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File: 1457140595258.jpg (458.23 KB, 1388x900, 347:225, 1353898692891.jpg)

d0c768 No.153582

Hey /monster/

How would someone go about making a monster girl based image board based tactical strategy game?

I was thinking about making hex grids and the unit cards and the like, but how would battle work?

Would you prefer a stat based system or a rock/paper/scissors mechanic or some other kind of variant?

How would you stat humans from monsters? What would the advantages and disadvantages for either? What kind of special abilities would you like to see?

1c8a74 No.153587

>>153582

I'd probably give the humans a numbers advantage, but the monsters a power advantage.

Depending on how in-depth you want to make the stat system, my suggestion would be three stats for each character, being something like Strength, Speed, and Vitality. Resolving character to character combat would just be subtracting their strength from your vitality, with the character that has the most speed going first.

For example, a Harpy attacks a Knight. Harpy has higher speed, so the damage she inflicts to the Knight would happen before the Knight hits back with superior Strength and takes her out. On the flip side, if the Harpy attacked something weaker and took them out first, she wouldn't take damage because the opponent wouldn't be able to respond.

Obviously there would have to be some sort of limit as to which units you can pick so that either side at least looks balanced.


b72875 No.153590

I think the feel of KC's setting is best preserved if humans are more of a resource or natural hazard than an outright faction. I mean, even if an Ushi-Oni is comparable to a warhammer fantasy Shaggoth Dragon Ogre, a human army hasn't really got an answer to one that's angry and alert other than get out of the way and try to seal her in her sleep.


d0c768 No.153594

File: 1457144180031.jpg (35.65 KB, 125x125, 1:1, 1358700610247.jpg)

>>153587

I actually like what you're getting at. But what do you think about a equipment system to go with that? Do you think I could implement things like weapon quality and armor saves without making it too complicated?


1c8a74 No.153597

>>153594

Trying to implement equipment without making it too complicated is tough, because if you were to add in armor saves and stuff based on a character's individual kit, you've essentially got a more rape-y WH40k game.

A good basis I think to go off of would be XCOM. Your units have an armor value that absorb a little damage from each attack until a certain kind of damage or attack from a unit with a certain trait "shreds" it. Maybe a Dragon or a Hellhound has a "Sharp Claws" trait that shreds one armor from a unit every time they attack, and stuff like Kitsune magic or Elf arrows would pierce the armor, doing more direct damage that doesn't shred but ignores the armor.

>>153590

I do kinda like this idea. Maybe if you had two armies of monster girls and one giant human keep in the center, and the win condition is either you destroy the other army or you conquer the humans first.


d0c768 No.153599

File: 1457145176813.jpg (63.51 KB, 646x1024, 323:512, 1348851724841.jpg)

>>153597

I was thinking less of race specific and more of a recruit from where you are, well depending on what kind of army you're playing.

Like, if you're a more tolerant force, you could levy troops from a local lizardman colony and have auxiliary fighters and the like.

With armor and weapons coming into play, do you think we could do a thing where certain armor counters certain weapons and vice versa? Like heavy armored units can just walk through arrow fire but can't really deal with maces and halberds and the like?


1c8a74 No.153606

>>153599

Yeah, I could see that. If you wanted to integrate it with the armor idea then you could give weapons a damage-class, like slashing, thrusting, or striking. Slashing would be more effective against unarmored units, striking against heavy-armored units, and thrusting somewhere between. Magic would be on a more case-by-case basis, depending on what kind of spell it is.

This whole premise is really pretty interesting, I kind of want to see if I can make it virtually


d0c768 No.153608

File: 1457146396460.jpg (1.44 MB, 1913x2475, 1913:2475, 1290749718491.jpg)

>>153606

>Virtually

All my ideas are free, brah.

So how would this sound just off the top of my head.

Militia spearman

Str: 1

Spd: 1

Vit: 1

Weapon: Spear (Thrusting)

Armor: cloth tunic.

Does a format like that look good?


9193b6 No.153609

File: 1457146893674.jpg (282.97 KB, 735x654, 245:218, Ruby Gloom prepares to bad….jpg)

>>153608

>snout


913d3e No.153611

Early game humans are weak, but versatile: a human can be equipped for almost any role while your average MG has one role and has to stick to it.

Late game humans should be much more dangerous, teching up they most likely will unlock guns, inaccurate black powder version but a single shot is usually enough to kill a MG and cannons WILL kill anything they hit.


