Salty
Mr. Snoozyprince Mcsleepypants
Dead.
Posts: 172
Pronouns: he/him/his
|
Post by Salty on Oct 28, 2016 16:51:31 GMT
We don't really seem to have a thread focusing on the mechanics associated with SBURB gameplay, and the IDE thread seems far too general to have any real in-depth focus on these concepts. Figured I'd make one if anyone else was interested.
Starting off, I'd like to posit a question I've had stuck on my mind as of late.
How would you play SBURB? Given the options at your disposal, what would be the most ideal way to beat the game, assuming this was a 'normal' session? If you had three other co-players, what four classpect combinations would make for the best possible outcome (excluding Lord and Muse, for obvious reasons)? What would be your first order of business after you exit your first gate? Would you complete your land quest, or attempt to reach your co-players? Would you try and god-tier immediately? WHO DO YOU SHIP WITH YOURSELF?!
Have at it, and remember, speed-running = doomed session.
|
|
|
Post by legendary on Oct 28, 2016 17:07:58 GMT
Well I'm an Heir of Blood so clearly two of my coplayers need to be Time and Space. Since I'm a Derse dreamer, let's assume my ecto-sister would be Thief of Time. Let's put the others in as Knight of Space (to piss off people on Tumblr who say this combo isn't allowed), and then something conciliatory like Sylph of Hope or something.
My first order of business would be my land quest for sure. I'd probably spend a lot of time on Derse once I woke up, to be honest. It seems more exciting over there. Once I finished with my land, I'd probably head over to the Land of Whatever and Frogs to help get that done, or just run around on Skaia killing Dersite battle-bishops and whatnot. I honestly wouldn't try to God Tier right away but just play the game normally because I'm assuming my coplayers (whoever they are) would be the ones breaking the shit out of everything.
|
|
|
Post by Piono on Oct 28, 2016 17:45:25 GMT
I have a fair deal of pre-planning that's gone into this, for instance, abuse of timeloops can be done if you make absolute certain that you will do a thing; for example, make a super huge session. As crazy as it would probably turn out, I'd try to get a lot of my friends in on it, and as many bystanders into the medium through strategic "house" designation, and enforce it by having someone use time travel (Time player or not) to fly through the Skaia defense portals and help everyone get in, making certain to follow other such things as need to be done to perpetuate a stable timeloop. Additionally, prototype something weak pre-entry, and then once you've entered, see how powerful and gamebreaking you can make your sprite without turning it hostile.
Basically first thing to do would be damage mitigation: make certain things are set up so that even if things go south, everyone starts out as prepared as they can so that deaths (or at least, permanent deaths) can be prevented. Time shenanigans can and will be used to prevent an early death of the White King if at all possible, and I'll make certain people ACTUALLY MAKE DEFENSIVE ALCHEMIES because no one ever seems to even think about doing that.
Aside from establishing required timeloops, time travel should probably be kept to a minimum, and if at all possible, I'd try to see if there'd be a way to prevent the formation of doomed timelines because doomed timelines are stupid and I want to make absolutely certain I don't wind up in one.
I have a number of other random plans to try and put into place if SBURB were real, Seer of Mind seems to fit my stance fairly well.
|
|
|
Post by obsidalicious on Oct 28, 2016 20:33:23 GMT
I personally don't think any specific set of Titles is going to be better than any other. The Game will always tailor its quests and difficulty to the players.
But as for specific actions: What if I just destroyed the veil? Without the veil, there wouldn't be a reckoning so A) Our home planet wouldn't be wiped out and B) the Black King's going to have a much tougher time destroying the battlefield, giving us players more time to sort our shit out. The 'how' might be a little difficult, but with how much grist players seem to be pulling in by the late game, fabricating a buttload of explosives and/or building a Big Ass Dreadnought seems fairly doable. Bonus points if I can start off by targeting the ones the Dersites use to make their army while saving the Prospitan ones for last, giving the Prospitan army a decent advantage in the war and thus giving us even more time. Once we go God Tier and have spare time, it'd be trivial for us to just manually deliver the baby versions of ourselves manually instead of relying on messy meteor delivery.
