Martial arts masteries, masteryskills and work like a pro!

Post your ideas etc. about guilds and races here.

Martial arts masteries, masteryskills and work like a pro!

Postby Punishment » 20.08.2012 16:01:21

I seem to have lost the original somewhere, but reposting the parts I remember to this topic.

The first thing is that there is no "main/sub guilds" where you can advance, this is a thing of its own, sort of like professional guilds are now.

Of course, there would be a guild where you can get levels up to some point, but requirements are strictly based on the skills/tecniques/combinations you master.

When one advances a level, he/she can purchase a new "tool" to learn or a "combo" to combine attacks or a technique to use tool aswell as an option to use the learned stuff
to different targets (head, torso, hands, feet etc etc).

So what makes this unique? Try learning double front knuckle punch to head when you get 1% of tool(knuckle)knowledge, 1% combination knowledge and 1% targetting knowledge in the tool/tech/combo.
After that, make use of it by killing monsters, learning more of the skills when finding new kind of monsters, maybe after a level or ten add a roundhouse kick to it... I mean man, this is a hell load of work for anyone.

Okay, to the numbers. According to my knowledge there are roughly 100 usable tools in human body (might be more in other races *gasp*). Similarly thinking there are perhaps another 100 targets to the tools in a (human) body.

It is obvious, that an effective combination in a battle can not last longer than the str/stamina/other attributes allow, hence trying to use too many techniques in a combination might probe lethal to a fighter. Normally I'd say up to ten, for a basic handshake is ALOT.

Ok, that sounds insane amount of work for even the simpliest of skills right? So, you can learn them by fighting unfamiliar opponents, pkilling other players... the (predefined) skill-challenge determines how much you get bonuses for it when fighting. You can also read books, examine scrolls, spy masters etc etc to get some more knowledge to the studies, maybe even speeding up an induvidual one.

And when we talk about the books... Would it rock to write your memoirs and pass your knowledge to your minions at ease? Well, some of it atleast, since no physical skill can be learned only from the books!

Then we come to weapons... There is a staff idea which would fit in to this nicely, (viewtopic.php?f=21&t=8402) though it is not said, it can not be extended to other eq and even further to blacksmith/tailor/something professions.

This idea will be continued later, if you happen to find the original (I do recall posting it to someone), please add it here. This is basically short and crappy explanation.
~= Puni =~

"Nothing says I love you better than a blowjob in the morning"
Punishment
 
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Location: SUOMIPERKELE!

Re: Martial arts masteries, masteryskills and work like a pr

Postby Suhis » 20.08.2012 21:17:34

/////////////////////////////
// Puni's ideas of a guild //
/////////////////////////////

Location:
Special area, temple of some sort. Somewhat large.
Includes various quarters for various tasks from
the guildmaster
Requirements:
Anyone can join.
Only human race allowed.
Special features:
No exp in skills
No exp in levels
No equipment can be worn while in guild.
Training gains skills.
Levels raise with a table of skill-%s
Two belts, white and black, table of skills needed to get black.
(IE, 70% of each skill)
An evalution test is a series of repeated skills in right order,
and if passed, next level is gained. If player does not know a
skill, it is automatically rejected from the test.
In the beginning only few skills are shown until next test.
Also, the guildmaster announces when the student is ready for a
test.
Guildmaster:
Teaches basics, says the skill and player has to repeat it.
Enough repeatition -> skill raises.
Maximum of 20% per skill can be trained in the guild training
area and after it it is possible to move to realms of Winterkill
Procedure:
Find temple, leave items to safe, see the skills available, train
them to certain percentage, then see if more are available etc etc
until all avail skills are @ 20% +random 'hyväjätkä' bonuses to some.
The to the outerworld fighting normally, raising skill percentages
slowly higher and every now and then going back to the temple for
evalution tests.
Damage:
The damage of skills is minimal, and the combinations, used in right
order raises the damage. Finding right combinations to use in battle
is essential for the damage, but on the other hand all skills must be
EXCELLENT to reach black belt. As in, trigger heaven for the damn
botters. Also, the damage of skillcombinations is dependable on the
skillarray. The 'perfect' combination is prevented by special
attributes developed in the temple training ages. Random also.
Skills:
Plenty of skills are created and added to the guild. Skills include
blocks from all eight directions and head, middle and low heights.
Every hand technique is separate, aswell as the foot techniques.
There is a variety of stances naturally which affect the optimal
skills used in battle. IE, defensive stance allows blocking,
offensive more powerfull combinations. Agility is tested in circling
around the foe and dramatically affects the execution of skills.
Round appraisal of skill amount around 200, should keep peeps busy.
Usage:
Skills are used like the normal skills and are mostly 1 round ones.
Exception to this is the beginning of the fight, where player can
decide which ones used. Stun/fumble/random/too big combo/too low
skill percentage/etc naturally fucks up the combinations. Also the
stance needs to be changed during battle, perhaps to make it
automatically change with higher spell percentage.
Other:
List of skills concerning hits, strikes and blows aswell as stances
coming up...
Changing the effect of skills, table,
coming up...
Suhis
 
Posts: 180
Joined: 31.01.2004 13:31:16


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