NISM - Litepaper (part 2)

@nism · 2023-12-19 07:32 · nism
##### NISMs – orgaNISM Breakdown (Mechanics) #### Types - Fauna – These types of NISMs are anything associated with animals including mammals, birds, insects or anything else that falls into there. - Flora - These types of NISMs are anything associated with plants including trees, ferns, flowers or anything else that falls into there. - Funga – These types of NISMs are anything associated with fungi including molds, mushrooms, slimes or anything else that falls into there. - Feral – These are highly rare and evolved NISMs that include but are not limited to dragons, mechs, fairies, and other fantastic or mythical creatures. - *note – in future versions of the game, some NISMs may fall into more than one type and other types may be introduced* #### Regions - Lowland – these are grassland, plains and field regions, like something you might find in a park or schoolyard or the field behind your house. - Forest – these are more woodland associated and can be found in forests, jungles and heavily wooded areas. - Highland – these are found in more craggy areas like the mountains, plateaus and volcanic areas of the planet. - Wetland – these will be found near (for now) rivers, lakes and oceans and in places like swamps or marshes. - Desert – in the drier, more dusty parts of the planet, with very little vegetation, will you find these more rare types of NISMs. - Tundra – there are parts of the world that are quite frigid, often covered in snow and ice, which is where these infrequently seen ones reside. - City – these kinds of NISMs have made the human cities their homes and are quite often seen living in or around human structures. - *note - in future versions of the game, some NISMs may fall into more than one region and other regions may be introduced* #### Tempo This is something I don’t think any other game remotely similar has. There will be NISMs that are only seen while traveling at certain speeds. Some will be seen in multiple categories. I have come up with three different categories (for now) and hope this adds a unique element to the game as it grows. - Slow – these are NISMs that can be found while traveling at a speed of 50 km/h or less in the game. - Medium – these are NISMs that can be found while traveling between 51 and 400 km/h in the game. - Fast – these are NISMs that can be found while traveling anything beyond 400 km/h in the game. - *note - in future versions of the game, some NISMs may fall into more than one tempo and other tempos may be introduced* #### Rarities - Extraordinary – These are the super hard to find, only appear once in a blue moon or special edition rarities. - Bizarre – These will also be really hard to come by, but slightly easier than an extraordinary one. - Exceptional – basically the rare NISMs in the game. - Ordinary – the most commonly found NISMs. - ***Anomalous*** - this will be the special version of a NISM giving it more stellar properties and appearance. #### Attributes There will be 6 primary attributes that contribute significantly to so many other things, they need their own little category. Some NISMs will have higher beginning attributes in certain areas and the way they are acwuired will also play a role. - Strength – The first of the 6 primary attributes, this affects the physical attacks and how powerful they can be and how well they can take a physical hit (defense). - Agility – this affects how soon a NISM can perform an action in battle and how easily it will be for them to dodge a physical/basic attack (+1% per 10 Agility). - Endurance – this affects how much HP a NISM has and slightly affects their defense and how often they need to eat/rest (+1% defense per 10 Endurance). - Intellect – this will have several applications like item drop chance (+1% per 10 Intellect), finding items chance (+1% per 10 Intellect) and boosts to befriending a NISM chance (+0.1% per 10 Intellect). It will also affect the maturity rate slightly (+0.1% per 10 Intellect). - Instinct – this affects the magnitude of ‘primal’ attacks and how much a primal attack will affect them. - Virtue – this affects how many EP a NISM can have and gives a chance to dodge primal attacks (+1% per 10 Virtue). - *Note* - Upon a level up, befriended and captured NISMs will be given different point parameters to use based on rarity. #### Stats These are all things that are affected by the attributes a NISM has. Some are tournament driven, some are used for exploration and some for pageants and I’m sure we’ll see more as this develops. - HP (bar with numbers) – the amount of ‘life’ left in a NISM (can be refilled with items, food and by visiting a building with recovery services – nurseries will be free once per day - or by letting your NISM rest for the remaining extent of a 24 hour cycle in the PIM storage at your house). At 20% health, the color of the HP changes color. The rate of increase will be +1 per level (until it is befriended – then +2) of