Also, I too would abuse the shit out of Time Travel. Except, I really don't think that 'abuse' is even the right term for what I have in mind. Frequently using a teleporter to get where you want isn't called abuse, so neither should using Time Travel for similar utility purposes. I'd save the complicated Multiple-self tangos to the Time Player, but there's a whole range of other, simpler Time Travel things anyone can do that would help immensely. For example, have the future you from near the end of the game turn up and give you all of the Alchemiter codes that you (will) know. Or really, any information at all would help.
For the early game, establishing transport is a priority to me. Getting up to at least the second gate quickly and Alchemising Jetpacks or something similar so that we can get around the session without taking up too much of our limited time. I would also consider the possibility of teaming up on the 'personal' quests. Sburb is supposedly a team game after all, so can the Denizens really fault us if we go around as a group and many-hands-makes-light-work each planet one by one? But this would all be dependent on what each planet's problem actually is. Some of them might have some sort of ongoing deterioration problem that means the player must stay there to continually work on it rather than join in on the roving work gang that leaves planets unattended for long periods of time.
Also, Salty, it's "Quote Unquote" not "Quote on Quote", the point of the idiom is that you're reading out loud the quote marks around the contentional term.
|
|
|
Post by TrickleJest on Nov 3, 2016 10:06:23 GMT
What did the alphas do for 6 months or so in their lands? John got OP in one day...
|
|
|
Post by obsidalicious on Nov 3, 2016 10:42:58 GMT
What did the alphas do for 6 months or so in their lands? John got OP in one day... The B2 Kids didn't do much simply because there was wasn't much to do. The skeletal enemies gave pitiful amounts of loot and weren't threatening enough to make their elimination a necessity. The actual quests of their planets seemed to be inert or defunct* and the dungeons of their planet, while providing loot, were very dangerous, usually for environmental reasons rather than packed with enemies, so even when they succeed they wouldn't get combat experience and probably very little echeladder progress. Besides that, it's possible the B1 Session was actually tailored/scaled to fit within the 24 hour time period i.e. there may have effectively been XP/Loot boosts so that the kids stood a chance in such an unusual situation. *I say that, but I don't think anyone actually even tried their quests. They seemed to just assume it based on the vague 'quest' of waiting for the B1 kids and that their Denizens were asleep.
|
|
|
Post by amiabletemplar on Nov 22, 2016 15:00:17 GMT
I'm with Obsidalicious, I do not believe that there is a "best" or even "top-tier" class or combo of classes. Everything is contextual. What could be a devastatingly powerful combination in one session could be the worst thing ever in a different session with different needs. Consider: what if the "best" class set is one that has lots of characters that grow into their power very slowly? Perhaps not all as slow as the Page, but if there's (say) a Page of Space, that's all the worse, what with how critical the Space player is for completing the game. Unlike many tabletop RPGs where time is a squishy and usually near-unlimited resource, Sburb has multiple countdown timers that all "start" at more or less the same time (not even taking into account circumstantial simultanaeity!)--a group that depends on slowly growing into their power could simply lack the tools, might, and focus to win a session with a short time scale.
That said, I do think it's entirely possible--and even desirable, from a "game design" standpoint--that some classes work together really well, and that some class/aspect combinations are "unusual" vs. "doubling up." I don't believe any title is ever "useless," for one thing. As Roxy's title proves to us, Void heroes can in fact be incredibly powerful and achieve things that are literally impossible for any other aspect, despite the seeming association with futility (I cannot begin to air out all of my complaints about the people on the old forum who would make jokes about Seer of Void being "one who sees nothing" => "a Seer that doesn't see"!!) A Prince of Rage, for example, is probably going to be among the most dangerous combatants you'll find. A Sylph of Life is going to be a healer without peer. A Seer of Time is going to have pinpoint accuracy with prophecies and predictions. Etc.