1c8a74 No.153612

File: 1457147209593.jpg (168.19 KB, 1033x679, 1033:679, 1440721895038.jpg)

>>153608

Excellent, maybe for a bit more depth there could be certain traits or abilities per unit, like a spearman can move two spaces if it moves alongside another, or a cavalry unit gets a damage boost if they move into their attack, like a charge.


d0c768 No.153614

File: 1457147801044.jpg (237.89 KB, 850x1134, 425:567, sample-e72f2af41771c1041db….jpg)

>>153611

>>153612

I like both these ideas.

We could also have movement points work by unit. Infantry move one space, calvary, I dunno, 3 or so. Things like that.

>>153609

>Not liking Mithra.

This discussion has come to blows, have at you, sir.


c1bc51 No.153626

I like the idea of a Civilization/Total War style game, with humans being a resource that has the potential to get dangerously out of control if not properly managed. I like the idea of playing a campaign only to find that the Lizards let their human population get too high, and now there's a Paladln faction with an economy noone can match crusading to restore the great human empire. This would force rival monster nations to forge uneasy alliances in order to force them back.

I also would love for each type of monster to have stats that affect for than just combat abilty. Imagine having to hold certain units in reserve because, while your Hellhounds could certainly take the outer walls of a human settlement quickly, too many would begin to proactivly take husbands from the defeated defenders for you to have a fighting force big enough to take the city square.


d0c768 No.153630

File: 1457149106190.jpg (86.43 KB, 600x413, 600:413, 0cb41051ab97ee3f786605ad19….jpg)

>>153626

nyeeegghh I'm less about the whole human resources thing but like the idea of a survival strategic narrative like Kings of Dragons pass or Banner Saga.

Start as a roaming Free Company or a expedtionary force of the sorts and try to keep your numbers and morale up while both losing men to fighting as well as traps and raids from monsters, considering how fucking sneaky some of them could be.

Like, a roll of the dice each night shows what can happen anything from deserters or waking up in the morning with 10 or so men missing from camp with the guards being none the wiser, or maybe even the night patrol going missing too.


d0c768 No.153649

File: 1457151961005.jpg (614.58 KB, 1758x1226, 879:613, 1380345683183.jpg)

So what I was thinking for a narrative to go with said little game would be a map of a continent or maybe even just a country that expands so you can get the hang of things.

So what I had planned was a map split into hexes or spaces like the battle system, only this time it acts as a random encounter system instead of battle. So I had two ideas.

#1. You can move a certain amount of spaces a day and at the end of your movement points you have to make camp, OR lose morale and have your army march over night.

or

#2. Each space is a day of marching and the DM (which would be me if I beta tested it here) will pick a random event to happen every few spaces or maybe have a dice generator roll a dice on every movement space to pick which ones have things happen on them.

#2 to me seems like the better option because then you can micromanage other things such as food as well as equipment and maybe even sending guys out on expeditions away from the main force. #1 was the first idea, but I'd like to hear what you guys think or if you have an alternative.


1c8a74 No.153654

>>153649

I like #2 if we're thinking from a tabletop perspective, and maybe a little bit of both if you were going for a vidya gaem or something.


913d3e No.153662

>>153649

#2 sounds pretty good.


27040e No.153663

So, thinking about species, how about we balance them according to certain things they're good at and bad at. Also, was thinking if this was something more similar to tactics ogre or fire emblem rather than a large army game, different races can have abilities (as well as personalized/class-specific ones). Example:

Humans

Ability: Adrenaline

For a short few minutes after being critically injured/low health, unit gains massive boost to strength and speed, unlimited endurance, but lower skill. Can only be activated again after being healed for >80% health.

Mantis

Ability: Exoskeleton

Slight boost to natural defense, heavy resistance to slashing and crushing damage. Increased weakness to piercing damage.


d0c768 No.153666

File: 1457156188009.jpg (683.9 KB, 1000x979, 1000:979, 1377820826997.jpg)

>>153663

We could have two special traits per unit even. Like one dependent on race and another dependent on class.

Like how you said humans adrenaline, but what about a human spearman regiment?

Human Spearman

Abilities: Adrenaline: as you said.

and

Spear wall: The regiments closes in together and presents a wall of spears to the enemy, making their, I don't know yet, strength and vitality rise but the boost in stats is negated if they're flanked from the sides. It also stops them from being able to move and only lets them rotate formation once a turn.