the NISM with another +2 for any point added to endurance and a +1 bonus for any point added to strength. - EP (bar with numbers) – the amount of energy left in a NISM (energy used to perform battle actions and replenishes over time – can also be refilled with items- or by letting your NISM rest for the remaining extent of a 24 hour cycle in the PIM storage at your house). At 20% Energy, the color changes to red or yellow or something. The rate of increase will be +1 per level (until it is befriended – then it is +2) of the NISM with another +2 for any point added to virtue and a +1 bonus for any point added to intellect. - FP (bar with numbers) – the amount of fatigue that a NISM is experiencing. It decreases over time and can be replenished by resting your NISM. At 20% Fatigue, the color changes to red or yellow or something and the NISM may no longer battle or be used to help befriend/capture/etc. other NISMs. (Tournament and pageant entries, friendly battles and some other occurrences, will not require a fully rested NISM). There will be no rate of increase per the 6 primary stats. The rate of decay itself, will be slightly affected by a NISM’s Endurance and Instinct. This can also be modified by evolutions and honed through bond and maturity levels or bolstered by items and boosts. The initial rate of decay is 50% per hour giving the base rate 2 hours. Which really constitutes to a little over an hour and a half since at 20%, a NISM can only walk with you for bond levels. The rate is adjusted/reduced by 1% for per Endurance and Instinct total values divided by 5. So if a NISM has say 5 Endurance and 8 Instinct, They would have an extra 2.6% rate subtracted from their base 50% = 47.4% per hour. - Attack Power – dictated by Strength notwithstanding any items/boosts/powerups. It is directly reflected so if a person has 10 Strength, they have 10 Attack Power. - Defense – total defense inclusive of attribute consideration not including any items/boosts/powerups. It is determined by adding the Strength and Endurance of a NISM together and dividing it by 2. - Primal Attack Power – dictated by Instinct notwithstanding any items/boosts/powerups. It is directly reflected so if a person has 10 Instinct, they have 10 Primal Attack Power. - Primal Defense – total primal defense inclusive of attribute consideration not including any items/boosts/powerups. It is determined by adding the Virtue and Instinct of a NISM together and dividing it by 2. - Dodge – dodge chance will be for any attack, normal or primal. This will be determined by adding Intellect and Agility together and then dividing them by 10. So if a NISM has 20 Agility and 8 Intellect, they would have a 2.8% chance to dodge an attack. (Some attacks may be unavoidable.) - Speed – This is directly determined by Agility. The highest Speed in a battle acts first. ### Character Levels I am putting this in here because it affects the way a NISM levels up in certain degrees. It will likely be reiterated in other places as well. This will also give people different things they can do like enter tournament X or pageant Y or walk with/carry/ride extra NISMs. Steps are counted in this game (to hopefully get people moving a little) and are the way we distribute various levels of experience. - Rate of Increase – If a person is traveling 15 miles an hour or under, one step will count toward the progress. If they are traveling faster than that, it will be reduced to 1 kilometer (km) = one step. This will give riders and transits players some recognition for their efforts as we will institute a few NISMs that can only be caught at certain speeds. If a person is playing the REMOTE version at a desktop, steps will be counted by distance traveled virtually. A hundred steps will be added per 1 km virtually ‘walked’. After considering the average steps a person takes in a day (roughly 3500), I’ve come up with this formula. The rate of level increase will start at 1000 steps to reach level 2. The rate will go up by simply adding 20% to the previous total. So level 2 would be 1200, level 3 1728, level 4 2074, level 5, 2489, level 6 2987, level 7 3584, level 8 4301, level 9 5162, level 10 6194, level 11 7443 etc. This will make it relatively easy to get to level ten where all the goodies start happening, but, will start getting more difficult and people will need to be more resourceful to increase their progress after that. Also, the algorithm with round to the nearest whole number(s) for the steps. - Effects on Encounter rates – a character will get an extra 1% chance to encounter a higher rarity NISM per ten levels of the character. (So at level 10, they get an extra 1% and level 20 etc.) - Effects on Maturity leveling – a NISM will get a 0.1% bonus to maturity rate per level of the character. - Effects on Bond leveling – a NISM will get a 0.5% bonus to bond increase rate per level of the character. - Effects on Capture rates – a character will get a 0.5 % ease of capture rate per level of