Puppets

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Puppets

Post by Gatz »

A thread dedicated to Kankurou's favorite past-time. Discuss ideas for puppets.
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Re: Puppets

Post by Yuuta »

Ideas for puppets...

It could be a good idea to have specific archetypes (I.E. -- defensive, offensive) and then allow the player to set the description of the puppet, themselves. That way, even if there are a bunch of puppeteers running around, they won't have the same puppet.

I somewhat like what Yumi suggested in an earlier thread, that you can have multiple puppets but using a puppet would reduce your maximum chakra, imposing a natural limit on just how many you can use based on the power of the puppets you command.


Upgrades for puppets should be bought from vendors that are located in the various cities (Sunagakure would have the most extensive selection) that can be equipped to the puppets, providing certain benefits (such as "poisonous needles" or "reinforced skeleton").

Should there be an "ability" (Genjutsu, Taijutsu, etc) devoted to Puppeteering? I don't think that any of the abilities we currently have would actually fit the use of puppets. While Ningu is the closest fitting, it brings to mind the use of ninja weapons *without* overt use of chakra. It is also worth mentioning that puppet-users, when they are using their puppets, aren't exactly able to use weaponry, either.

If Ningu was expanded to include more than just smacking things with weapons, then I think adding Puppets to the Ningu branch would have a nice refreshing addition without forcing the puppeteers to go into that branch *just* for the puppets with no other useful skills.


Now, what type of puppets?

Offense
Defense
Auxiliary

Are the main three basic type of puppets. An example of each can easily be found with Kankurou, himself

Offense : Crow
Defense : Salamander
Auxiliary : Black Ant

For the most part, Crow was designed to cause lethal amounts of damage, Black Ant was meant to inhibit the movements of the enemy and otherwise make it easier for Crow to do its job, and Salamander protected Kankurou and the puppets.

That is not to say that the offensive type would not be able to use defensive type weapons, but that it would not benefit it as much.

This can easily be done by making each puppet have a strength in one of the three basic stats -- Health (defense), Chakra (Auxiliary), or Stamina (Offense).

Offensive armaments could use stamina, defensive would improve the effectiveness of health, and auxiliary armaments could use chakra. In this way, while an offensive puppet might use a smoke screen (auxiliary), it would not be able to use it as often nor would it be able to equip and use as many auxiliary functions as a puppet designed specifically for that purpose.
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Re: Puppets

Post by Gatz »

Mmm, I dig this Yuuta. I've seen SWR MUDs do something like this for droids which I like. I think what I would do is make puppets an NPC type which could work like players in a way, where they could level up. Except, puppets would level up via paying a cost, like upgrading a weapon. With each step up, they could gain more of a weight limit for how many 'upgrades' or pieces of equipment they could hold.

I think based on the EQ, it'd determine if they were offensive, defense or auxiliary. I think I dig that more, just because in a pinch your defensive puppet could still be used to bash against an enemy. Also, I think it'd be cool if depending on the puppet's level and how many upgrades it'd have, it'd determine how many Chakra strings were needed. I mainly say this because it seems the more complex a puppet the more strings are needed to control it.

Even Chiyo-ba, at best could do 10, and Sasori could do 100, but each one was pretty simple. That way it'd let the power puppet users be able to have one or two amazing puppets or an army of middle-of-the-road puppets that each might be specialized.
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Re: Puppets

Post by Hazamishi »

I feel like this deserves a bump. The idea up there is pretty good and it would expand the Sand village and make them interesting.
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Re: Puppets

Post by Gatz »

Based on Yuuta's suggestion awhile ago...I've been trying to dream up how this would work in the most non-obnoxious way to do it and still be pretty fun. I like the idea of letting people buy pre-made puppets or making their own and the skills to create puppets would be, for the most part, separate to the puppeteer skills.

This is still crazy rough....but...

