1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
Dismiss Notice
Vote for us!

Remember to vote for ZEJ at our Top RP Sites page! You can vote only once daily, so make sure to do so and help us reach the top!

DISCUSSION Statistical Battlefields

Discussion in 'Roleplaying Discussion' started by CerberusLycan, Apr 17, 2015.

  1. With the upcoming Statistical Tournament in mind, a question which occurred to me was how interactive the battlefield should be in a statistical battle-- how much it should be able to affect the battle in a competitive setting. On one end of things, you can have an almost blank grid with little to nothing to interact with (a Final Destination-esque setup, if you will), and on the other end there are hypothetical fields which can entirely change the goals of the combatants in exchange for advantages (imagine a sort of 'king of the hill' setup as an example, which provides buffs to the team who maintains a set territory, giving everyone a new objective to fight over). Both are theoretically viable for a competitive setting, really, although implementing anything near either of the poles means shifting the focus of what the competitive setting is testing. The open and blank battlefield cleanly pits the statistical units against each other, while the, shall we say, mechanically convoluted one can test a different kind of strategy instead of just mashing your Player Unit against the Enemy Unit, although the more intrusive the mechanic is, the higher risk it runs of altering the meta of the fight such that different kinds of statistical units innately gain a distinct advantage (a Unit which involves setting up zones of power, for instance, would preternaturally double down on advantages gained in the 'king of the hill' setup).

    It can boil down to personal preference, in the end. In the previous Statistical Tournament, we had a field which only had a few large obstacles. I'm confident in saying I think we're due for a complete Tournament without noticeably gimmicky grids, but do you think this Tournament could use just a bit more interactivity in the battlefield, like the map used in a spar with a panda?
     
  2. Okay, so...

    I think that, like in the Smash Bros. series, there is a time and place for interesting, interactive battlefields, and there is a time and place for balanced, non-interfering battlefields as well.

    In my opinion, in an actual statplay, it's best to give the players the opportunity to interact with their surroundings in a way they see fit. Can they set that shrub ablaze and ignite adjacent greenery to create a wall of flame? Sure, if their magic is strong enough, why not? It should be about creative applications of their skills, just as much as freeform roleplaying is. I like providing interactive battlefields for players to exist in, and breaking away from the traditional 'grid' shape. Thinking outside the box-shaped grid is integral to the statplaying experience. It's what makes it about the "playing" aspect. Interesting, interactive environments are what make it more free-flowing than just playing a game like Final Fantasy Tactics.

    That side of things is sorely underexplored, though. Often, we typically just look to the GM to lay out the framework of what can or can't be done in the form of "Trigger Commands." I like Masq's approach on this, in that it isn't always necessary to have the Game Master show all the cards -- if you're given a vending machine, it can be made obvious that you can put in <x> money and have a soda pop fall out to put in your inventory. It might be less obvious that a sufficiently-strong character can pick up and chuck the machine at an enemy! The GM doesn't necessarily have to lay that out, but why wouldn't you be allowed to go for that sort of thing? The reason we have human Game Masters is to allow and facilitate these sorts of environmental interactions in an organic way. If it makes sense, it should be allowed.

    There is also something to be said for balanced arenas though. In a formal tournament setting, I think it's important that there exists a good array of balanced arenas that mitigate complicating or potentially advantageous factors for one party over another. Good examples of this are the 'Dream Pillar' arena in my first run of the Tournament, or the Crystal Underground arena I adopted from @Shadow for the spar between Giga and Kuori -- both parties could make use of the bonus (Absorb Mana from Crystals) or deny the other from using it (Destroy the Crystals). Either no bonuses/penalties should exist, or they should be open to both players to capitalize on. That is, in my mind, good and balanced design.

    In a 'spar' situation, it's fine to let people get creative and apply the battlefield in a variety of different ways. To this end, I think of the Cult of Ustream's characters in an informal spar setting; they often use the environment differently from battle to battle if they can, as opposed to simply engaging each other head-on. Another example would be the Anime-Style Battling League in contrast with the main series Pokemon games. Sure, in "real" Pokemon, you can't target the environment and use Psychic to levitate a segment of broken pillar to crush your flying-type opponent, but in the ASB it's totally and perfectly legal, GM-permitting.