the character. - Effects on Befriending rates – a character will get a 0.1% increase to befriending rates at each level increase of the character. #### Encounter rates Each rarity of NISM will have a set rate of encounters, or how often you will see them versus other NISMs in the area. - Ordinary – These NISM rarities will have a 80% chance of being encountered (with any character level bonus added). - Exceptional – These NISM rarities will have a 15% chance of being encountered (with any character level bonus added). - Bizarre – These NISM rarities will have a 4% chance of being encountered (with any character level bonus added). - Extraordinary – These NISM rarities will have a 1% chance of being encountered (with any character level bonus added). - ***Anomalous*** - This will be a one in a thousand – 0.001 % chance of any NISM encountered being ‘Anomalous’. #### Befriending rates You may only try ONE TIME to befriend a NISM upon the initial encounter. After you try and are unsuccessful, you will be attacked by the confused NISM and can either disable it or weaken it enough to capture. - Ordinary – These NISM rarities will have a 20% chance of being able to be befriended (with any character level bonus added). - Exceptional – These NISM rarities will have a 10% chance of being able to be befriended (with any character level bonus added). - Bizarre – These NISM rarities will have a 5% chance of being able to be befriended (with any character level bonus added). - Extraordinary – These NISM rarities will have a 0.0% chance of being able to be befriended (with any character level bonus added). - ***Anomalous*** - No difference, to be treated the same as ‘normal issue’ NISMs and based on the rarity of them. #### Capture rates The rates set are just a small variation based on the rarity. Some NISMs we create may not be able to be captured. A weakened NISM is defined as one with their HP between 0.01% and 20% remaining. A message will pop up while in battle saying something like, “The [NISM name] is feeling weak! Would you like to try and capture it?” The capture percentage rate will be on your PIM to help you decide. - Ordinary – These NISM rarities will have a 95% chance of being able to be captured (with any character level bonus added) once they are weakened and a 5% chance of fleeing the encounter in fear. - Exceptional – These NISM rarities will have a 80% chance of being able to be captured (with any character level bonus added) once they are weakened and a 20% chance of fleeing the encounter in fear. - Bizarre – These NISM rarities will have a 65% chance of being able to captured (with any character level bonus added) once they are weakened and a 35% chance of fleeing the encounter in fear. - Extraordinary – These NISM rarities will have a 50% chance of being able to be captured (with any character level bonus added) once they are weakened and a 50% chance of fleeing the encounter in fear. - ***Anomalous*** - No difference, to be treated the same as ‘normal issue’ NISMs and based on the rarity of them. ### NISM Leveling There are different types of levels for the NISMs, and some are similar to a character’s level, and all of them are grown in different ways. All befriended and captured NISMs will revert to being level one (1) upon being added to your PIM codex – regardless of what level the one is that a player encounters in their travels. It is also worth noting that any NISM gifted to you or won in an event, will be treated as if it were befriended. Any NISM you buy or trade for, will be treated as if it were captured. #### EXPERIENCE This will be how the NISM levels up its stats and attributes. There are multiple ways to do this, and each of them will scale depending on the level of the character of the player. During normal exploration, a player should only find NISMs within 3 levels of the character level. This will (hopefully) keep them from knocking out NISMs immediately, and will allow players to gain a little more experience for finding ones that are a little higher of a level. Dungeons and special quests and the like will have different requirements and parameters which we will set at a later interval when those are introduced in the game. Now, some NISMs will surely be smaller than others and some much larger. I would like for that to be reflected in the game with 3 different ways (but all account for steps for experience gain). If the NISM is small or cannot walk well yet, it should be carried and shown in the hand of the player on screen, like a cute little mushroom or something. If it is capable of walking, then show it walking in front of the player. If it is a large NISM, then it can be ridden! These will be more rare, but a fun aspect to the game. The experience required to level up will be the same ratio gain as a character. The rate of level increase will start at 1000 XP to reach level 2. The rate will go up by simply adding 20% to the previous total. So level 2 would be 1200, level 3 1728, level 4 