true...true
Perhaps if I only introduced the stat and calculation system so that later on in Part II where people choose what side to be on, we have something that keeps the perspective of who is truly a challenge and who you just don't f*ck with.
Sorta like what I was doing with the ship's shields and attacks indexes, Except geared for characters and has a certain customization to it.
Like I give certain stats and what they do and how each translates to moves and ultimately combat. This gives a structure where the capabilities of characters are in-line with the characters in my story and therefore creates balance. For Example, if Nero were to challenge for, some stupid reason, Mima to a fight right now we could look at the numbers and see how baka Nero really is for picking such a fight.
It's sorta a guage more-or-less for everything. It wouldn't completely dictate the flow of battle, instead limit some aspects so that you just gotta think on what your character does and gives the probability of what bad things can befall your character.
Because we all want the best for out characters...I'm no exception eventhoughIkillthemallattheend. It's to not only to limit me...(mostly to limit me...) but keeps everything in a nice neat line so that...we're all on the same playing field.
You get what I'm trying to figure out here?
I want for example, Anankerisa, to really be portrayed for what she is like a game. I mean...in words alone, perspective is lost to a degree. In games, using pokemon as an example since we're in that RP, you don't go walking up to a lvl 100 Charizard with a lvl 2 Magicarp.
That's what I want to portray here. That "Osh*t..." mentality where you just picked the wrong battle.
Of course literary devices remain where, like I have with Revere, the opponent can always stop after woopin ya good and leaving you to lick your wounds, as I like to call it.
....Am I delusional here?



