraaa~
- Alexander
- Kholdy (Tsumiki)
- Kiwi Kiwi Kiwi Kiwi (Rachel Gardner)
- Toady (Tsuruya)
- Vanilla (Evangeline McDowell)
- Tanooki (Moffle)
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Re: Chibasa's Battleground

Post by tehyc » Fri Nov 23, 2018 3:47 am

Subscribed Players: (8/8)
- Zuuuraaa~ (Yumemi)
- Alexander (Nepgear)
- Kholdy (Tsumiki)
- Kiwi Kiwi Kiwi Kiwi (Rachel Gardner)
- Toady (Tsuruya)
- Vanilla (Evangeline McDowell)
- Tanooki (Moffle)
- tehyc (Kanzaki Aria)
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Re: Chibasa's Battleground

Post by Chibasa » Fri Nov 23, 2018 9:32 am

Welcome to this first battle mighty contestants. First step of all, you'll need to choose your spawn area. All tiles colored pink are available. Will you be next to an opponent from the start??

You'll have a first PM(discord or forum depend what you pref) with infos before you can start movin. Remember to give me your choices on Discord PM.

(Another solution could be to set a Discord server for the game. You can tell me if you're up for it. Guess it would be easier and beepless.

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Active Players: (8/8)
- Zuuuraaa~ (Hanamaru) Playing
- Alexander (Nepgear) Playing
- Kholdy (Tsumiki) Playing
- Kiwi Kiwi Kiwi Kiwi (Rachel Gardner) Playing
- Toady (Tsuruya) Playing
- Vanilla (Evangeline McDowell) Playing
- Tanooki (Moffle) Playing
- tehyc (Kanzaki Aria) Playing
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Chibasa
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Location: France

Re: Chibasa's Battleground

Post by Chibasa » Fri Nov 23, 2018 6:39 pm

More details about vision and range !
MapsShow
Here a 3-range vision example
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Here a 2-range vision example
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And here a 1-range vision example
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Weapon RangeShow
Little difference since you can shot only in 8 directions.
2-range
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3-range
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4-range
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Range for weapon works the same.
Details about how rounds are working.
Round TimeShow
Each round is divided in 3 parts, your 3 actions points are affected in order.
All players first actions are taken into account at same time. Then all their second, and all their third. (Except if some died in process, their future actions are canceled).
Remember ALL actions cost 1 AP. Whatever you use. And you have 3/turn

Fighting !
FightingShow
There are two kind of attacks:
Closed combat attacks are all attacks coming from same case as the target. There are undodgeable. It can be fists, knife-like items, or even gun but on same case. They can focus a specific enemy, if attacker set a priority target (in case multiple opponent are on same tile).
Long range attacks are all attacks coming from another case than target. There are dodgeable. Attacks will focus a specific tile and touch a target at the end of the round part. They can focus a specific enemy, if attacker set a priority target (in case multiple opponent are on same tile).
Example: Chibasa use his sniper on A4 at round 1-1. Toady action in 1-1 is to move from B4 to A4. Kholdy action in 1-1 is A4 to B4.
=> Toad will be touched.
[1-1 = round-part of the round]

If multiple people are on a tile and no specific target is set (or the specific target not around). RNG will decide who get shot.
Observe action can be cast at whatever part of the round and will you give extra vision at end of the round (not cumulative).

Note: There is no inventory limit yet for this edition.
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Re: Chibasa's Battleground

Post by Chibasa » Sat Nov 24, 2018 12:23 pm

malus for search on tiles already searched isn't huge (but cumulative).
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Re: Chibasa's Battleground

Post by Chibasa » Tue Dec 04, 2018 1:33 am

Kiwi won first edition we can recruit more players this time, feel free to join !

Rules are evolving a bit. Should be ready connect at least once a day to play !
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Re: Chibasa's Battleground

Post by Chibasa » Fri Dec 07, 2018 12:34 pm

How to play:
Round start when I'm sending you a new map and update your inventory.
1 Round consist of 4 turns
Each turn you may spend up to 1 AP
All actions cost 1 AP
Survive the longer possible and be the last team/player alive !

Spawn zone:
At start of the game you can choose the tile of your departure among some pre-selected tiles. Those tiles will be colored in pink in the first map that I'll sent you. Every player have the same pink tiles.

Shrink:
Sometimes, 2 out of 4 outer lanes of the playground (so a lane and a column) will be turned into purple tiles. It will be an announcement that in 2 rounds, snails will be coming, eating those tiles, and players on em. (So you have 8 turns to escape the zone). When snails will be on tiles, they will deal some damage to every player on it, every turn. Damage will increase over the game, so you might be okay tanking em early on.

Action Order:
0. Drop extra items you can't carry.
1. Use [Non Combat items]
2. Fight/Load/Cover
2♭. Movement
3. Search/Hunt/Fish/Loot Body/Pick Up
4. Observe/Track
5. Trade

Movements now are being held at same time as all fighting actions. So if you're moving out of a tile that should be hit by a projectile, you have now 60% chances to escape it. (If the tile you're moving on, is also on the projectile trajectory, you're still hit, but dmg will be calculated based on this position instead). You can't escape attacks coming from your own tile !