2074, level 5, 2489, level 6 2987, level 7 3584, level 8 4301, level 9 5162, level 10 6194, level 11 7443 etc. Experience for NISM levels will only be accrued any time a player WINS or LOSES an encounter with a wild NISM or fights another character (PVP or NPC). Different amounts will be given for each, which are listed below. - Befriending – If a player successfully befriends an ordinary NISM, they will gain twenty-five percent (25%) of their last threshold to level up for their NISM. So, if they are level 2, to reach level 2, they needed 1000 XP, so befriending a NISM will give them 200 XP for their NISM(s) they have out. If they befriend an exceptional NISM, they gain 50%. If they befriend a bizarre NISM, they gain 100%. If they happen to befriend an extraordinary NISM, they will gain 1000% (one thousand percent) of the needed experience (which could propel their NISM(s) multiple levels). The level of the befriended NISM will not matter. - Capturing - If a player successfully captures a NISM, they will gain 5% of the next level total needed by capturing a NISM of the same level, regardless of the rarity. Levels captured above and below will add or decrease the percent by 1% per level. So if a level 5 NISM is the companion(s) and you capture a level 3, you will get 3% of the needed amount to reach level 6. If you fail at capturing a NISM and it flees in fear, you will gain 50% of what you would have for capturing it. - Knocking Out – If a player knocks out or disables a wild NISM it encounters, the NISM(s) they are traveling with will get 4% of the total needed to level up their NISM(s), regardless of the rarity. Levels defeated above and below will add or decrease the percent by 1% per level. So if a level 5 NISM is the companion(s) and you capture a level 3, you will get 2% of the needed amount to reach level 6. If a player’s NISM(s) is/are knocked out, they will gain 1% only. - PVP & NPC – Any battle won by a player versus another player or NPC, gives their NISM(s) 5% of the needed XP for the next level. Any battle lost gives them 1% of the needed XP for the next level. This will include any Pit Fights a player engages in. No experience will be awarded for any tournament or pageant wins/losses. #### Captured initial stats - Ordinary – Both Strength and Endurance must be at least 6 from the randomly generated 24 point distribution for the 6 primary attributes. - Exceptional – Both Strength and Endurance must be at least 6 from the randomly generated 28 point distribution for the 6 primary attributes. - Bizarre – Both Strength or Endurance must be at least 7 from the randomly generated 30 point distribution for the 6 primary attributes. - Extraordinary – Both Strength and Endurance must be at least 8 from the randomly generated 32 point distribution for the 6 primary attributes. - ***Anomalous*** - Any anomalous version will have an extra 6 points added to the initial stat generation added to it upon capture on top of the rarity distribution. #### Befriended initial stats - Ordinary – Both Instinct and Virtue must be at least 7 from the randomly generated 26 point distribution for the 6 primary attributes. - Exceptional – Both Instinct and Virtue must be at least 7 from the randomly generated 30 point distribution for the 6 primary attributes. - Bizarre – Both Instinct and Virtue must be at least 7 from the randomly generated 34 point distribution for the 6 primary attributes. - Extraordinary – Both Instinct and Virtue must be at least 8 from the randomly generated 36 point distribution for the 6 primary attributes. - ***Anomalous*** – Any anomalous version will have an extra 6 points added to the initial stat generation added to it upon capture on top of the rarity distribution. #### Captured stat increments per level - Ordinary – Each level will give this rarity +1 to Strength and give 3 points for the player to set on any attribute. - Exceptional – Each level will give this rarity +1 to Strength and +1 to Endurance and give 4 points for the player to set on any attribute. - Bizarre – Each level will give this rarity +1 to Strength and +1 to Endurance and give 5 points for the player to set on any attribute. - Extraordinary – Each level will give this rarity +2 to Strength and +2 to Endurance and give 6 points for the player to set on any attribute. - ***Anomalous*** – Any anomalous version will have an extra 3 points added to the distribution for the NISM. #### Befriended stat increments per level - Ordinary – Each level will give this rarity +1 to Instinct and give 3 points for the player to set on any attribute. - Exceptional – Each level will give this rarity +1 to Instinct and +1 to Virtue and give 4 points for the player to set on any attribute. - Bizarre – Each level will give this rarity +1 to Instinct and + 1 to Virtue and give 6 points for the player to set on any attribute. - Extraordinary – Each level will give this rarity +3 to Instinct and +3 to Vi
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