"No great mind has ever existed without a touch of madness."
~Aristotle

Thursday 7 December 2017

Les Scélérats (aka the X-Men game design which needs a Total Recall)



I swear the Total Recall running gag is getting lamer with every run. But still, I can't stop laughing at my ability to do the occasional retcon like Capcom and DC.


I need to be fair, though. Like how DC has the tendency to retcon itself into no man's land (or no woman's land, depending on whether you're a Wonder Woman fan), Marvel has given its fans their own fair share of WTH moments. For every retcon, there's always a convolution. I don't know how many alternate universes DC has so far, but Marvel indeed got tons of them (arguably the most famous one being the Age of Apocalypse universe where I actually like the fact that Kurt Darkholme was an anti-hero unlike his Earth 616 self). The most amusing decision from Marvel (not that I'm complaining anyway) was killing off Nightcrawler (i.e. Earth 616 ver), only to rez him 11 years later (i.e. he died at 2003 and was rez'd at 2014).

With that being said, the ability to auto-rez means something for Marvel to work on. No, I'm not joking. Kurt really has that weird auto-rez ability in-plot now (although it's only shown once and no one knows how that thing works).
Any wager on Amanda Sefton having a hand in the whole auto-rez deal? After all, she's still alive. Well, technically speaking that is.

Things to be DC'd
Firstly, I need to fix the Infinity Gems system. When I look back at it, the whole thing now seems terribly broken. More specifically, I might have created a convoluted mess. The more I tried wrapping my brain around it, the more it didn't feel right.

Secondly, I need to fix the stat parameters. Unlike the Infinity Gems system, the reason lies in trying to be consistent with the powers-that-be. In other words, I'm going to change the attributes to the list below:
Intelligence, Strength, Speed, Durability, Energy Projection, Fighting Skills

Thirdly, the so-called class system needs a Total Recall (or Total DC depending on whose side you're on). Actually, there's no point for me to do the class system now. Total Recall/DC or not in the future, only time will tell. Or Ulysses Cain for that matter.

Stats (and what they exactly do)
I'm going to simplify the whole thing. Every attribute will affect two stats. Which means there are twelve stats in total (i.e. 2 x 6=12). The attributes and stats are elaborated as below.

Intelligence:
Affects the hero's ability to analyze the situation and read the opponent's moves during combat.
Stats involved-Critical damage (5% per point in Intelligence) and critical hit chance (5% per point in Intelligence)

Strength:
Affects physical damage dealt by the hero against any opponent.
Stats involved-Physical damage (10% per point in Strength) and physical critical damage (5% per point in Strength)

Speed:
Affects the hero's mobility and the ability to dodge.
Stats involved-Evasion chance (5% per point in Speed) and movement speed (10% per point in Speed)

Durability:
Affects the hero's physical fortitude against all sorts of injuries.
Stats involved-Maximum hit points (4000 per point in Durability) and damage resistance (10% per point in Durability)

Energy Projection:
Affects the hero's power control and non-physical damage dealt.
Stats involved-Power usage (5% reduction per point in Energy Projection), non-physical damage (10% per point in Energy Projection)

Fighting Skills:
Affects the hero's fighting technique.
Stats involved-Deflection chance (10% per point in Fighting Skills) and critical hit chance (5% per point in Fighting Skills)

What does what: Further stats breakdown 
Critical damage: Default critical damage is fixed at 250% of normal damage dealt. Any critical damage bonus will be added to this amount.

Physical damage: The most common form of damage in the game. Effective against non-mech enemies, but least effective against mech enemies. Physical damage attacks do not require using the power gauge. Physical damage can be dodged or deflected.

Non-physical damage: Such damage can either be energy, psionic, or telekinetic. All non-physical damage attacks require using the power gauge.

Energy damage: Highest average damage in the game. Especially effective against mech enemies. Non-mech enemies take additional burning damage after being hit. Energy damage attacks carry a base critical hit chance of 20%. Energy damage cannot be deflected.

Psionic: Average damage is the same as physical damage in the game. Non-mech enemies deal 10% less damage and take 10% more damage after being hit. This effect can be refreshed by continual psionic damage. Mech enemies, however, are immune to psionic damage (i.e. they do not take damage and are unaffected by the effects). Psionic damage cannot be dodged or deflected.

Telekinetic: Average damage is the same as physical damage in the game. Instead of dealing psionic damage, telekinetic damage works like physical damage with the difference being that it is equally effective against mech enemies. Telekinetic damage attacks carry a base critical hit chance of 10%. Telekinetic damage cannot be dodged or deflected.

Evasion: Chance of automatically dodging an attack without taking damage. Keeping a distance from the attacker will improve the chances of an evasion by 5% to 15% depending on the distance. At the same time, evasion chance will decrease by 2% per attack beyond the first if simultaneous attacks are dealt.

Movement speed: Whenever the hero is moving, evasion chance will increase by half the movement speed in terms of percentage. The same amount of percentage bonus also applies to damage resistance.