On the flipside, a Sylph of Doom is an unusual, almost contradictory-sounding title--one who heals death, what? But that just means we need to dig deeper, think further, question what unexpected and perhaps miraculous things such a character might achieve. Consider: often what eludes many people is making a clean break with past choices or current burdens, such as when we cling to the hope that an abusive relationship can be fixed, or that the job we hate is worth sticking with because it means employment and the possibility of a raise. A Sylph of Doom could thus be the person who helps others disconnect from the parts of their life that are holding them back--healing by cutting off the dead branches, so that the rest of the tree will live. Sure, she's a grim healer, and not one whose aid you rely upon lightly, but she might be just the thing a dysfunctional flock of teenagers needs to clean up their acts. Or, perhaps she helps people to understand how their actions and choices push them toward a certain destination--a certain destiny, if you will--and help them to change directions, to pursue a new and different fate instead. Less of a grim healer and more of a realist one--that our actions have consequences, that we're headed for an inevitable end somewhere along the line and only by recognizing this fact and facing it honestly will we ever learn to do better or be different.
For my own fan-session, I used several close friends of mine (and myself) to create a set of six players, meant to be three pairs of siblings. My class was Knight of Light; the others were Prince of Mind, Seer of Heart, Maid of Hope, Sylph of Space, and Heir of Time. Each had a specific land and quest to address, and those quests would factor in both their personal development and the needs of the session as a whole (which is what I, personally, think a "normal," and also successful, session is supposed to do). For example, the Prince of Mind had the Land of Law and Chaos (or something like that, I'm afraid I can't remember the details and my old "Let's make some Lands of Stuff and Things" thread isn't archived far enough to recover them), where you had the consorts split into two factions, one "lawful" and the other "chaotic," except (of course) the two are too stupid to really fight a proper war so it's all basically really dumb other than the bombs and other nasty weapons falling everywhere. The Quest was to "win the war," which could be done in several ways, some better than others, and the best being a much more subtle and devious character than some of our other Princes have been. Because I see the Prince of Mind as someone who uses their own minds, and the minds of others, as the weapons with which they fight. (It helps that this friend is also a lawyer.)
Each character had an arc, though some were intended to start out doing better than others (the Seer of Heart, in particular, has her stuff together, in part because the real person the character is based on is one of the sharpest and most fully composed people I have ever known.) The character based on me was going to have a struggle over how to use knowledge wisely--learning to see past the threat of potentially hurting your friends so you can focus on actually help them, and being willing to take real risk and do dangerous stuff because it needs to be done, rather than always being the cautious, wait-and-see, turtle-up-and-defend type.
|
|
|
Post by lizardead on Nov 25, 2016 1:56:02 GMT
But as for specific actions: What if I just destroyed the veil? Without the veil, there wouldn't be a reckoning so A) Our home planet wouldn't be wiped out and B) the Black King's going to have a much tougher time destroying the battlefield, giving us players more time to sort our shit out. The 'how' might be a little difficult, but with how much grist players seem to be pulling in by the late game, fabricating a buttload of explosives and/or building a Big Ass Dreadnought seems fairly doable. Bonus points if I can start off by targeting the ones the Dersites use to make their army while saving the Prospitan ones for last, giving the Prospitan army a decent advantage in the war and thus giving us even more time. Once we go God Tier and have spare time, it'd be trivial for us to just manually deliver the baby versions of ourselves manually instead of relying on messy meteor delivery. Destroying the Veil would probably just cause a doomed timeline-either from the simple act of accidentally killing your past selves when they're holed away in god knows what meteor or through the destruction of other necessary equipment like frog ruins and the player meteors. It'd be kind of like killing all the NPCs in a normal RPG, but instead of essential NPCs being invincible they cause a game over when killed.
|
|
|
Post by obsidalicious on Nov 25, 2016 2:16:36 GMT
But as for specific actions: What if I just destroyed the veil? Without the veil, there wouldn't be a reckoning so A) Our home planet wouldn't be wiped out and B) the Black King's going to have a much tougher time destroying the battlefield, giving us players more time to sort our shit out. The 'how' might be a little difficult, but with how much grist players seem to be pulling in by the late game, fabricating a buttload of explosives and/or building a Big Ass Dreadnought seems fairly doable. Bonus points if I can start off by targeting the ones the Dersites use to make their army while saving the Prospitan ones for last, giving the Prospitan army a decent advantage in the war and thus giving us even more time. Once we go God Tier and have spare time, it'd be trivial for us to just manually deliver the baby versions of ourselves manually instead of relying on messy meteor delivery. Destroying the Veil would probably just cause a doomed timeline-either from the simple act of accidentally killing your past selves when they're holed away in god knows what meteor or through the destruction of other necessary equipment like frog ruins and the player meteors. It'd be kind of like killing all the NPCs in a normal RPG, but instead of essential NPCs being invincible they cause a game over when killed. The solution to the first problem is easy. Whoever it is that Ecto-biologizes our babies simply scoops them up and holds on to them for the Manual Delivery I mentioned, rather than letting the lab teleport them about the Veil. After that, the Frog Temple is the only other Meteor that's actually needed, and it is very visible from the rest, so just, y'know, not shoot that one.