    This is where the 'playing' aspect comes into, well, play (heh). Just because there are statistics attached doesn't mean the system goes entirely rigid, but there is still some degree of structure and logic.
     
  3. RE: ITT POST COOL MAPS

    THREAD HIJACK
    This is now a spiderman cool maps thread.


    { } { } {p} {p} { } {p} {p} { } { } A
    { } { } { } { } { } { } { } { } { } B
    {p} { } {C} { } { } { } {C} { } {p} C
    {p} { } { } { } ( ) { } { } { } {p} D
    { } { } { } ( ) [ ] ( ) { } { } { } E
    {p} { } { } { } ( ) { } { } { } {p} F
    {p} { } {C} { } { } { } {C} { } {p} G
    { } { } { } { } { } { } { } { } { } H
    { } { } {p} {p} { } {p} {p} { } { } I
    -1---2---3---4---5---6---7---8---9-


    {C} { } { } { } {C} J
    { }  ~   ~   ~  { } K
    { }  ~   ~   ~  { } L
    { }  ~   ~   ~  { } M
    {C} { } { } { } {C} N
    -1---2---3---4---5-


    {C} -- Column: A jagged column stretching into the skys. All four of the pillars are wrapped in magically conductive chains near their summits.
    All attacks of an element that hit a {C} cell apply to everyone on the secondary map.
    TRIGGER COMMAND: Climb: Climbs to or from and adjacent cell of the column on the secondary map.

    {p} -- Pit: A near bottomless pit filled with a horrifying substance.
    Characters who cross a Pit cell are removed from the arena and inflicted with random status effects.
    There is a 20% chance of escaping by consuming a move command, and 30% chance with an action command.
    Only self or infinite range skills may be used to or from in the pit.

    ( ) -- Mound: This area of the map is slightly slopped up from the rest of the battlefield.
    Costs 2 move to enter from { }. 
    All ranged skills or effects gain +1 range to { } cells. (Excepting "adjacent cell" range)
    All ranged skills or effects lose 1 range when coming from { } cells. (Excepting "adjacent cell" range)

    [ ] -- Mound Top: A Platform sitting atop the large dome, giving a good view of the battlefield.
    Costs 2 move to enter from ( ). 
    All ranged skills or effects gain +1 range to ( ) cells. (Excepting "adjacent cell" range)
    All ranged skills or effects lose 1 range when coming from ( ) cells. (Excepting "adjacent cell" range)
    All ranged skills or effects gain +2 range to { } cells. (Excepting "adjacent cell" range)
    All ranged skills or effects lose 2 range when coming from { } cells. (Excepting "adjacent cell" range)
     
  4. I agree with Eebro.  Any two characters can fight each other straightforwardly but seriously how often is that done in other series from any media (i.e. movies, shows, video games, etc.)?  There's always something interfering with the battle in some way shape or form.  Obstacles to seek shelter behind.  Hazards that need to be dodged or avoided.  It adds a significantly higher element to the battle at hand.  Anyone with a one-track mind can perform in a fight where the battlefield is clear of such things, but only the one who can work their imaginations and use their skills in more ways than one can succeed in a harder setting, and I think that's the path that should be pursued.  We need to encourage people to think more.  I mean they already have their own set character mechanics; they know how it works, what skills are supposed to be used, and when and how to use them.  Throw a wrench in their plans!  Make them worry about more than just their opponent.  It makes things challenging.  You either adapt to your surroundings or you fail.  I think that's how it honestly should be.

    And what Eebro was saying about the vending machine thing.  I have a role play on Eternal Dream called ReCreation that has been exhibiting a huge degree of environmental interaction freedom for the players based upon things such as a character's STR to determine what they can lift and toss, a character's flexibility and agility allowing for such feats as leaping over things, and a character's size allowing for smaller characters to hide beneath objects or in small places and for large characters to plow through enemies dealing damage.  It's real that way, or at least more so.  I mean it's a fantasy setting but there are still things that should be kept in mind to give things a realer element.  That's my two cents on the matter anyway.  Do with it what you will my lovelies.
     