Deflection: Chance of blocking an attack. Unlike evasion, deflection cannot be modified via movement speed. Against low to mid damage attacks, successful deflection will result in no damage taken. Against higher damage attacks, successful deflection will result in half damage taken instead.

Level up, no XP, and... this?!?
Upon levelling up, the hero will not see an upgrade in the attributes and stats. Instead, two things will happen.

1. The hero's attacks will increase in damage.

2. The hero's mutant ability will cost less to use.

3. The hero's superhero powers will have better efficiency. However, they will use up more of the power gauge as a result.

4. A default X-Treme Team-up attack can be unlocked once the hero reaches level 30.

5. Omega Drive attack can be unlocked once the hero reaches level 50.

6. Gem points will be given per level up.

So what are gem points, one might ask.

Infinity Gems: What they do and why Thanos wanted them so badly
Infinity Gems now confer certain bonuses to the respective heroes instead of giving some sort of super-charged bonus powers. In order to use them, you need to complete a certain quest with any hero (one will do). Afterwards, visit the relevant NPCs (e.g. Scarlet Witch in the X-Mansion, Iron Man in Avengers Tower, and Valkyrie in Asgardia) for an upgrade. Please note three things:

1. In order to enable any upgrade, you'll need sufficient gem points.

2. To ensure the upgrade is done, you'll need to pass a test offered by the relevant NPC. Please note that any test given doesn't necessarily require victory so long the stated requirements are completed. Victory in this case, however, will result in bonus gem points upon turning in the test result to the NPC.

3. You can only use the gem points upon unlocking the option to use the Infinity Gems. By my own estimation, it should be via a quest given at level 25.

Gem points are used to power the Infinity Gems. Because absolute power corrupts absolutely (which may explain why Thanos is so crazy), only one such gem can be allocated to each hero. There are 4 tiers to each of the Infinity Gems. They are listed as below.

Power:
Tier 1-Grants the hero 2% chance of invulnerability upon hit or when being hit. This effect lasts for 3 seconds and has a cooldown period of 60 seconds.

Tier 2-The chance of triggering this effect is increased to 5% and the effect will last for 5 seconds.

Tier 3-The chance of triggering this effect is increased to 15% and the effect will last for 10 seconds.

Tier 4-Any critical hit or effect triggered by the hero will result in increasing both Strength and Durability to the maximum score of 7. This effect lasts for 3 seconds and has a cooldown period of 60 seconds.

Time:
Tier 1-Once every 60 seconds, the hero has 2% chance of looking into the future. All of the hero's attributes are increased by 1. This effect lasts for 3 seconds and has a cooldown period of 60 seconds.

Tier 2-The chance of triggering this effect is increased to 5% and the effect will last for 5 seconds.

Tier 3-The chance of triggering this effect is increased to 15% and the effect will last for 10 seconds.

Tier 4-Any critical hit or effect triggered by the hero will affect all relevant targets on the map. 

Reality:
Tier 1-Once every 60 seconds, the hero has 2% chance of using powers and attacks at no power gauge cost. This effect lasts for 3 seconds and has a cooldown period of 60 seconds.

Tier 2-The chance of triggering this effect is increased to 5% and the effect will last for 5 seconds.

Tier 3-The chance of triggering this effect is increased to 15% and the effect will last for 10 seconds.

Tier 4-Reality Gem effect applies to all allies with the chance of triggering set at 4% and effect duration lasting 5 seconds.

Soul:
Tier 1-Grants the hero 2% critical hit chance bonus, 5% critical damage bonus, and the ability to deal psionic damage equivalent to 8% of damage dealt upon hit.

Tier 2-Psionic damage dealt this way is increased to 12%.

Tier 3-Critical chance is increased to 4%; critical damage bonus is increased to 7%.

Tier 4-The hero is immune to psionic damage.

Mind:
Tier 1-Grants the hero the ability to deal psionic and telekinetic damage at 5% of damage dealt upon hit for psionic and 5% of damage dealt upon hit for telekinetic.

Tier 2-Psionic damage dealt this way is increased to 8%.

Tier 3-Telekinetic damage dealt this way is increased to 8%.

Tier 4-All allies in the map gain +1 to all attributes.

Space:
Tier 1-Whenever the hero deals critical damage, all opponents on the map take damage from the same attack. This effect has a cooldown period of 60 seconds.

Tier 2-Critical damage caused by this effect is increased by 10%.

Tier 3-Critical damage caused by this effect is increased by 10%.

Tier 4-Critical damage caused by this effect is increased by 10%.

Oh oh...
I suddenly realised I got nothing else to write. It's like... yeah, my brain is a blank. In fact, above post was written way before today over a span of... well, a few days. Which means perhaps I should have upped this before that.

Therefore, let me up a few vids before ending this post. The reason why being that I realised Nasuverse is the same as Marvelverse as in they both thrived on the concept of multiverse.

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