16d36b No.153686

>>153582

Is this just theory or is this an actual plan because we can't be going too crazy if this is a plan. I've played a lot of 4X games where every unit has pages of special abilities and modifiers and shit so no idea what you're aiming for. The more realistic and immersive you aim to be then the more details and work need to be put in.


ac42bd No.153688

> >>153599

Work up with that, create a bunch of different army types.

For example, you could have an 'infiltrators' army, comprised of Alps, Succubi, Demons, etc. that are extremely powerful but can disguise themselves as humans. Civilian units have to be evacuated in X mission, but how can you tell the imposter from the real one?


dd049a No.153718

>>153582

Go play the shit out of the two GSG Dominion 4 and Conquest of Elysium 4. Both have a insane wide range of monsters, many non-monster girls, but some that are. Succubus, Nymphs, etc etc. Those two games will give you a good idea of how humans fare against monsters.

Also, do you intend to use a virtual tabletop like maptools for this game? I find that knowing that ahead of time makes a huge difference for these sort of thing.

/tg also has a thread on 'mging' DnD, which is kinda weird since Dnd already has a shitton of monster girls.


3cf810 No.153726

Just some unripe idea I want to throw out here:

Adding some kind of "energy background count" mechanic for the mapgrids sounds like something that would fit the established fluff and allow you to put less emphasis on the outright unit vs unit combat that most games have.

For ex. some average slimegirl will not be all that much of a combatmonster, compared to say an Ushi-Oni.

But exactly by not being so strong and intimidating she might have an easier time to 'infiltrate' and snatch a husbando in a human-centric mapspot.

Having her succeeding at that would then over time help change public opinion and background count to a level that makes the area more monsterfriendly, allow magic-heavy girls to appear and the more intimidating MGs to go around without everyone running off in fear of CPS.


d0c768 No.153767

File: 1457199831921.jpg (495.26 KB, 747x1000, 747:1000, 1370976065355.jpg)

>>153718

I'm still going through available programs since they all go from horrible to pretty okay in terms of usability. If you have any recommendations I'd like to look at them.

Something simple so I can just make unit tiles that can fit on a space or a hex would be preferable.

>>153718

I have played those games, but those are the universe of THOSE games. Of course I'm going to have ultra strong monsters just as much as I'll have a wizard that can warp time or a religious priest that's completely engulfed in a flame that burns anyone that isn't him.

>>153686

Right now it's an actual plan, I've had this idea from awhile but I never got around to narrating my ideas or articulating. One racial trait and one unit trait is enough for me to keep track off, and if things get too out of hand I can always just make a player guide.

I'm also trying to figure out what I should cap the unit stats at, if It should be 1 to 10 or 1 to 100.


1712ac No.153794

>>153767

If it's fixed stats then go 1-10, since it's simpler. If you can level up or get bonuses then go 1-100, which would make it more balanced than upping the skill by tenths every time.


1dee2f No.153798

Non-Paladindu males have a The D stat. Or whatever you want to call it. Which is their ability to recruit non-attached monstergirls to their side. Think of it like a roll check or something. Monsters of course have a resistances to it. Submissive ones are easier to recruit, dominate one's harder etc. And monsters can recruit men to their side in a similar way. Paladindus and human women are resistant to most monster subduction, but can't recruit monsters.


1dee2f No.153800

>>153798

>Paladindudus

Was that subconscious on my part, or does /monster/ have a word filter for the word Paladindu?

Also

>Paladindudus and human women are resistant to most monster subduction

Make that immune.


d0c768 No.153804

File: 1457204970398.png (425.85 KB, 600x925, 24:37, 1312412411616.png)

>>153798

I may just call them Crusaders to avoid the word filter, but I can see the Paladindus being something akin to what they are in Kingdom Under Fire where they double as healers or something like that.

"Chaste" could be their unit trait.


dd049a No.153830

>>153767

Maptools is what I use. It allows for use of any sided dice, as well as fudge dice and rolling for dice warhammer style (the 4d6s3 roll for example, roll four six sided die, and it tells you how many are 3 or above. Very important for rolling huge block of dice in Warhammer.)

The reason I mentioned COE4 was that you can probably crib the basic battle system. It's simple and works. A better choice for that might be cribbing off of Age of Fear 2, since AOF lacks the GSG element, it's just pure combat.