Actions:
Move: Move up, left, down or right. From one tile.
Search: Search items. Get 0-3 items based on your luck. Limited to once/tile/round.
The more a tile is searched, the harder it is to find items on it.
Hunt: Search some food items. Get 0-1 items based on your luck. Can't hunt on mountains. Lower chances get good things on house.
Fish: Search some food items. Get 0-1 items based on your luck. Need be done next to a lake tile. (Higher chances to work compare to Hunt).
Use: Use an item.
Load: Reload a weapon. (Done automatically for every weapon at end of each round, unless you oppose to it).
Observe: Gain 1 extra vision on your next map recap.
Track: Get informations on a player position next map recap. You can only launch it against players visible on your last map.
You will have some tiles colored in red on next map, with your prey on one of those. Or a message indicating your prey is now far (6 range from you minimum).
Trade: Exchange all items you want with your partner. Need be on same tile. Only one player need to waste an AP on the action.
Loot Body: Get 3 items from a dead corpse on the ground. You can get less items or any if the player had not much items, or been loot already.
Pick Up: Pick up items your partner dropped at start of the round.

Red Actions can only be done once a round.

Status:
Bleed: 5 true damage each time you move.

Perks:
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Inventory:
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Main Weapons inventory can be upgraded with bags items.
Grenade inventory can be upgraded with belts items.
Traps/Food/Others [TFO] inventory can be upgraded with pockets items.

Shooting Mechanic:
If an attack comes from your own tile, you will be hit whatever happens. If an attack comes from another tile. You may not be hit if you chose to: Move or Cover, this same turn. Then you'll have only 40% chances being hit. If the tile you're moving on is also taking the same attack (example you're running away from a sniper bullet in line) and your escape is successful, you will take damage based on the new tile you're on.
Chances being hit by projectiles are increased to 65% against humans (perk). You can gain 10% escape chances with some boots.

Damage reduction are calculated with % reduction first, then flat reduction.

Cross = One main tile, and 4 adjacent tiles.

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Your bullets and projectiles follows a line and hit first target available. On map above, all purple tiles are ones that are "alone" on their line (= you only can touch this tile aiming there).
In red and pink you have trajectories that can hit multiple tiles. You can indicate you're aiming a tile by telling me N (for north) or SW (for South West) for those cases. Else just specify the tile you're shooting at.
You can choose a favorite target. If multiple people are on same tile, it will aim for it, instead of having RNG to decide their fate.

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In this example, Rem uses sniper West. Puck will be hit with dmg associated to 3 range for the weapon. Emilia is safe.

Friendly Fire is mostly limited to weapons aiming for multiple targets (ie. mines, grenade). The move will be only accepted if both members agree with it or if none smart enough to realize they're launching grenade at each other.

Range:
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5 range = Where you can be in 5 move (without considering not walkable tiles).

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3 range. (The vision you get on mountain without observing, or the range of grenade for example.

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0 range, your own tile.

Tiles:
House: 1 Vision/ good search
Desert: 2 Vision/ normal search
Mountain: 3 Vision/ bad search
Water: Un-walkable

Events:
Sometimes a loot crate might drop - First come first serve - No actions required to loot - If 2 players enter loot crate tile at the same time neither of them can loot before somebody has moved away from the tile or dies. (You only need to be on the tile alone one turn to get it).

Sometimes a storm may appear, you'll be noticed on your map 1 Round before it appears, and it will damage based on how long ago the game started.
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Chibasa
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Re: Chibasa's Battleground

Post by Chibasa » Fri Dec 07, 2018 1:06 pm

Items List
Initial Inventory: Fist (15-30 dmg, range: 0, infinite uses)

Main Weapons:
ImageImage
Other Weapons and some items:
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Equipment items:
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Bomb: Bomb will explose exactly 1 Round after you set it up. So if you activate it on turn 2, it will boom turn 2 of next round.
Mine: Mine splash damage correspond to dmg directed towards people on a tile but that did not activated it. Mine can have chances being triggered every time someone steps in the tile.
Poison Spikes: There is no poison cure in the game. So you'll lose 3 health/round (not turn) whatever you do after walking on those spikes.
Explosive Shurikens: Deal 5-10 damage, then, 20-30, trigger armors twice.
Marisa's Mushroom: Heal between -30 and 50 health. Make you gain or lose 1AP next round. Can kill you.
KFC Bucket & Tuna: Those food are 2 uses. They only take 1 space in your inventory.

Medical Folder: Reveal informations on a random (alive) enemy. (Health and Class). [It's pretty rare]
Satellite Photography: Reveal how many times each tile have been searched.
Cardinal Defense: At start of a turn, choose one direction [N, NE, NW, E, W , SE, SW, S, or unique directions]. If an attack touch you from this direction during the entire round [Works on first attack only, not for close combat attacks]: Reduce 50% dmg).
=> What I meant by unique directions is Purple tiles I used in Shooting mechanic examples. So you say "counter projectiles from 2 tiles north, 1 tile East" for example. And you'll be protected for attacks coming by this particular L shape direction (even if you move).
Reveal a line of tile from your actual position (during turn use) towards end of map. You can choose any directions.


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