|
|
|
Post by amiabletemplar on Nov 26, 2016 16:50:13 GMT
But as for specific actions: What if I just destroyed the veil? Without the veil, there wouldn't be a reckoning so A) Our home planet wouldn't be wiped out and B) the Black King's going to have a much tougher time destroying the battlefield, giving us players more time to sort our shit out. The 'how' might be a little difficult, but with how much grist players seem to be pulling in by the late game, fabricating a buttload of explosives and/or building a Big Ass Dreadnought seems fairly doable. Bonus points if I can start off by targeting the ones the Dersites use to make their army while saving the Prospitan ones for last, giving the Prospitan army a decent advantage in the war and thus giving us even more time. Once we go God Tier and have spare time, it'd be trivial for us to just manually deliver the baby versions of ourselves manually instead of relying on messy meteor delivery. Destroying the Veil would probably just cause a doomed timeline-either from the simple act of accidentally killing your past selves when they're holed away in god knows what meteor or through the destruction of other necessary equipment like frog ruins and the player meteors. It'd be kind of like killing all the NPCs in a normal RPG, but instead of essential NPCs being invincible they cause a game over when killed. Technically, in Morrowind, it was entirely possible to kill essential characters before you were finished with them. If you did, you would get a message saying something like "fate has been unravelled" or whatever, and the main story would just stop. You could never progress any further, unless you either used console commands to advance things, or you reloaded before that action and then continued on normally. But it didn't "game over." I imagine Sburb would work the same way, a "safe" doomed timeline that just sort of peters out over time, much like Morrowind where when you run out of side-missions there's nothing left to do and you either stop playing or try again. Clearing the Veil in a safe manner is still theoretically possible. I don't think it would be possible to stop all meteors, nor even particularly desirable to do so. But a group that was sufficiently well-prepared could theoretically save their homeworld from destruction. I mean, consider the level of technological development on Alternia. They had legit space dreadnoughts and the like, and we know that (a) the right kind of fetch modus can hold things of nearly any size, and (b) the Veil probably has sufficient industrial capacity to create at least the Derse/Prospit warships. Taking out 50% to 75% of the Veil, particularly the largest and nastiest meteors, effectively neuters the threat of the Black King. Alternatively, one could attempt to "hack" the defense portals so they point to other places/times--you'd still accomplish the goal of protecting the planet (have all the nasty meteors fall before there's any life on it), but without having to go to all that effort of blowing things up. On the flipside, I do think it's possible that Sburb has built-in defenses against such shenanigans. Perhaps it is possible to accidentally set the Reckoning off early--before the White King has fallen in battle--if too many meteors are removed. A great way to turn a potentially-successful session into sudden, total failure. And "hacking" any of the deep elements of Sburb's function sounds risky at best--I'm sure the Horrorterrors would not allow such chicanery to go unpunished unless it were a special dispensation.
|
|
|
Post by brobyddark on Dec 27, 2016 7:38:08 GMT
There probably are precautions against players undermining the main villain of the game, but SBURB seems to play a lot like Dwarf Fortress or Dark Souls in terms of difficulty- if you earn it, you can get away with pulling off dumb shit. It'd be difficult, for sure, and you will most likely get killed, maybe even multiple times, but it might be possible to get away with destroying the veil, or hack the veil's defense portals to protect Earth. If the Horrorterrors show up to stop you, they can probably be killed. I mean, not even Lord English is invincible, as we know, yet he seems to be floating around, destroying the universe without the Horrorterrors showing up to put a stop to his antics. Could be they didn't care, but, whatever.
