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Seraphi

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Everything posted by Seraphi

  1. The bottom of Ares' coat, as well as his gloves and sleeves had been burnt by the bombs that Timothy had dropped, and he wasn't planning on letting him get away with that. Appearing a few meters away from Timothy, Ares jumped in the air, and at the peak of his leap, he launched a barrage of Kunai at him, in a pattern which, for as long as he could remember, had never missed.
  2. Ares, suddenly behind Timothy, placed his hand on Timothy's shoulder. "I really hope you know what you're doing with those, one wrong throw, and everyone here is going to die".
  3. Realising what TIm had just thrown, Ares threw a smoke bomb to the floor and disappeared behind a stone wall set at the very peak of the Arena.
  4. Ares, already disappeared from sight again, was sitting on the Arena's "Shoulder" if you could call it that, watching where the Arena was trying to go. His trenchcoat was now opened, revealing rows and rows of throwing knives, numbering in the dozens, if not the hundereds.
  5. Appearing from a cloud of smoke, a man caught the crossbow bolt which was heading straight towards Mather's head. "You should know better than to shoot at somebody while they're not prepared" He said, in a mechanical way. The man was dressed in a trenchcoat that flowed all the way to hes ankles, he had a mask on, which was blank, save for two black teardrops below the left eye. He stood at the edge of the arena, almost as if he was bored. "You can call me Ares. Ares Demeter." He said, in an accent that seemed to show no sign of emotion at all.
  6. I believe that Sere is posting the thread when he gets on in a little while.
  7. I'm pretty sure that this new game is going to be in another thread, but nobody really wants to continue with the current game atm. Except a few people, you and Mather etc.
  8. That doesn't matter, you can play out wars over a few days, the example battle between me and Sere lasted 3 days since one of us wasn't online at times. Hurrah, another person who actually plays fire emblem! As they say, if it ain't broken, don't fix it :smile: I made my basic unit list, minus seige weaponry, now I'm going to write up a background. (PS, when making units, make sure to follow stat caps - OS - 19 DS - 7 MS - 6 for non mounted, 9 for mounted RNG - 5 for non seige, 8 for seige If you max one, the other two will be very low. Take a berserker unit for instance, 17 OS, 0 DS, 5 MS, 1 RNG, compared to a knight, 10 OS, 5 DS, 4 MS, 1 RNG)
  9. [hide= Rules, Will edit once feedback is obtained on the ideas mentioned in the last few posts] Warfare Rules Each unit has a set value; this comes in the form of: OS, offensive skill, this determines the units attack power. It is the base damage a unit will do to an opposing unit. DS, defensive skill, this determines the unit’s defensive power. This is deducted from the opposing units OS to work out the damage dealt RNG, the units range, this is how far the unit can attack from. Most melee units have a RNG of 1. MS, movement speed, this is how many spaces each unit can move in one turn. HP, this is the groups strength, it always starts at 20, and cannot go above that. If it reaches 0, the unit is considered dead, and is removed from the map. All maps have a point value, meaning only a certain amount of troops may be bought in to fight with. Different units have different point values. Terrain can give bonuses or penalties, depending on which type it is. There are some varieties of units with special abilities, such as rouges, who can pick the locks which appear on certain maps. Multiple players can fight on maps, assuming the map has the space for however many players you want to join in, up to a limit of four on the largest maps. Units CANNOT move or fire diagonally. Mounted units cannot move past mountains. No unit can move through water unless otherwise specified. 3 Hero Units per tribe, 1 per battle, maximum. Mapping rules The map is divided into a large grid, with each square of said grid representing an entire map, which can be captured. If you capture a map, it is up to YOU to secure it. You will spend your citizen’s tax money on building fortifications and such to hold off an opposing army. You will create features on the map as you build them, walls, garrison-able towers and buildings and such. Towns/resources must also be noted. On uncontrolled tiles, a monster, or group of monsters will often lurk, and these must be cleared out before you can capture that tile. The monsters will be controlled by another player for that battle and that battle ONLY. Occasionally, a monster will attack a random tile on the map, and must be fought off by the controlling player. Monsters can either be few in number, but very powerful, or set out in the same way a normal army would be. Monsters cannot, under any circumstance, be tamed or otherwise work with players. Some monsters will break the HP limit, but that will only be large monsters, of which there will only be a maximum of three on the map at once. [/hide]
