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    Lei_Pao_Game 討論區 === 沙盒、放置物品讓小人互動(EX:10x10 地盤,3 個小人,丟泥土 > 小人捏成土塊 > 擴充地盤變成 10x12 etc ) - Lei_Pao_Game 素材存放區 :cat: https://drive.google.com/open?id=1vUdyZAiWB7xkth-2MBPsYKQLGM0_YL4T https://awwapp.com/b/usfwf5k2i/ - 遊戲概念 ``` 管理工會、分配委託給冒險者隊伍,以此來賺取酬金。並開設講座傳授魔物知識及技能,提升冒險者生存機率 ``` - 遊戲目標 ``` -- 維持公會營運 -- 打倒魔王? ``` - 遊戲流程 ``` 日間任務分配階段→日間任務執行(講座實施)階段→夜間公會管理階段→LOOP ``` - 日間任務分配階段 ``` 民眾會來公會委託任務,玩家可見的資訊為: 1. 任務名稱 2. 任務目標 3. 任務地點及交通日數 4. 任務報酬 5. 怪物資訊 6. 其他雜項 在這個階段,玩家可以根據以上資訊將任務分配給空閒的隊伍。 ※一個任務只能給一個隊伍承接 ※冒險者可能會拒接過難或過於簡單的任務 (報酬太少?) ``` - 日間任務執行 ``` 在結束上一個階段後,即進入這個階段。 在此階段,玩家無法進行任何操作,僅能進行觀看。 ※講座實施階段先行進行 講座階段: 若玩家前一天晚間有安排講座,講座將會在這時實施。 來參加講座的冒險者有機會學會玩家所安排的知識或技能。 ※若無安排則跳過 任務執行階段: 列出各個隊伍的概況。 列出諸如: 1.隊伍名稱 2.隊伍所在地 如:村外 3.隊伍活動 如:執行「魔獸討伐」任務 4.隊伍路程 如:離魔物森林還有3天 5.隊伍現況 如:紮營中 ※並非要到目標地點才會戰鬥,在去程、紮營、回程時皆有可能遭到襲擊。 ``` - 夜間公會管理 ``` 玩家在此可進行講師的聘用、講座的安排、檢視冒險者現況、公會的擴建等等 ``` - 講師的聘用: ``` 遊戲開場會隨機產生一位,不同的講師會掌握不同的知識、技能。 講師聘用時須先花費一筆現金,之後每天都須支付薪水。 ※退休的冒險者也可能被聘用為講師 ※講師也有年齡,可能會老死。 ``` - 講師的成長: ``` ※可以透過公會資金來購買書籍,講師空閒時(或指定其去研讀)會去學習該書知識 ※講師之間若皆有空閒,亦會互相指教、學習 ※可派遣至外地研習 ``` - 講座的安排: ``` 若有空著的教室及空閒的講師,玩家可安排一場講座。 有空閒及意願的冒險者會於隔天來聆聽講座。 ※玩家須設定該場講座要教授的知識(技能),須從該講師會的內容選擇 ※玩家可設定講座是否收費及價格 ※來講座的冒險者當天將不會參與任務 ※其他的隊伍成員是否要出發、這名參加講座的成員隔天是否可以承接其他任務.....之後再議 ``` - 公會的擴建: ``` 公會可以擴建新的設施,如新教室、食堂、道具店等等。 新教室:增加一天能開辦的講座上限 食堂 :可提供冒險者一些正面補正、可設定是否收費 道具店:同上。 ※新設施的擴建都會增加公會的維持費 ※擴建新設施需要等候一段施工時間 ``` > 冒險者 ``` 組成遊戲的基本單位(消耗品),細項由底下補充 ``` - 冒險者大廳 ``` 冒險者管理區,能夠看到目前的冒險者狀態,包括冒險者數量與剩餘空間、各自冒險者狀態一覽(樣貌、屬性、裝備)、目前所在隊伍, 檢視方式可依冒險者單個排序或隊伍排序 ``` - 隊伍: ``` 由一名以上的冒險者組成,冒險者會自動結成隊伍,合得來的、職業相性好的會更容易組成。 ``` - 冒險者能力: ``` 可能簡略分成 4 類屬性:力量、敏捷、精神、魔力 有實際數值,但顯示只會顯示階級 用階級來表示,S、A、B、C、D、E、F (最高S 最低F) 如:筋力 S 敏捷 A 精神 C 魔力 C 之後再綜合以上數值,計算冒險者的階級,是給玩家快速參考的依據 ※戰鬥、達成任務等等都會提升冒險者的能力 ``` - 冒險者 buff ``` ``` - 冒險者 debuff ``` 冒險者經過任務或時間推移會出現受傷、老化、詛咒等等負面效果, ``` - 知識、技能: ``` 本作的核心,可視為冒險者在該領域的熟練程度。 知識即為對某魔物的了解,如: 史萊姆知識 2 ※持有某魔物知識意味著對上該種魔物時冒險者的戰力上升 ※即使未持有該知識或知識等級較低,若與該種魔物戰鬥的次數夠多,也會習得該知識 ※隊伍裡只需要有一名冒險者持有某知識,就視為整隊擁有。取最高值。 技能即為一些其他的加成,如: > 野營→紮營時遭到襲擊的機率降低 > 採集→採集任務時可採集到的量上升(系統面來說就是報酬上升) > 治療→增加隊伍成員的生存機率 ※技能效果可疊加,越多人掌握越有效 ``` - 個性: ``` 為每個冒險者的個性,會提供一些加成或減成 如: 樂於助人 → 隊伍的其他人容易習得自己所掌握的技能、知識 膽小 → 隊伍陷入劣勢時更容易逃跑(系統面上就是不容易戰死、精神能力值較低等等) ※相反的個性組隊的可能性會較低 如:吝嗇 對 樂於助人 膽小 對 勇敢 ``` - 職業: ``` 影響能力值以及可以掌握的技能。 ``` - 戰鬥: ``` 在鎮外就有機會觸發(也許會有魔獸襲擊村莊的系統?), 暫定算式:小隊所有人各屬性分別加總(如:力量的總和、精神的總和) 與怪物群各屬性的個別總和相比 來計算雙方的戰力比 例: 勇者 力 30 敏 20 精 13 魔 20 祭司 力 11 敏 09 精 31 魔 23 怪物 力 10 敏 24 精 05 魔 03 X 3 隻 加總就是 41 比 30 勇者勝 29 比 72 怪物勝 44 比 15 勇者勝 43 比 9 勇者勝 總值 157 比 126 就用 283取1去計算,小於157隊伍勝利 勇者的個別數值勝利數3-落敗數1=2→+10%勝率(此例便是172以下勇者勝) 再計算小隊的魔物知識、技能等等,將其加至勝率 若無此魔物知識,則減少勝率。 最後依據亂數取出的值判定戰鬥結果。 勇者勝利區間20%以下:完全勝利 21~50%:有點消耗 51~95%:激烈戰鬥 96%以上:代價極高的勝利 怪物勝利區間10%以下:勇者全滅 11~50%:勇者死傷慘重 51~80%:勇者輕傷 81%以上:雙方幾乎無傷亡 ※之後都可以再討論,也可以砍掉重練 ``` > 事件? - 固定劇情 - 隨機事件

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