Moderatorly Note: Would it be worth it to use my magic powers to create a thread for each section? If you haven't noticed, I probably could go on forever discussing each detail in-depth. Epilogue isn't exactly the most popular forum, so it wouldn't be overcrowded. I think it'd help people who might only be interested in certain areas and not others, but only if you guys agree and think you'd personally contribute more.
Fighting and Battling This is such a fun thing to think about while I work, instead of counting the hours until my lunch break and then until I come home.
Anyway, I've been trying to think up an example of a unique battle class, and here's what I came up with.Following NQ2 as a guide, each class would have a unique skill set that you would upgrade over time using skill/ability points. You could dump all of your skill/ability points(AP) into one particular skill/ability, or divide them up however you see fit. You'd gain AP from battles, quests, and training.
Time Lord—Okay, so the name ain't that great unless you're a Dr.Who fan, but it's descriptive and works for now. Time lords would have the power to control space and time. Their skills would be:
Teleportation: This would be a preemptive or counter ability. You could teleport yourself, a party member, or an enemy away from battle for a certain period of time. Let's say your teammate was low on health, and would likely be attacked on the next turn. You'd be able to teleport them away to avoid the attack and give them time to be healed on your next turn. You know that an enemy is going to heal itself or its party, or is about to land a critical attack, you could teleport them away and prevent them from acting. Teleportation wouldn't always hit nor last for the entire battle, especially with low AP equipped, but would become more accurate and longer lasting as you level and gain AP.
Gravity: This would be a type of direct damage dealer. Time lords could reverse and increase gravity around single or multiple enemies. Up becomes down, and while they're being pulled up into the air, gravity is reversed and increased, smashing them into the ground. As you allot more AP to this skill and gain more experience/levels, the chance to work on multiple enemies would increase. So, eventually it would have a 50%(example) chance to work on multiple enemies.
Time: Can't think of a better name, but this ability would change how quickly a character can act. When cast on enemies, it would slow them down. On yourself and party members, it would speed you/them up. Like haste and slow in, well...just about every Final Fantasy or similar rpg. Again, the more AP you spend the longer the effects would last. Maybe this one could be split in two.
Edit:Dur, I forgot the one I thought was the most fun!
Deja Vu: Exactly what you think it is. This copies the last action taken on a single target. Used on an enemy, you can redo a party members last attack. Used on a party member, you can heal them again. Or maybe someone tried to dispell a negative status effect and it didn't work, but using deja vu you can do it again and maybe it does.
A Fun Scenario: An enemy launches one of their strongest attacks against one of your party members. However, they reflect the attack back. You use deja vu to redo the reflected the attack. You then taunt said enemy by asking "Why do you keep hitting yourself?"
Basic Attack: This would be an option for every pet, regardless of class, and involves using a weapon. Every class would be able to use every weapon, except for a few species-only weapons, but would benefit more from some than others. Every weapon would have a basic attack, like 5 earth damage and 5 physical damage, but also have a bonus stat. For example:
Time lords would use hourglasses, sundials, clocks, and watches.
Hammer of Time: This would be an hourglass with a handle attached to be used like a hammer because smashing things is fun. The basic hammer of time would do 10 physical damage, multiplied by whatever the strength of your pet is, with a bonus of increasing your
Time skill by 20 AP or 20% of the total AP alloted to
Time. This would only hit one opponent.
Fiery Hammer of Time: Instead of 10 physical damage, this hammer would deal 5 fire damage and 5 physical damage with the Time AP bonus. Then you'd have earth, air, water, light, dark, etc. hammers of time.
Pets with hands would be able to hold the hammers, while others would hold them with their tails/trunks/tentacles. Failing that, they could hover above or be attached onto their backs like the weapon Amaterasu uses in Okami, then bodyslammed into an enemy. Adjustments would be made to the weapon to fit the pet, instead of simply making them anthro for plots or wherever else they might be featured.
Magical Pocket(Fob) Watch: Exactly what it says. This would attack multiple opponents by being thrown, smacking them in the head, and boomeranging back to you or your pet because of its chain. This would give a different bonus then the hammer. Like, a 10% increase to both your gravity and time skills. Again, you'd have all the elemental varieties.
Armor: All armor would give you a base amount of protection against all attacks, and then have different defense bonuses. Like, there'd be a set made up of different pieces that would all have bonus effects that would aid time lords, increasing their teleportation, gravity, or time abilities.
Species Resistances and Weaknesses: Before you get ready to jump down my throat for being a hypocrite, there are two reasons I don't want them on Subeta:
1) Change is bad. Not always, but like pet color revamps, you may not always like the result. Neopets, on the other hand, had resistances and weaknesses added so long ago that they might as well have been there from the beginning. If they're their from the start, you can make a decision before committing.
2) I don't exactly trust them to make them fair and balanced, something that's easier to plan for and polish at the start rather then adding in later.
So yes, certain species would take more or less damage from certain types of attacks, but the total number would be the same for all pets. Let's use 10%. No pet would have weaknesses or resistances whose combined total would be more, or less, than 10%. I.E. Koalas could have a 10% resistance to earth attacks and a 10% weakness to fire attacks. Or they could have a 5% resistance to earth attacks, a 5% resistance to air attacks, a 5% weakness to physical attacks, and a 5% weakness to fire attacks.
Familiars in battle: Familars, I'm using this word because I tired of writing petpet/minions—so there, would give a base increase to your stats or abilities, and then have a specific bonus or attribute. Having a minion would be better than not, but not having one or a particular one wouldn't guarantee a win or a loss. Let's say I have a koala time lord with a snail familiar equipped. Because snails are slow, they'd increase its Time(slow) skill by a flat 5 AP. This would be a passive effect. A rock familiar, literally a rock, would have a different bonus. Perhaps it would appear in battle as a once-per-battle weapon your pet could use to pelt a single opponent in the head for 10 physical damage. Useful for when you're low on magic power(MP)/energy/mana needed for skills/abilites, or maybe to smash a team member in the head to wake them up from a stun/sleep spell. Oh, and using your weapon wouldn't cost MP/mana/energy. That way you'd be encouraged to use them
at least once during most battles.
Options, strategy, fun!