Monster Girl Collectible Card Profiles: General Discussion!

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  JksAccount on Tue May 16, 2017 2:58 am

Guess so. On the bright side, however, all of the rules and stuff are still here, so somebody else could take over the GM-type role if they wanted to.

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  DrgnmastrAlex on Tue May 16, 2017 3:14 am

*nods*

It's a shame, but at least it's still there to be continued, should someone desire to do so.
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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  065227n on Tue May 16, 2017 5:23 am

I was actually going to offer to GM but I'm not sure if it would be rude. The Speed/Turn rules will probably need to be changed because I don't have the tools used to calculate them.

Not sure if the momentum is still there to finish up the Ivy fight or if it should just be a completely new battle.

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  Rdishon on Tue May 16, 2017 6:22 am

The Speed/Turn calculations/rules were actually pretty simple. Flawed, but simple.

Basically, what you did was this: turn order is determined by Speed, from high to low (so far, obvious), now, after everyone's had their turn, take the Speed value of Slowest combatant present, deduct it from everyone's, and repeat the process from the start except that characters with speed of 0 or less get no more turns. Do this until no one has any Speed left. at which point you end the round and roll back to the beginning.

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  Blastar on Tue May 16, 2017 9:37 am

It'd be great to see this game make a comeback. I think most of us were having a lot of fun. Perhaps the GM role should alternate in order to prevent burn out.
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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  JksAccount on Tue May 16, 2017 9:45 am

That seems like a reasonable idea.

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  JksAccount on Wed May 17, 2017 12:24 pm

I feel like we'll probably be abandoning the Ivy battle if we plan on playing again.

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  slayer40k on Wed May 17, 2017 12:36 pm

That's a shame, but hopefully we can start another soon

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  Nightington on Thu May 18, 2017 1:14 am

Hmm. Could be up for setting something up... Though I do feel like I'd want to put my own mechanical spin on things.

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  DrgnmastrAlex on Thu May 18, 2017 1:27 am

That'd be a shame if the Ivy battle was dropped, but I'd understand. Was enjoying the Plant girl-ified Lulu~
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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  065227n on Thu May 18, 2017 5:25 am

To survey some interest - how about everyone who wants to participate starts listing around 3-5 monstergirls they want to fight in the next battle and then I'll put the most popular ones in a Straw Poll to finalize it?

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  JksAccount on Thu May 18, 2017 5:40 am

Sounds like a decent plan. Lets see...

3 Star

Caldina
Gamer Girl
Siren

4 Star

Catherine and Caitlin
Madame Mimic
Nightmare Spirit

5 Star

Chess Queen
Mistress Zeal
Personal Stylist

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  slayer40k on Thu May 18, 2017 6:24 am

Alright so, I'd go with:

3 Star

Gamer Girl
Deneb
Zatanna

4 Star

Rafflesia Girl
Esmeraude
Kitsune

5 Star

Vilia
Personal Stylist
Mistress Zeal

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  DrgnmastrAlex on Thu May 18, 2017 3:31 pm

Succubus
Cow girl
Mecha:Grace
Morrigan
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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  Blastar on Fri May 19, 2017 11:25 am

I'll throw these out there:

  • Catherine & Caitlin
  • Caldina
  • Zatanna
  • Sadist
  • Vampiress

Also, I might be able to throw something together that will make administering the game much easier.   I'll look into it over the weekend.
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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  Blastar on Sun May 21, 2017 9:45 pm

My idea for making game administration simpler is an application that handles many of the time consuming aspects.  What I've got is fairly bare bones, but it can store game and character data, and contains an interactive game board.  Characters can be dragged and dropped around the board, and the entire thing can be exported as a PNG file.  It automatically adds blue/pink borders to character icons and updates them if the character switches sides.  Hero and villain numbers are also handled.  It can generate BBCode for the character status list that can be copied and pasted into the game thread.

Would anyone be interested in using an application like this?  If so, what features would you like to see?

Screenshots:




Sample board export:


Sample BBCode output:
Character States:

Jessica Rabbit (V1)
Health: 581 / 700
Character State: Normal.
Applied Counters: 0% Charmed Counter.
Positive Status Effects: Protect, Shell, Barrier.
Negative Status Effects: -None-

Xenia (H1)
Health: 88 / 90
Character State: Entranced, Enticed.
Applied Counters: 70% Charmed Counter.
Positive Status Effects: -None-
Negative Status Effects: Allured, Poison.