|
|
|
Post by swampmist on Jan 3, 2017 3:53:32 GMT
Well, it's been a while since I've weighed in on anything homestuck-related, but this has certainly tickled my fancy, so here ya go. Firstly, My own classpect. Honestly, though I've planned many a fanvanteure, I've never had a real grasp on what my classpect would be, partially because of the differing meanings that they can bring. If we use the old-school "You get what's bad for you, but will help you grow" idea that was floating around back in the day (though I'm not sure if it's still thought to apply;) my class would certainly be something passive, and likely have something to do with both waiting and putting my fate in the hands of others. I'm something of a control freak, and I feel terrible any time I can't help others, or require help from people with something that I was\am confident I could\can do on my own. I am also prone to a bit of hyper-activeness, so being forced to wait and see how things turn out is the antithesis of comfort for me. The Aspect is a bit harder to describe, as there are a multitude of angles the game could take in choosing it. The game could focus on the idea if self-respect and the internalizing of my self worth, and the fact that I can improve the things that I often fail to improve because of how hard I am on myself. The game could also focus on how hard it is for me to finish projects, see all of my failed RPs\Fanventures, and as such how much I can get side-tracked by new ideas, or on the flipside could focus on how much I can tunnel-vision on one prospect for short periods of time, getting utterly distracted by what's in-front of me. The Aspect could also have something to do with, as with the class, how obsessed I am with helping people (often to my own detriment.) Over-all though, no matter what combination the game chose for me, The most important part of winning the game is coming to terms with the choice, with learning how to deal with the new powers and their implications, and learning that it's not always a bad thing to get help when you need it. Going with my penchant for helping people, my priority would likely be helping my co-players with their land quests over my own. Though it may change as I come to understand the implications of my classpect, I would definitely make an effort to make my way onto the planet of the player who was currently, or would soon be, struggling the most. Though I would certainly try to prepare myself first, once equipped I would focus on helping that person to get through their trials, and do my best to comfort them as best as possible. This would likely lead to that player finishing their landquest first, unless they are the last player and our first player is particularly quick, and that would mean that said person would have a serious power lead over the rest of us, and would be able to focus their efforts on the most crucial next step. I would also try to do these things somewhat logically, helping the person with the largest possible power cap\the person who would do the best at doing a specific end-game goal, as long as none of the players where at a serious disadvantage that I would want to help with. I would likely finish my landquest late, if not be the last person to do so, as such, and would likely fall behind quickly in classpect power, though I would do my best to keep ahead through prodigious use of alchemization. This would also lead to me avoiding rushing to God-Tier, though I would not be adverse to helping my co-players who wish to do so. I also wouldn't spend much time on my moon more than likely, unless it lead to some kind of advantage through courting important characters, as helping my co-players would likely be higher on my to-do list than making idle chit-chat with carapachians. Finally, my end-game plan would come down to being a bit... cheeky. Nothing in the "black must win" paradigm means that all of the white forces on skaia must die, and I would probably attempt to use this to my advantage. Collect various chess pieces, maybe create some ectobiological copies, and otherwise make an attempt to get a small force atleast going before the final battle. If bosses can use Adds, so can we. This would also go with adding effective, yet contradictory items to the kernal sprites whenever I and my co-players can. If we give the king flight, we throw in something with torn wings to try to remove it. If we throw in trogdor, try to add something either without a mouth, or without a right arm to try to get rid of the giant punchy arm. ect. ect., ad infinem. Also, never underestimate the power of a late-game alchemy section, as we will be able to create the items that would exploit whatever weaknesses do arise in the Black King. Over-all, I probably would find Sburb throwing my feet out from under me, simply because that's what I would do if I wanted to force growth in someone, especially myself. After-all, the best way to learn a language is to be thrown into a country where said language is the primary spoken word, and I think the same principle applies to character growth as well. One simple change in my world-view could throw all of my plans, and likely what little emotional stability I have, out the window and force me to adapt. but, hey, humans are pretty good at adapting, far as I can tell .
