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    Takeover rules

    Rosetta Crawford
    Rosetta Crawford

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    Takeover rules Empty Takeover rules

    Post by Rosetta Crawford 16th September 2014, 5:04 am

    Not going to use the template because honestly what is the point? Its not a registration. Its a suggestion.


    Right...

    Currently Takeovers are defined as you being allowed 3 full takeovers and each can be made up of a maximum of four partials. This of course gives you the most benefits in terms of power.

    However, what if someone wanted to go more versatile and thus wanted a few more full takeovers. So I was thinking if we keep the maximum partials at twelve....and people don't exceed that then they can have more full takeovers.

    For example<
    I could have six full takeovers each with two partials
    I could have four full takeovers each with three partials
    I could have one full takeover with four partials, and three with two.

    Now how this would work is that the fewer partials you use to build a full takeover the less of a boost you get.

    I think its currently 50% if you use four.
    So put it to 25% if you use three and 10% if you use two.

    This gives a much greater diversity.

    Also, I think we should allow partial takeovers that don't add up to a full takeover at all. For example, Elfman has tons of 'arms' but most don't seem to be part of a full takeover. Not sure if we have a rule saying you can't have partials that don't add up to a full, but yeah.



    Also, how does takeover energy work for a full takeover?


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    Takeover rules Zack2_by_gramcrackers-d8ker96

    Takeover rules Zack_by_ravenart5-d8j23c0

    Takeover rules Zackrose_zpse9a22d85
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    Takeover rules Empty Re: Takeover rules

    Post by Kirahunter 16th September 2014, 5:22 am

    Or we could just drop the takeover rules and let the players do what they want!

    The only reason I see for magic rules are for registration purposes(like slayers and gold keys) or because they conflict with certain rules(i.e. how ExQuip causes mix ups with weapon rules).

    I never understood why we had rules for takeover, at the least we should reduce the rules to guidelines. Saying "any number of full take overs over X would be considered a strength" and "any number of full take overs under X would be considered a weaknesses." Stuff like that.


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    Takeover rules Empty Re: Takeover rules

    Post by Decayuss 16th September 2014, 5:19 pm

    I actually use Take Over, and I honestly don't see the problem with the rules regarding forms and partials.


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    Takeover rules Deacy2
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    Hiro Villenn
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    Takeover rules Empty Re: Takeover rules

    Post by Hiro Villenn 16th September 2014, 8:48 pm

    I like zacks idea.


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    Rosetta Crawford
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    Takeover rules Empty Re: Takeover rules

    Post by Rosetta Crawford 17th September 2014, 12:29 am

    I can see Kira's point. I think the main reason is that, like with summoning, takeover can become very powerful very easily (particularly as each form gets like two spells...so you are getting an extra spell for free essentially). Particularly as we provide bonuses.

    The main reason i've suggested this slight change to the rules is to give more freedom as to what people want to do with takeover without making it so they can do almost anything.


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    Takeover rules Zack2_by_gramcrackers-d8ker96

    Takeover rules Zack_by_ravenart5-d8j23c0

    Takeover rules Zackrose_zpse9a22d85
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    Takeover rules Empty Re: Takeover rules

    Post by Kaseki 17th September 2014, 11:20 am

    So put takeovers like the CS magic?

    Each TakeOver is one "Monster". Spells can be from claws to fur, and the final spell, the full take over.


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    Rosetta Crawford
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    Takeover rules Empty Re: Takeover rules

    Post by Rosetta Crawford 17th September 2014, 11:43 am

    Nah takeovers are too different to a summon. I like the idea of how it is right now. I just felt it needed to be a bit more flexible.


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    Takeover rules Zack2_by_gramcrackers-d8ker96

    Takeover rules Zack_by_ravenart5-d8j23c0

    Takeover rules Zackrose_zpse9a22d85
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    Takeover rules Empty Re: Takeover rules

    Post by Mifune 28th September 2014, 4:31 am

    1 full takeover per rank up?

    none at D
    1 at C
    2 at B
    3 at A
    4 at S
    5 at H

    couple partials per rank as well.


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    Takeover rules Empty Re: Takeover rules

    Post by Cirven 28th September 2014, 6:32 am

    Could maybe go with something like Shuhei's idea and just have the full forms have a passive/ability for each partial all under one spell. Should be a partial for the chest, arms, legs and head.

    Like they would make the spell be the full form which would require a certain amount of TE but can just partial transform for less. Would end up having a wall of text for it all being under one spell but not too different from reading a list of them.


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