  5. Elemental Collide

    { } { } { } { } { } { } { } A
    { } { } { } { } { } { } { } B
    { } { } { } { } { } { } { } C
    { } { } { } { } { } { } { } D
    { } { } { } { } { } { } { } E
    {o} { } { } { } { } { } {o} F
    { } { } { } { } { } { } { } G
    { } { } { } { } { } { } { } H
    { } { } { } { } { } { } { } I
    { } { } { } { } { } { } { } J
    { } { } { } { } { } { } { } K
    -1---2---3---4---5---6---7-


    Cell Legend

    { } – Team 1 Starting Zone

    { } – Team 2 Starting Zone

    { } – Elemental Zone
    ---Replaced by one of the elemental zones shown below at the top of the battle; both zones cannot be the same elemental.

    {o} – Elemental Key Sphere 1
    ---If adjacent, the unit gains access to Trigger Command: Elemental Shift which changes the Elemental Zone on the North side of the battlefield. Cooldown 3 Turns. Cannot be used on the first Team Phase.

    {o} – Elemental Key Sphere 2
    ---If adjacent, the unit gains access to Trigger Command: Elemental Shift which changes the Elemental Zone on the South side of the battlefield. Cooldown 3 Turns. Cannot be used on the first Team Phase.

    [Elemental Zones currently in the works. Check back later.]

    { } { } { } {~} {~} {~} {~} A
    { } { } { } { } { } {~} {~} B
    { } { } { } { } { } { } { } C
    { } { } { } { } { } { } { } D
    { } { } { } { } { } { } { } E
    {o} { } { } { } { } { } {o} F
    { } { } { } { } { } { } { } G
    { } { } { } { } { } { } { } H
    { } { } { } { } { } { } { } I
    {~} {~} { } { } { } { } { } J
    {~} {~} {~} {~} { } { } { } K
    -1---2---3---4---5---6---7-


    { } – Heat Cell
    ---Increases Fire Damage Output by 10% and decreases Ice and Water Damage Input by 10% while occupying.

    { } – Fire Cell
    ---High Chance of Burn if occupied. Can be transformed into a Heat Cell by an attack of the Water/Ice Elemental. Spreads to adjacent cells if hit by an attack of the Wind Elemental.

    {~} – Lava Cell
    ---Immediate 15% Max HP Fire Damage and a High Chance of Severe Burn if occupied. Can be transformed into a Heat Cell an attack of Water/Ice Elemental followed by an attack of the Wind Elemental.

    {~} {~} {~} {~} {~} {~} {~} A
    {~} {~} {~} {~} {~} {~} {~} B
    {~} { } { } { } { } { } {~} D
    { } { } { } { } { } { } { } E
    { } { } { } { } { } { } { } F
    {o} { } { } { } { } { } {o} H
    { } { } { } { } { } { } { } J
    { } { } { } { } { } { } { } K
    {~} { } { } { } { } { } {~} L
    {~} {~} {~} {~} {~} {~} {~} N
    {~} {~} {~} {~} {~} {~} {~} O
    -1---2---3---4---5---6---7-


    { } – Shallow Water Cell
    ---Increases Water Damage Output by 10% and decreases Fire Damage Input by 10% while occupying. Cannot be frozen by an attack of the Ice Elemental.

    {~} – Water Cell
    ---Decreases Move by 1 Cell while occupying. Units occupying this cell have access to Trigger Command: Dive to increase evasion by 20% for the next turn but this must be the first and only command used on that turn. Units that leave these cells may be subject to Wet. Can be frozen by an attack of the Ice Elemental.

    {~} – Deep Water Cell
    ---Not normally occupiable. Chance of Drown if occupied. Units that leave these cells are subject to Wet. Can be frozen by an attack of the Ice Elemental.

    { } { } {v} { } { } { } { } A
    {/} { } { } { } { } { } { } B
    { } { } { } { } { } { } {<} C
    { } { } { } { } { } { } { } D
    { } { } { } { } { } { } { } E
    {o} { } { } { } { } { } {o} F
    { } { } { } { } { } { } { } G
    { } { } { } { } { } { } { } H
    {>} { } { } { } { } { } { } I
    { } { } { } { } { } { } {/} J
    { } { } { } { } {^} { } { } K
    -1---2---3---4---5---6---7-


    { } – Breezy Cell
    ---Increases Wind Damage Output by 10% and decreases the accuracy of projectile-based attacks by 10% while occupying.