|
|
|
Post by amiabletemplar on Jan 4, 2017 6:41:05 GMT
Well, it's been a while since I've weighed in on anything homestuck-related, but this has certainly tickled my fancy, so here ya go. Firstly, My own classpect. Honestly, though I've planned many a fanvanteure, I've never had a real grasp on what my classpect would be, partially because of the differing meanings that they can bring. If we use the old-school "You get what's bad for you, but will help you grow" idea that was floating around back in the day (though I'm not sure if it's still thought to apply;) my class would certainly be something passive, and likely have something to do with both waiting and putting my fate in the hands of others. I'm something of a control freak, and I feel terrible any time I can't help others, or require help from people with something that I was\am confident I could\can do on my own. I am also prone to a bit of hyper-activeness, so being forced to wait and see how things turn out is the antithesis of comfort for me. The Aspect is a bit harder to describe, as there are a multitude of angles the game could take in choosing it. The game could focus on the idea if self-respect and the internalizing of my self worth, and the fact that I can improve the things that I often fail to improve because of how hard I am on myself. The game could also focus on how hard it is for me to finish projects, see all of my failed RPs\Fanventures, and as such how much I can get side-tracked by new ideas, or on the flipside could focus on how much I can tunnel-vision on one prospect for short periods of time, getting utterly distracted by what's in-front of me. The Aspect could also have something to do with, as with the class, how obsessed I am with helping people (often to my own detriment.) Over-all though, no matter what combination the game chose for me, The most important part of winning the game is coming to terms with the choice, with learning how to deal with the new powers and their implications, and learning that it's not always a bad thing to get help when you need it. Going with my penchant for helping people, my priority would likely be helping my co-players with their land quests over my own. Though it may change as I come to understand the implications of my classpect, I would definitely make an effort to make my way onto the planet of the player who was currently, or would soon be, struggling the most. Though I would certainly try to prepare myself first, once equipped I would focus on helping that person to get through their trials, and do my best to comfort them as best as possible. This would likely lead to that player finishing their landquest first, unless they are the last player and our first player is particularly quick, and that would mean that said person would have a serious power lead over the rest of us, and would be able to focus their efforts on the most crucial next step. I would also try to do these things somewhat logically, helping the person with the largest possible power cap\the person who would do the best at doing a specific end-game goal, as long as none of the players where at a serious disadvantage that I would want to help with. I would likely finish my landquest late, if not be the last person to do so, as such, and would likely fall behind quickly in classpect power, though I would do my best to keep ahead through prodigious use of alchemization. This would also lead to me avoiding rushing to God-Tier, though I would not be adverse to helping my co-players who wish to do so. I also wouldn't spend much time on my moon more than likely, unless it lead to some kind of advantage through courting important characters, as helping my co-players would likely be higher on my to-do list than making idle chit-chat with carapachians. Finally, my end-game plan would come down to being a bit... cheeky. Nothing in the "black must win" paradigm means that all of the white forces on skaia must die, and I would probably attempt to use this to my advantage. Collect various chess pieces, maybe create some ectobiological copies, and otherwise make an attempt to get a small force atleast going before the final battle. If bosses can use Adds, so can we. This would also go with adding effective, yet contradictory items to the kernal sprites whenever I and my co-players can. If we give the king flight, we throw in something with torn wings to try to remove it. If we throw in trogdor, try to add something either without a mouth, or without a right arm to try to get rid of the giant punchy arm. ect. ect., ad infinem. Also, never underestimate the power of a late-game alchemy section, as we will be able to create the items that would exploit whatever weaknesses do arise in the Black King. Over-all, I probably would find Sburb throwing my feet out from under me, simply because that's what I would do if I wanted to force growth in someone, especially myself. After-all, the best way to learn a language is to be thrown into a country where said language is the primary spoken word, and I think the same principle applies to character growth as well. One simple change in my world-view could throw all of my plans, and likely what little emotional stability I have, out the window and force me to adapt. but, hey, humans are pretty good at adapting, far as I can tell . I think this post will find more interest (and response) over in the "Classpect Discussion" thread. This thread, as I understand it, is more about discussing the nuts-and-bolts of how Sburb functions, e.g. what are the powers of denizens, is it possible to "un-prototype" something, etc. You're doing a personality-based assessment of what your Sburb title would be, which is much more appropriate for that thread. Pop it over there and I'll give it a more thorough looking-over.