I been making my own homebrews for a while, and I can tell you right now, the best thing to do is to keep it simple and find a good game to base your game off of. Final fantasy tactics, Age of Fear, XCOM or Shadowrun Returns, a simplified Dnd or Warhammer, COE4, all are good choices as long as you don't mind being 'gamey'.


d0c768 No.153847

File: 1457209330298.jpg (119.16 KB, 685x600, 137:120, 1397631957192.jpg)

>>153830

Maptool works perfectly.

And I see what you're getting at. Gamey isn't a problem since I'm already going to use things like unit cards and dice rolls. A very basic version of Warhammer fantasy seems to be a way to go where you make two stats face off and then add armor/weapon value and then just roll a dice.


dd049a No.153856

>>153847

Is this going to be regimental combat with block of units tearing at each other, or is this a skirmish game, with a small team duking it out against a small team?


d0c768 No.153859

File: 1457210290463.png (192.65 KB, 380x382, 190:191, 1455504968574.png)

>>153856

I have no idea yet, but regimental seems like the better options. Have named characters act as captains per each regiment or something of the like.


dd049a No.153861

>>153859

Okay. For the sake of lore, I'm going to play devil's advocate. You're doing this on /monster and not /tg, and you're talking about making Paladindus and monster girls opposing sides, so I'm guessing this is going to be based off of a non-stupid version of MGE.

How in the world are people going to organize said monster girls when most of them are dumb as a rock and lack human tool using and organization? Are they just going to be small squads or single units, like a dragon girl being equal to say, 18 greatswords in a fight?

It's doable to do a regimental wargame and those are cool as fuck, but anything MGE-inspired lends itself better to skirmish. Skirmish is a hell of a lot easier to make, since there is a lot more material to base your game off of.

Also, if you want, I can give you my skype and share some of what I done before. I have made regimental before and can even boot up a server on maptools to show you.


d0c768 No.153865

File: 1457210997298.jpg (200.28 KB, 622x695, 622:695, 1390887096194.jpg)

>and you're talking about making Paladindudus and monster girls opposing sides

I didn't say that, I said that Paladindus may be a unit in the game if not under a different name. Nothing is set in stone right now and I could probably figure out a system for both and see which one I like more.


dd049a No.153868

>>153865

Sorry, I probably just misremembered something or got something mixed up.

Yeah, doing both is fun for the same lore, since it let you explore combat in different ways. Regimental is a lot harder to balance, because it takes longer to test and there are less games to take ideas from.

The other thing I want to ask is, what do you know of game design? Are you willing to sit down and do the math? Figure out probability and shit like that?


d0c768 No.153876

File: 1457213082421.jpg (385.06 KB, 963x800, 963:800, 1377814797394.jpg)

>>153868

If you're talking about wargames and pen and paper games then yeah I have a bit of experience. If you've been to /tg/ on halfchan a few years back you probably saw a game called Velocity hanging around.

I didn't make it, but the original draft was made by my buddy and I helped out from time to time. I'm not inexperienced, but I know from personal experience that if you're going to be playing a game over a forum or an image board than you want to keep it a bit simple. Which is why I'm asking what kind of system people would rather see.

I can probably meld army wargame and skirmish games together in the same way Banner Saga did with their whole off-screen army thing going on. Or I can just tone it down in general and cap your army to named characters and/or one off mercenaries.


1dee2f No.153879

>>153859

Could do value based squads. Each unit is worth so many points and you can only have so many points per squad.

God dammit, Hotwheels. Fix your fucking site.


d0c768 No.153903

File: 1457218199572.jpg (275.87 KB, 726x1099, 726:1099, 1414878719510.jpg)

I gave it some thought and figured that

>>153861

This guy is right about wargame scale. But I kind of want marching army to still be a narrative in the game itself. So what I was thinking is that the main battles follow the player's personal cohort while war goes on around them. The best example I can give you off the bat is Fire Emblem, if that makes sense.


913d3e No.153916

>>153903

Well, it's hard to go wrong with Fire Emblem so I would be OK with this.


6fe05a No.153949

File: 1457227878313.png (88.09 KB, 200x209, 200:209, 1438078337729-1.png)

Thread theme: https://www.youtube.com/watch?v=ekvqIyBDNLc

This thread has brought to light some important things about Monsters vs Humans.