(Below is the rough concepts, so it is missing the cool names and flavor descriptions)

Ningu
  • Puppeteer (10) - Can control one puppet on the battlefield. While puppeteering, the user can't fight. Also, the user can't trigger a puppet's special moves
  • Make Puppet (15) - Can make a level 1 puppet from a kit
  • Puppeteer 2 ( 25) - Can control two puppets at once, While puppeteering, the user can't also fight. The user can trigger a puppet's special moves.
  • Repair/Enhance Puppet (40) - The user can repair a puppet or enhance it by adding upgrade modules/special moves to it. This move also passive lets someone make a puppet that is level 2.
  • Enhanced Puppet Creation (50) - The user can make puppets up to level 3, as well as get enhancements to combat against other puppets.
  • Create Puppet Module (60) - The user can create special attack modules to install in a puppet. (Non-Jutsu based, like poison, darts, kunai etc) This will also let the puppet level the user can make be bumped to level 3.
  • Create Puppet Module Enhancement (70) - The user can create special attack modules which are normal jutsu. These modules can be installed in a puppet and the level of puppet that can be make is bumped to 4.
  • Puppet Master (80) - Able to control 3 puppets at once. The user of the puppets can now also fight in combat and perform Ninjutsu/Taijutsu/Genjutsu while using a puppet.
  • Corpse Puppet (90?) - Able to make a puppet from a corpse, some of the moves the corpse knew while living can be performed by the puppet. The level of puppet that can be made is bumped to 5.
  • Long Puppet Strings (100?) - Let a puppeteer move their puppet up to 1 to 2 rooms away from them and control them.

SBA
  • Puppeteer King - Able to control 5 puppets at once.

Puppets
All puppets are initially items until deployed in combat. Once deployed, they become regular NPCs which can be controlled like clones. However, puppets are not allowed to move too far away from the user because they have to have a Chakra string connecting to them. How many attack modules that can be installed depend completely on the level of puppet:
Level 1 - 1 Attack Module, increased durability
Level 2 - 2 Attack Modules, larger increased durability
etc

Puppets lack Chakra, Stamina and Health, but they have durability. While in combat, they take damage and it reduces their durability. When they use a move it also costs durability. When a puppet is reduced to zero durability it breaks and returns to the user's inventory. A puppet cannot be deployed if it is broke and it must be repaired.

To deploy a puppet takes a second or two, and to un-deploy it takes a second or two. However, if the user just lets their puppet get smashed up so it is forced back to the puppeteer's inventory they receive whatever damage splashes over that the puppet didn't absorb plus they get a time lag penalty before they can begin using moves again.

Also note, that even though I describe the modules as 'attack modules' there will also be defense modules which can enhance the puppet's defense and also the let the puppet do defense moves like shield a puppeteer.
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Re: Puppets

Post by Gatz »

I wanted to next follow-up my initial post with what modules would be. I want to re-state that I'd have skills for making modules and puppets, in addition to the actual puppeteering aspect. This would let some players sell puppets as a meta-game aspect, have a puppet become a reward for a quest or just buy one from an NPC.

I really want to mimic that moment from the series where Kankurou discovers the puppets that he used were Sasori's. I think my design sort of mimics that. Also, as a bonus, whoever created the puppet would gain a passive bonus if it is used against them, just to give an edge to people to build their own puppets.

Below I will briefly discuss each 'type' of modules, that can be added to puppets. They are just rough descriptions of everything but they sort of describe the kinds of modules people could expect.

Passive Modules - If a module is installed, it will do do something passively. Be it boosting damage, defense or whatever. These modules are 'always on' and require no special input from the puppeteer to trigger.

Basic Combat Modules - These are types of modules which can be constructed through normal means. They include things like claws, poison, projectile and other similar things. These modules will have to be triggered by the puppeteer manually and will lower a puppet's durability.

Advance Combat Modules - These are types of modules which are normal skills, either from players or NPCs. They might come form making a puppet out of a corpse or simply scribing/buy a skill from a player or NPC. These also have to be triggered manually and will lower the puppet's durability to use them.
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Re: Puppets

Post by Hazamishi »

I really like the way all of it sounds, Gatz. The only thing that I think should be different is the corpse puppet skill, which I think should be a SBA because it's more of a secret/forbidden technique. If there were some really hard, multitiered quest involved with getting it as a normal skill, I think that would be acceptable, too.
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Re: Puppets

Post by Gatz »

Hazamishi wrote:I really like the way all of it sounds, Gatz. The only thing that I think should be different is the corpse puppet skill, which I think should be a SBA because it's more of a secret/forbidden technique. If there were some really hard, multitiered quest involved with getting it as a normal skill, I think that would be acceptable, too.



Well, the corpse puppet thing would be a collary to Shikon, which is similar. I think if I made it not too overpowering it'd be okay.
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