Lisa (H2)
Health: 220 / 220
Character State: Normal.
Applied Counters: 30% Charmed Counter.
Positive Status Effects: -None-
Negative Status Effects: Zombie.

Rias (V2)
Health: 180 / 180
Character State: Enslaved.
Applied Counters: 100% Charmed Counter.
Positive Status Effects: -None-
Negative Status Effects: -None-

Alexander (V3)
Health: 250 / 250
Character State: Enslaved.
Applied Counters: 80% Charmed Counter, 100% Hardness Counter.
Positive Status Effects: -None-
Negative Status Effects: -None-
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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  JksAccount on Mon May 22, 2017 4:15 am

Looks pretty good. I'm not sure how difficult it would be, but range markers for abilities and magic could be useful.

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  065227n on Mon May 22, 2017 6:18 am

Keep up the good work, it definitely seems like a helpful program.

NEXT BATTLE POLL
So there's not a lot of overlap between all the choices - these are the winners at a narrow margin of being the only ones with 2 votes.

Personal Stylist
Mistress Zeal
Catherine & Caitlin
Zatanna
Caldina
Gamer Girl


The strawpoll to vote can be accessed by clicking here!

Poll will be closed in a few days - and then we'll see if the assistant program is in a good state because otherwise it will have to be ran manually.

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  Blastar on Mon May 22, 2017 9:44 pm

Thank you for the comments.  Once I get the save/load game function working, it'll be usable.  Not perfect, but usable.  I'm shooting for Thursday evening for that.
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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  Nightington on Mon May 22, 2017 10:06 pm

Note to self, make a character for this sooner than later. I want in on this.

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  065227n on Tue May 23, 2017 7:00 am

That reminds me - I have to think of Steal items but I don't really have any ideas on that. Sorry if I disappoint any Thieves who want to take part in the next battle.

edit: Speaking of feature requests in the application, placing terrain features such as the boxes from the Gamer Girl and Fire/Freeze fields from the Black Magic skillset (not that anyone is gonna use those, lol) would be nice.

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  tilltherewas1 on Tue May 23, 2017 7:51 pm

so we should make changes to our thief builds? :p bummer

if there's enough interest i could send you guys some of the blue magic stuff i was working on with LM
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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  065227n on Tue May 23, 2017 9:55 pm

tilltherewas1 wrote:so we should make changes to our thief builds? :p bummer
Nah, it'll be fine unless you really really want to win at all costs, in which case there's probably much better abilities anyway.

if there's enough interest i could send you guys some of the blue magic stuff i was working on with LM
This brings up an issue - what's gonna happen if someone wants to make changes to the base system like abilities and spell lists? Since only LM has access to her own sticky posts.

A new "v2.0" for the Heroes topic?

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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  Blastar on Tue May 23, 2017 10:55 pm

First release is ready to share (link here).

It includes some basic functionality, which should be fairly intuitive.  The only things that probably aren't intuitive are the adding and removing of characters from the map.  To add a character to the map, click their portrait (above the Change Portrait button), then click a space on the board.  To remove a character from the board, click them and drag them off.

I've included portraits and character files for all player characters and villainesses up to this point, as well as a sample game modeled off of where the Poison Ivy battle left off.

I probably won't add to or update this until after the next game begins (unless somebody finds a major bug), but I'm open to suggestions and bug reports.
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Re: Monster Girl Collectible Card Profiles: General Discussion!

Post  065227n on Wed May 24, 2017 2:37 am

I was toying with revamping the Magic skillsets. It may or may not be too early to use them in the next battle, now that the app is out. We'll see.