As mentioned earlier, most monstergirls are dumb as rocks, not as strong a human, and not really capable of organizing themselves.

This leads into humanity's major advantages, organization and numbers, but also paves the way for our technology to be developed.

This plays out as you would expect it would, with mgs going from basically troublesome bandits, or at their best, petty warlords, to hunted creatures that can't stand against our cannons or knights.

KC's shit canon somewhat addresses this by pussifying humanity and giving the monsters the organization they need under the direction of the overpowered demon lord.

Of course, we don't let that shit fly in our head canon, so we have to fix it ourselves.

If we're going to have monsters vs humans in a setting where humanity does not eventually steamroll the monsters after a long time of basically bandity, then we need to give the monsters organization that isn't "le grrl powerful demonlord who can rape ALL the shotas and beat those racist paIadins XDDD".

My suggestion is a setting much like the Myth series (great games), where the monsters are more like tools of the darkness or the overlord who currently holds the reins. I'm not too hot on the whole 'previous hero becomes the villain' concept but we can hammer out something similar that gives the monsters organization under a demon king. Perhaps monsters falling under the domination of magicians who use them to their own selfish and evil ends?

>mfw demon realm larper slaves think that women can be stronger than men when they're not things like dragons or ogres

>mfw demon realm larper slave faggots larp on this board


dd049a No.153962

>>153949

A possible idea is focusing less on the human versus monster aspect and just making monsters tools for all sides. After all, you could run the usual Order versus Chaos or Good versus Evil (however you choose to define the latter). Just as how necromancy is just a tool for all sides in Dom4 rather than 'bad evil generic side on it's own' (Barring Ermor and Lemuria)


913d3e No.153980

>>153962

Yeah, like maybe Civilization but with MG's: Different human faction like Japan, England, Arabia, ect and they also get MG's that are based off things from their cultures and region.

A Greek hoplite wall standing against incoming enemies while their centaur allies flank and pepper the foe with arrows.

Thousands of Japanese samurai clashing against Chinese troops as Oni and Jiangshi smash into the fray.

Spanish Conquistadores sail across the Atlantic with harpy's and mermaids acting as scouts, exploring and conquering the New World.


81599a No.153989

>>153949

Cut down the lolcorruption while we're at it. Not saying that monsterization is impossible, but as written in KC canon where it is permanent, practically irreversible, and spreads like fucking kudzu? Not gonna tolerate that shit.

The fact the KC doesn't get the point of corruption and the horror that goes with it goes without saying.


d0c768 No.154033

File: 1457239862506.jpg (118.93 KB, 500x605, 100:121, 1316656676377.jpg)

>>153989

I may as well clear some shit up.

I like KC's designs, but I fucking hate his story telling, it's like the dirty monster girl version of a female orientated vampire romance novel. Not all of them are bad, but he uses the word "Pleasure" more than he needs to.

From a both game and narrative point of view, having either side being able to completely over power the other doesn't really make for fun or intense moments. Especially if I want to kick this off as a story bases tactical game.

Like, no unified force under the single demon lord or whatever she was called, but I can see monster girl kingdoms, maybe a lizardman queen or a dragon empress, shit like that, you know?


6fe05a No.154048

File: 1457241826655.jpg (198.26 KB, 800x534, 400:267, Empire_Swordsmen.jpg)

>>153962

>>153980

>>153989

>>154033

Excellent ideas.

Another thing I'd like to bring up is the relations between the monsters themselves.

KC's setting has all monsters united under the demonlord (barring a few anomalies). I was thinking that having monsters divided and against each other would be a fresh take, but I fear that that would make them especially weak vs humanity, especially if we scrap the metaphysical things like the demon lord and the involvement of any gods on the monster's side.

We could however make the whole setting into basically a titanquest like set up. Where humanity is either alone or has only one God on their side (potentially The One True God), and the monsters are divided along the lines of other pagan type gods, and are spawned by them in large numbers, which would help mitigate the disadvantage of infighting, although that makes the setting quite dark right off the bat, which can be fine if that's what we want.

Ideas for Pantheon alignment:

Chaos: Beastman and Demonic family, here we can really point out the horror of corruption that >>153989 was suggesting.

Poseidon: Sea-borne types? We could make more than one Sea god, deep sea vs shore dwellers?

Nature: Elves? Can't quite think of many to include here since my Warhammer fetish demanded I put the beastmen with Chaos.

