Post by Zeal on Apr 5, 2015 20:28:22 GMT -8
About the Loveless Battle System
In the Loveless universe we use the power of words to attack our enemies. In turn it is used in defense and to bind others. These words have affiliations to our Namesakes and the meaning of our names. We all hold some of the elements within our skills and we attend special courses to learn new skills. Units and battles are the main staples of the Loveless Series. The same applies to here! Here I will break down how a battle is fought and what you can and can not use. This is a refresher to those who are familiar with the field of battle and a crash course to everyone.
The need to battle
This is in a unit's blood. For a Fighter the need to show dominance on the battle field and keep all skills sharp and your tongue relentless causing the others to submit. For a Sacrifice it is the need to show your intellect and constricting skills causing any to submit to your demands. Every person has an itch or reason to fight and this place is no different. In order to have a fight you must contact the Admin and the other parties involved. You must state the units involved or characters if they are not full units and the location. Once all parties agree to the clause you all will discuss who will win and how long you would like your battle to be. You can state pages or you can state until a character runs low or is completely bound. You don't have to discuss skills or anything along those lines. That should be everyone's element of surprise. Once the parties come to an agreement you will get an okay from the Admin and you can start your post.
Depending on the battle type there may be a special icon on the map. Staff is reading this battle as well and all members. Based on location guests may be reading as well. A battle ends when a character is incapacitated or can no longer function. A complete binding is done or if a character forfeits the match. Staff will watch carefully and discuss the contents in PM while the match goes on. If things turn out different we will correct it and set it on the correct path. As you all battle you should have your PM system up as well to hold discussions as this continues. This prevents misunderstandings from occurring. Once the Battle is over the outcome will be displayed in the results menu at the bottom of the map.
Namesakes
Every name has many meanings. What you choose your name and it's meaning should some how be reflected in your spell battles. Lets say your Unit name is Heartless and your definition is one without a care for anyone. You have a special skill designed by your unit that only you can use called Skipped Beat. As a unit you bound it to an earth skill and it causes a disrupt in any upcoming spell. Your next attack your unit calls upon is Heartbreaker. You set it to darkness and it acts like an arrow which pierces the sacrifice causing a bind to appear. Each spell based on your name should be taken into consideration and set to an element. Every spell should have an element association. No worries if an element you use is not made yet. It will over time as the donations are made. Make something based on your name but feel free to use any of the common spells available to you.
Affiliations
Every skill has an affiliation to an element. Sound, light, poison, water, lightning etc. The list of possibilities is massive due to combinations. These affiliations will base what you are weak against, strong against and what you can cancel out. Your names are the biggest clues and your skills affiliation is the next. The skills you have will be under a certain element. How ever many times that element shows up in your skills it may very well be your main element. No worries if the element is not discovered yet. When it is you can try to become part of the master list and gain perks like special title badges and more. If you want to change affiliations you will be rewriting skills and that requires your unit to head to the Academy. They must enroll. Affiliations play a major role because you may be stronger or weaker than your enemy. Some things they can and can not do to you.
Common and Namesake Skills
Common skills are the ones you find in the common skills area. All units and solo players can use these skills. The 4 main elements are as follows: Fire, Water, Earth, and Air. These main four anyone can use the common skills without having to be taught at the academy. Darkness and Light are the common but unknown skills available as well. They have very little skills available to use due to them being the unknown skills. When a new common skill is unlocked and you would like a unit to use it you have to place them in training at the academy for a month. A member from Research and Development will teach you how to best utilize this skill with your unit. Afterwards you are free to use the Skill in the battle field. It is not mandatory that you learn all new skills that come out. You have a certain limit of known skills and others you have to erase in order to gain new ones. Skills will be discussed in a later topic.
If a new element is discovered and your character/unit had it before your profile was approved then you can have them learn the basic skills at the Academy. This course takes 2 weeks to complete. If you want to learn a specialty skill in the list you never had that takes up to a month in the Academy. A learning curve may be active so time can increase or decrease so pay attention to the first post. A new element takes time to develop compared to skills and other perks. So if your element is not there be patient because you never know if it will be next in development.
Namesake skills are the ones that can not be used by another unit. These are personal skills you and your partner come up with to use in battle. These skills reflect the name, meaning, and what element you associate it with. This list is very important to come up with so no common skill will be used as something similar. You must submit the list you have in to the Staff by PM so they can over look it and approve it. Some Namesake skills can be tied to more than one element. For 2 will be the max one skill can tie into.
Example: Melody has a common attack skill called Whispers Light. It's main Element is light so only darkness can negate it. But they added water to it as an effect which gives them some health back. +30 points of health for that usage. Cool down is about 2 turns.
Names and affiliations should tie into the name/meaning. If you would like help with this aspect please contact a Staff member and we will assist you.