Black Magic:

Bolt: Lightning. Deals 5% of Magic as magic damage to all targets in a line.
Fire: Fire. Deals 30% of Magic as magic damage to a target and inflicts Oil (double damage from Fire attacks, removed when used up). (2-turn cast).
Comet: Fire. Deals 30% of Magic as magic damage to targets in a + shape radius.
Sets the squares hit on fire, dealing 10% of Magic as magic damage to anyone on that square at the start of their turn, and to anyone who passes over that square whilst moving. Re-casting 'Comet' will move the effect to the new square. (3-turn cast).
Blizzard: Ice. Deals 30% of Magic as magic damage to targets in a 3x3 square radius.
Freezes those squares on the field, causing any target who passes over that square to lose 1 square from their maximum movement distance for that turn. Re-casting 'Blizzard' will move the effect to the new square. (3-turn cast).
Thundaga: Lightning. Deals 60% of Magic as damage to an enemy. (3-turn cast).
Tornado: Wind. Deals 10% of Magic as magic damage to all enemies on the battlefield and knocks them directly back 2 squares. (2-turn cast).
Quake: Earth. Deals 50% of Magic as magic damage to all enemies on the battlefield. (3-turn cast).
Flare: Deals 100% of Magic as damage to an enemy. (4-turn cast).
Zombie: Inflicts Zombie on a target.
Death: Reduces target's HP to 1. (8-turn cast).

Cut down a lot of the attack spells to distribute elsewhere so the list doesn't feel too samey, each element should now stand out more, gains some utility.

White Magic:
Cure: Heals 10% of Magic as Health to a target.
Cura: Heals 30% of Magic as Health to a target. (2-turn cast).
Curaga: Heals 50% of Magic as Health to all allies on the battlefield. (3-turn cast).
Life: Revives a KO'd member, healing 10% of Magic as Health to a target.
Full-Life: Revives a KO'd member, fully healing the targets Health. (2-turn cast).
Purify: Cures one Negative condition and removes 10% charmed counter from a target.
Esuna: Remove all negative conditions on the target.
Heartbreak: Target gains Heartbroken condition, becoming unaffected by the next charmed counter increase they would receive. (1-turn cooldown).
Chill: Target gains Chilled condition, becoming unaffected by the next hardness counter increase they would receive. (1-turn cooldown).
Regen: Target gains Regen condition, healing 5% of Magic as Health to a target each turn.
Blink: Target gains Blink condition, evading next non-spellbook damage they would receive.
Barrier: Target gains Barrier condition, evading next spellbook spell damage they would receive.
Protect: Target gains Protect condition, reducing hardness counters received by 20%, lasts 3 turns.
Shell: Target gains Shell condition, reducing charmed counters received by 10%, lasts 3 turns.
Wall: Target gains Protect and Shell conditions. (2-turn cast).
Mighty Guard: All Allies gains Protect and Shell conditions. (3-turn cast).
Blinding Light: Holy. Deals 5% of Magic as Damage to a target and inflicts Blind Condition.
Aero: Wind. Deals 5% of Magic as magic damage to a target and knocks them directly back 1 square.
Stone: Earth. Deals 15% of Magic as Damage to a target and inflicts Gravity Condition. (2-turn cast).
Holy: Deals 80% of Magic as Damage to a target, removes all positive conditions and deals 10% of Magic as damage for each condition removed. (4-turn cast).

Rolled all the single-target status curing spells into one and gave it more attack spells, mostly stealing the Aero from Black Mage. I still feel there might be a bit too many spells in this list.

Chaos Magic:
Gravity: Inflicts Gravity condition on target, decreasing the targets maximum movement distance by 1.
Bio: Inflicts Poison condition on target, inflicting 5% of their maximum HP as damage per turn.
Blind: Inflicts Blind condition on target, decreasing targets physical attack accuracy to 50%.
Bind: Inflicts Immobilize condition on target for 1 turn, becoming unable to move or use "Turn Away" action ability. (1-turn cast)..
Quid Pro Quo: Transfer all negative conditions from one ally to another.
Haste: Reduces an on-going cast time of another target by 1 turn (Each spell may only be Hasted once).
Slow: Increases all current cooldowns on the target by 1 turn.
Draw Wounds: Heals 30% of Magic as Health to a target, but caster take that much damage.
Meteor: Deals 150% of Magic as damage to all enemies on the battlefield. (5-turn cast).

Sort of tried to return it to a more Time Mage-like set by adding 4 more spells.

Of course there's also Blue Magic, if tilltherewas1 wants to post it.

(Also toying with a Summoner skillset - think FFX / XII.)

A general ruleset change I'm thinking of is having players lose 5 HP every turn from fatigue - this gives HP a bit more purpose and nerfs Super Speedy Glass Cannons characters a little, since they'll exhaust themselves faster than the slow tanks.


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