    {^} / {>} / {v} / {<} – Zephyr Current Cell
    ---If adjacent, the user gains access to Movement Command: Ride the Current to move up to [User's Move + 5 Linear Cells] from the Zephyr Cell's position. Costs a unit's Move action but not their act action. If a unit is knocked into a Zephyr Cell, they are thrown to the opposite end of the battlefield.

    {/} – Turbine Lever Cell
    ---If adjacent, the user gains access to Trigger Command: Activate Turbines which causes targets in line with Zephyr Current Cells to get knocked up to three cells away in a random direction from their position. 3 Turn Cooldown.


    { } { } { } { } { } { } { } A
    { } {m} { } { } { } {m} { } B
    { } ( ) ( ) { } ( ) ( ) { } C
    ( ) ( ) { } { } { } ( ) ( ) D
    ( ) { } { } { } { } { } ( ) E
    {o} { } { } { } { } { } {o} F
    ( ) { } { } { } { } { } ( ) G
    ( ) ( ) { } { } { } ( ) ( ) H
    { } ( ) ( ) { } ( ) ( ) { } I
    { } {m} { } { } { } {m} { } J
    { } { } { } { } { } { } { } K
    -1---2---3---4---5---6---7-


    { } – Steady Rock Cell
    ---Increases Earth Damage Output by 10% and decreases Lightning Damage Input by 10% while occupying.

    ( ) – Crevice Cell
    ---If a unit is knocked into a Crevice cell they must spend both act and move actions to get out. Float/Flight ignore this cell entirely.

    {m} – Higher Ground Cell
    ---Increases accuracy and critical hit rate by 20% while occupying. Low Chance of slipping and falling into the nearest Crevice cell. Chance increases with each consecutive attack taken whilst occupying.
     
  6. RE: ITT POST COOL MAPS

    If you were to have entered with that map as-is, I think I would have given you second place.
    There's a lot to be said for Nate's map having been large, open, and cinematic -- it is aesthetically pleasing and reads very cleanly. But I feel that it would be a better map for a standard statistical battle, as I think I said in my ruling.
    Your map is very creative, as well as a little bit chaotic. But the nice thing is that it's balanced in its chaos. The dynamic of having two "layers" is really neat and original (and reminds me of TWEWY, which is always :thumbsup: ), but the "Mound Cells" are difficult to read at a glance. That is, they are difficult to discern from the actual Normal Cells. I'd also say that the Pit Cells add a little bit too much chaos, but it is an interesting idea to play with. But having just come out of the old SC map thread, it's a lot nicer than just slapping "Chance of Oblivion" Void Cells onto maps lol
     
  7. Storm God's Altar

    { } { } { } { } { } { } { } A
    { } { } { } { } { } { } { } B
    { } {C} ( ) ( ) ( ) {C} { } C
    { } { } ( ) ( ) ( ) { } { } D
    { } {C} ( ) ( ) ( ) {C} { } E
    { } { } { } { } { } { } { } F
    { } { } { } { } { } { } { } G
    -1---2---3---4---5---6---7-

    Legend

    { } = Team 1 starting position

    { } = Team 2 starting position

    {C} = Lightning Coil
    - Impassable
    - Indestructable

    ( ) = Sacred Water
    - Characters standing in Sacred Water gain Blessing of the Storm God (20% increased damage dealt and 10% reduced damage taken)

    Special Map Rules

    - Every 3 turns lightning strikes the coils, causing everyone standing in a Sacred Water tile to take 40% of their max HP as Lightning damage with a chance of Paralysis (Mod +5) ignoring any resistance or immunity they may have.

    Explanation

    First off this is a small map which encourages constant action and would inherently favor aggressive lineups as there is less room for kiting or disengagement before being backed into a corner. At the same time, due to the king of the hill style mechanic on this map characters with options for controlling the battlefield may also find a place here.

    There aren't very many mechanics to the map itself, aside from a pool of water in the center that units may enter. Units inside the pool gain a powerful boost in damage as well as reducing the damage they take. However standing inside the pool poses an inherent risk, as it opens up the possibility of being blocked or having movement hindered by the opponents, forcing the unit inside to lose a large chunk of their health. If a player plays too safely and never enters the pool, then they may find themselves outgunned by opponents willing to take the risk. But if a player is too reckless they may find themselves on the receiving end of the Storm God's wrath. The main idea of the map is for players to weigh the risks and decide when to go in and when to play it safe.
     

Share This Page