Setting up for Battle
To battle you must be aware of what you are. Fighters are the wordcasters. The brawn of the unit who attacks and tries to dominate the field of battle all while protecting their partner. Some use weapons as extensions in their battles and others are raw users. Using just their hands and feet with their spells to get you to back off or lose to their will. Sacrifices are the tacticians the commanders of the battlefield. The fighter must obey the command of their sacrifice in order to win in the fight. There is an affinity bar for every complete unit. This bar will determine just how much you are in synergy with each other. The higher the synergy the better results you will bare. Your attacks will be strong and your bond will be much harder to break.
At this stage you should be be familiar with your unit skills and your phrases for initiating/disengaging battle. Have your skills ready and your characters then your true test begins. Before you start be sure you are prepared for battle. If anyone is suffering from an illness or condition be sure to send them home or to a specialist in order to recover. Doing multiple battles without getting treated can and will hamper your fighting skills and your unit's ability to survive longer.
Initiating Battle
Once the Admin or other Staff members are informed of the units engaging in battle and you are approved the battle shall commence and it should be initiated. Initiating a battle is calling it a legit or fair battle to count towards your win counts and currency. Without this no battle is legit and you will not gain currency. The initiation usually is a phrase the unit comes up with that stated their namesake in it. Once the first team starts the battle the other must engage and do the same making it official. Depending on the battle the icon on the map may be small or big.
Battle Mechanics
Once the battle begins it is a well thought out turn based battle. You use your namesake skills and common skills in the battle to help get your opponents down to defeat or bind the sacrifice in the 5 chains for the win. Some skills have a cool down attached to them so be sure you know what skills you want to use and when.
Sacrifice: You survey the battlefield and issue the command to your fighter on what you want to happen next. There is a distance between your unit and your opponents. It is like playing chess in a way or the biggest game of chance in your life. You want to issue a command to save your unit time and less pain so choose wisely on a barrier, attack or effect spell.
-If you were ambushed solo then you have to use your Submit skills over and over until the fighter or unit wears down. Using your telepathic skills to drain the other sacrifice is important. If you can get the fighter to submit to you the fight will end. If you manage to get the sacrifice to stand down they will end the fight. You can not cast spells so keep this in mind.
Fighter: You attack for your unit and you protect your sacrifice with your very life. You want to prevent as much injury as possible. Your goal is to win the fight by binding the opponents sacrifice in their 5 chains. You also can wear down the fighter until they can no longer fight or the unit forfeits the match. You say what you want and what you want to happen.
Example: "Rise flames of Astroth and consume them in your hellish embrace: Hells Pillar!" -Causes damage to the sacrifice and fight in a pillar of flames. Strong flames may burn some clothing. Causes exhaustion for 3 turns.
This causes the flames to rise out of the earth and acts like a flaming tornado to the unit before you. Hells Pillar is an Area of Effect skill so it consumes both of them. Single Attacks hit only the sacrifice. Knockbacks hit only Fighters causing them to lose a turn. Area of Effect hits the unit and their surroundings. In this case the things that easily burn will do so unless a Territory Effect is active related to Water. Some skills require your character to be at a higher level in order to use single word spells. Some spells don't require a phrase like Speed, Jump and Dodge. Complicated ones that last for more than one turn may have to have a phrase. Like Ice Storm or Black Ice. Remember you want to bind the sacrifice in order to win or cause the fighter to wear down.
-If you are ambushed solo your skill attacks are halved. Your best bet is the escape skills in order to avoid battle. If you can not escape be ready to fight and bind the Sacrifice. If they wear down your mind you will lose. If it is just between fighters you have to pull out the punches and use your skills as best as possible. Some fighters even get physical in this attaching skills or spells to their weapons. A dagger may have Snake Venom attached to it. If you are stabbed with this skill active you will be poisoned and require medical treatment at the hospital. You win if you Escape successfully, bind the sacrifice, or defeat the fighter.
Disengaging the Battle
The sacrifice must be bound, the unit has forfeited, or the fighter can no longer fight. If your team is about to place the last bind on the sacrifice you should use your complete bind spell phrase to seal the deal. The battle will end and you gain a point of victory. If the team forfeit then there is no need to state an end phrase. If you know the last spell will finish the fighter off then say the end phrase right at the end of the spell. It will strike and end the match. This tells the members the battle has been won and the Staff will sit and determine the points to give. All status ailments will be announced along with damages and such. You total amounts of currency will automatically be added.
This is how the battle system runs as far as this site goes. It is a work in progress as well so this may be altered at a later time. I anything is changed there will be an announcement of it. I you have any questions please contact the admin or any of the staff. Prepare your spells and get stronger after each battle. Good Luck Units~