|
|
|
Post by swampmist on Jan 4, 2017 7:06:53 GMT
Was abput to do that actually, will repost the relevant pieces in the morning .
|
|
|
Post by heyitskane on Jan 14, 2017 3:07:00 GMT
Ok, so after thinking about it for a while, i think i understand the purpose of fraymotifs. As we all know, a player has the most control over their aspact when they go god tier, however some players dont go god tier. Perhaps fraymotifs exist so that a player that doesn't go god tier can still use some aspect powers, albeit in a somewhat weakened state. This would likely explain the absurd price of some of them. Moreover, a possible consequence of this would explain how roxy is able to use fraymotifs in s collide. The likely scenario is that when a player reaches god tier, and already has their powers, the fraymotifs are automatically marked as bought since the player would have all of the powers the fraymotifs would grant.
|
|
|
Post by obsidalicious on Jan 14, 2017 7:28:53 GMT
Ok, so after thinking about it for a while, i think i understand the purpose of fraymotifs. As we all know, a player has the most control over their aspact when they go god tier, however some players dont go god tier. Perhaps fraymotifs exist so that a player that doesn't go god tier can still use some aspect powers, albeit in a somewhat weakened state. This would likely explain the absurd price of some of them. Moreover, a possible consequence of this would explain how roxy is able to use fraymotifs in s collide. The likely scenario is that when a player reaches god tier, and already has their powers, the fraymotifs are automatically marked as bought since the player would have all of the powers the fraymotifs would grant. Many of the players had substantial powers without the use of Fraymotifs. If anything, the Fraymotif may just be an implement to aid powers either by placebo or as a conductor of some sort much like the wands Rose and Eridan used to channel their powers.
|
|
|
Post by amiabletemplar on Jan 16, 2017 10:48:40 GMT
Ok, so after thinking about it for a while, i think i understand the purpose of fraymotifs. As we all know, a player has the most control over their aspact when they go god tier, however some players dont go god tier. Perhaps fraymotifs exist so that a player that doesn't go god tier can still use some aspect powers, albeit in a somewhat weakened state. This would likely explain the absurd price of some of them. Moreover, a possible consequence of this would explain how roxy is able to use fraymotifs in s collide. The likely scenario is that when a player reaches god tier, and already has their powers, the fraymotifs are automatically marked as bought since the player would have all of the powers the fraymotifs would grant. Many of the players had substantial powers without the use of Fraymotifs. If anything, the Fraymotif may just be an implement to aid powers either by placebo or as a conductor of some sort much like the wands Rose and Eridan used to channel their powers. I'm more inclined to think that Fraymotifs are simply one of the ways Sburb gates the very "best" combat applications of the class/aspect combo a player has, and to grease the wheels on multi-player (and therefore multi-class/multi-aspect) actions. Given that half of the ones mentioned appear to be cross-player motifs, it would seem the cooperative nature of many of them is important--and that's before we even get to the ones shown off in the Collide flash, which can have three or even more participants. My suspicion is, they're inspired by the combo attack things from Chrono Trigger. Each character could learn personal actions through gaining TP (Technique Points, which are separate from Experience Points). Then, having the right party composition (you're limited to three people) would give you access to Dual Techs, which merged two techniques together in some meaningful way. Crono + Marle, for example, can do Aura Whirl when Crono knows Cyclone and Marle knows Aura (it heals everyone a little), Ice Sword when Crono knows Cleave and Marle knows Ice (moderate ice damage to one enemy), or Ice Sword II when Crono knows Frenzy and Marle knows Ice II (hit all enemies in a circle for ice damage). Every character pair, except Magus 'cause he's a loner, gets 3 Dual Techs, and some of them can be very powerful. Then there are Triple Techs, which bring in all three party members and can do some pretty impressive stuff (most are massive damage, but some have unique areas of effect or special buffs e.g. a one-time auto-revive). Given Homestuck's video game roots, I suspect this is a major source of inspiration. Just like how "the player" gives John his name on 4/13, and yet John has always been called John and it would be ridiculous to say that no one referred to him by name before that day. This is a self-aware commentary of sorts on that mechanic, which is used in many RPGs, including the Mother series and Chrono Trigger.
|
|