Earthen: Dorfs, Golems, Kobolds, other earthy types.

Fire: Salamanders and other hotheads go here.

Cosmic: Not really sure if we should make a spess type God, because that takes away the focus from the world itself, but if we do, mindflayers and shoggies go here.

Air: Birdbrains and maybe dragons if we don't want to align them with Fire.

Elemental gods are kinda a bit too all encompassing and bland though, however if we make more abstract gods, then we might be making too many, and we'll have to make a reason as to why those gods are not sticking with humanity (at least for things like Gods of learning/wealth/wine/festivals/war).


913d3e No.154053

>>154048

Maybe we replace cosmic with Old Gods?


4bcd9e No.154055

Why not separate them based on backgrounds. Have all the undead in a faction, all the deamons in another. Rope in the Mon's who are most likely to form a city, such as Lizardgirls and Minotaurs, into a coalition of free states."Forest" can be elfs and half the other pedia of plant based Mons. Dwarfs leading a ground type faction Hold the rest like Orcs and Centaur in a loose "Bandit" or "Nomad" faction.

I think it would be best and easiest to form a main group of 4-5 factions and have everyone else fall under them or as potential allies. The way Age of Wonders 3 does it with the main armies but allowing you to gain minor cities with Pixies and Ice Giants.


d0c768 No.154062

File: 1457244694372-0.gif (144.05 KB, 560x575, 112:115, 1361494104842.gif)

File: 1457244694374-1.jpg (414.7 KB, 1059x1500, 353:500, 1415679318085.jpg)

>>154055

I like this idea as well as >>154048 this.

And at the same time there's nothing stopping the monster nations from making alliances or going to war like the human nations do.

Since we're also kind of throwing away with KC's lore we can also decide on what would be a monster or what would turn into one. I would assume that outside of KC's writings, Dwarves would be a tad too stubborn to fall to monstrous influence and things like that. But it's up to all of us.


81599a No.154073

>>154033

KC designed his setting as what he thinks is the ultimate low-hanging fruit: a place where you never ever die (or if you do, you can always be reanimated), your days are filled with MUH PLEZZUR almost 24/7, you never need work for anything least of all your own survival, and the only sources of real conflict get brainwashed into joining the monsters.

Leaving aside the fact that he's allergic to criticism, and all of the grimdark and utterly sickening shit he threw into his setting, it commits one very grievous error: audience apathy. There's no reason to root for anyone: you know the Demon Lord's going to win right off the bat, and humanity has too few real advantages (of which relying on the current Chief God's gifts is not one of them, given the nature of the system in place). And when the DL does win, it'll be a neverending orgy until either all the men die out or the sun goes giant. There's nothing to keep you hooked other than fantasies of being with your waifu, and there's much better settings for that kind of thing, settings where you're not forced to become twisted into something you're not just so your waifu is pleased, knowingly or not.

So, yeah. the art is pretty much the only thing worth caring about. Fans can write much better than KC can, but that's like saying that a can opener is better at opening cans than a wrench.


9a083a No.154076

>>153989

Holy transformations should be painful or limited.


9a083a No.154260

>>154073

>sickening shit.

let me guess your a normalfag that hates loli.


81599a No.154295

>>154076

…where did I say anything about Holy?

>>154260

Any decent person would hate loli.


913d3e No.154298

>>154295

Friend, you just insulted a fuck-huge portion of MG fans, and for that I respect you.

Seriously though fuck loli's, they always are shit tier looking with just as bad personality's.


4849c9 No.154322

File: 1457306482862.png (64.15 KB, 306x417, 102:139, BB Hood MVC2 sketch.png)

>>154298

>Seriously though fuck loli's, they always are shit tier looking with just as bad personality's.

Then come up with a design for a loli good on both the inside and outside.


d0c768 No.154396

File: 1457314618960.jpg (157.48 KB, 640x426, 320:213, f5a326bec26c09459cc220617a….jpg)

So I've been giving it some thought, and a simplified skirmish system is probably the best bet. I'm probably going to keep the three point system of Strength, Speed, and Vitality that can be modified with special traits and equipment, unless someone has any other suggestions.


6873f3 No.154568

>>153980

This is a great idea Anon but some Nations have a lot more MGs than others and there would also have to be some on multiple sides because of slight variations of the same MG in different folklores




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