  10. EDIT: Disregard that, I misunderstood. Yeah, on the "zoomed" maps, things like resources and towns could be noted. I assume that game areas = Forest though. I'd like everyone's views on the three ideas that have been suggested
  11. Problem with barbarians is that some people are actually playing as barbarians etc.
  12. I think it would spice the game up a bit if you actually had to fight monster(s) on the uncontrolled maps to claim them, instead of just being able to waltz in and claim it. We could also have a random monster generator, in which monster(s) attacks one random map tile every now and again, to add a bit of variety. I assume these monsters. if they were to be added, would be controlled by another player, not as in they actually own them, but they control them for that battle.
  13. Seraphi replied to Skull's topic in Off-Topic
    Ceaser salad is the greatest salad ever.
  14. Yeah, that was just a mock battle, in reality, there would be things like walls and towers which have a certain durability rating (Essentially HP for structures), and would need to be garrisoned. I'd say that the map should be divided into areas, and if you capture an area, you need to micromanage it, build defenses and garrison them etc, actually map it out properly. By the way, I'm editing the warfare system at the moment. Also, how would everyone feel about Hero Unit style generals, yae or nae? One other thing I'd like to propose. Consider this: The map is divided into a large grid, say 50*50 squares, each square has its own map, if you capture a square, its up to you to spend the peoples tax money building fortifications and such. Each square would need to be micromanaged, and you would have a folder with all your land in, square A1, A2, B2 etc. If you spread forces too thin, you're going to collapse and lose a lot of troops, if you keep them too compact, you'll end up surrounded. If another person defeats your army there, they claim the land, all fortifications are wiped from the map and the capturing player needs to begin anew. From the feedback I got in #medi, people seem to like these two ideas, so I decided to post them here.
  15. Okay, so everyone seems to be scared of my war system. I'll explain it in a little while, I just need to finish making a unit picture for Sere.
  16. Okay, from that, I noted a few things. 1. The counter system and strength drop system needs a rework 2. Following on from that, the OS/DS ratio needs a rework as well 3. Maps need to be decided upon carefully, so do objectives (EG. In that battle, Sere's objective was to protect the prince at the top of the map) 4. A method to work out which player gets to decide the map needs to be decided as well.
  17. That would complicate things to the point where nobody has any clue whats happening. I'm still trying to work out a viable system for "Ambushes" but I don't think there is one, so if somebody were to ambush somebody, at the moment it just means that they get to design a map with terrain that works to their advantage.
  18. That doesn't make much sense. Terrain decides things like that I guess.
  19. That makes it far to simple, and people would just wait out of range of the enemy, meaning the first person who moves into range loses. DS blocks OS, You'll understand why its the way it is when I post the example battle that me and Sere have been playing for the last few days.
  20. I think most maps will average a 100 unit value limit, so bare that in mind when determining troop values. My judge knight is going to be 20, and thats a heavy unit, just for some comparison. Also, 1 OS does not equal 1 DS, DS is almost always under 5, and if it was above 5, OS and MS would have to be nerfed beyond belief.
  21. Tactics is bloody awesome. Ninja Luso with dual wield kicks [wagon].
  22. It also means its easier for every player to interact with each other. Lets just settle with the Pangea map. I'll write up a summary of my tribe soon, I have about half of my unit roster done.
  23. Seraphi replied to Skull's topic in Off-Topic
    You're mad. Who the hell doesn't have onions with their hotdogs? Also, why should the ingredients used matter if the final product wont damage your health and tastes good.
  24. Pangea sounds like a good idea.
  25. I wanted a randomised map too, but for some reason they insisted on keeping Earth. Really, why can't we just create a new world with one large continent which every player starts on, take the cultures from Earth and put them into th is new world. That would mean it truly is a level playing field.

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