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Prestige

Started by kylepacker, July 27, 2007, 12:38:23 AM

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kylepacker

Two questions:

First, I'm currently making Lord Humon-Gus' hero file. It seems everyone has an avatar, and I think I should start putting mine together.

What's the general accepted maximum prestige for a superpowered character you guys usually set? Humon-Gus is a mix of Giant Man (but constantly in Giant Form) with some cosmic/energy type powers. He's borderline insane, kind of an anti hero, and has turned a village into a country ruled by him. Imagine the scene like Doc Doom in Latveria, but much smaller, and with an insane Giant ruling it.

Also, what sort of moves do you usually have? Obviously I don't want five pointless melee attacks, or four different types of beam...though I may make some sort of militia that follows him around...that might be cool...

Thoughts? I know my post makes no sense at all, but meh.

Lunarman

I normally aim mine at a mid level FF character. So I keep all my hero files as close to 10000 points as possible, and never go over it. For villains it's different. You've got to think if they're going to be fighting alone or with an army. If they're alone I'd say up to 30000 is acceptable but normally they're about 15000 points.

kylepacker

That's a good point. I think I'll aim for 10000, though I might create a 30000 point Humon-Gus for villain mode.

riot132

10000 seems a little overpowered (unless you're going for iconic heroes, like Superman). Try 5000-6000 (low level FF character; Alchemiss is around that much, so is Minute man (before you upgrade him)) for the good guys. But thats just me.
I agree with the villains prestige points.

UnkoMan

See... before you upgrade him. When I make a hero file, it's usually the "final hero." It tends to be from 5000 - 10000. Occasionally more, since passive defense prices are nuts, but some guys just need specific ones. After I'm done, though, I play test against actual FF heroes and villains, then adjust to what feels right. I don't think prestige cost should ever be too big a concern.

That being said... 30000? Holy moley. I've never made a character that high. I've made arch villain boss type that were only at 15000, and were able to take on Timemaster or Entropy. Actually, one took them both on, and Nuclear Winter's giant form, but she summoned an army of undead skeletons.

kylepacker

I had a Villain that was close to 50000 before, which was a real challenge to fight against.

Previsionary

in the golden days of ff1, 10k-30k were the usual goals to aim for depending on the character and what they were able to do. I personally don't think any hero would really fit into the >6k range unless they didnt have a powerful range of abilities or just punched and had 1 or 2 gadgets. The thing about the ff heroes is...they have several versions and they all have different prestige values. There's the basic prestige (which is usually when they're first introduced into the story so no full powers) version, the multiplayer version (and in ffvttr...this version is super limited), and the final version. Those usually fall in the 10-20k range. I believe timemaster himself is around 20k in value.

kylepacker

Generally, if I make a person to be used in the danger room, He'll be 10k max. If its a character I'm going to use in the ff game, he'll be around 7k, since he'll get points to get new moves.

Boalt92

Quotecyclops is around 40k but that's because he has an "optic shot" while has multiple "leave_hands" which are very expensive.

This drove me crazy!  I went through and edited a bunch of kfs to reduce the "leave_hands" and "contact_points" (melee) to try to balance prestige a little more but it turned out to be a lot of time wasted.  I think Unko is right: play test against some of the in-game characters and see how they do.

If they're still too powerful try to look at defenses (especially passive) and zero-power attacks.  Going easy on these will keep prestige low, and give a character that's not too uber.  I also like giving my characters 1-2 weaknesses...makes it more of a challenge.

B92

HumanTon

I personally find powers with multi-contact animations hard to balance, so for intense powers I seldom use animations with more than a couple of contacts. (For "supression fire"--low damage, wear-em-down slowly attacks like the machine gun fire in FF--a bunch of contacts is fine.)

Multiple contacts are especially problematic for melee attacks where the character does a fair amount of knockback. If the target is knocked away at the first contact, all those additional contacts are "wasted."  So my burly guys normally use melee animations with only one contact. I save the multi-contact melees for guys who don't do knockback, and I normally add a little dash of stun to the multi-contact attacks.

Zorro

Off topic: That's strange, humanton.  Your link doesn't work for me.  I've tried a few times and keep getting this message:
"Document Not Found
Sorry, the document you requested is not available."


HumanTon

[Edit: Whoops, nevermind. Found the problem and fixed my sig.]

Previsionary

Quote from: Zorro on August 05, 2007, 03:40:01 PM
Off topic: That's strange, humanton.  Your link doesn't work for me.  I've tried a few times and keep getting this message:
"Document Not Found
Sorry, the document you requested is not available."

Just to answer this, make sure you copied the link correctly.

http://games.groups.yahoo.com/group/humantonsmaps/
   as opposed to http://games.groups.yahoo.com/group/humantonsmaps/'

HumanTon

Yup, Yahoo changed the addresses of their groups, which meant my old sig link didn't work.  :banghead: Anyways, fixed my sig link, so it should work now.


Lunarman

Well, for campaigns (like my mod) I normally trim the char's file down a lot. Lunarman in the first mission only has two attacks and 2 attributes. I think he comes in about 3000. But fully leveled up, by the end, he's worth about 12500