Arch9CivilReactor
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This is an extension of Draft Idea 1. The premise is that the MC has awakened with Card Abilities at birth in a family that doesn’t see this as being strange. At an early age, the ‘Final Boss’ analyses his ability and improved the original power system he’d introduce at the Academy.
In this new power system, the weapon-based system of a ‘Life Seal’ being planted into weapon is instead turned into a ‘Life Card’ that records the user’s status and health. It holds their ‘Magic Talent’ is fuels the other cards.
There is a limit to some cards that can be carried and of a respective type. Some, like the ‘Nether Card’, ‘Imaginary Card’, ‘Summon Card’, and the most important ‘Innate Cards’ that can be placed into the Life Card. All these things can be gained from achievement points and sufficient rank. The latter limit is 5. Nether Cards cannot be attained unless reaching a sufficient rank, and so are Imaginary Cards.
Those who awaken their ‘Life Card’ using the academy’s guidance are given a choice between the ‘Class’ they choose. This will have a deep impact on their future growth. Those who choose a Class are given two Innate Cards.
The most important aspect is ‘Loadouts’.
You can choose to keep some of your abilities inactive and wait until a good ‘synergy’ appears later on, but the academy’s emphasis on earning points to stay there could cause students to lose their lives. They are essentially weaker than initially entering the academy on Year 1.
That’s why the academy hopes students will fill out each other’s weaknesses and aim towards achievable goals.
Like I said before, the main focus is ‘Loadouts’ with Skill/Equip Cards being versatile. The former is consumable while the latter takes skill to learn and master. It’s also possible to create your own weapons that have unique traits upon use.
You cannot switch your ‘Loadout’ without sufficient time, and you cannot excel at everything due to the card limit. Even using martial arts has an upper limit without relevant Innate Cards to boost them beyond the norm.
This is the current draft idea I’ve got.
What do you guys think? See any problems that could arise from inconsistency?
In this new power system, the weapon-based system of a ‘Life Seal’ being planted into weapon is instead turned into a ‘Life Card’ that records the user’s status and health. It holds their ‘Magic Talent’ is fuels the other cards.
There is a limit to some cards that can be carried and of a respective type. Some, like the ‘Nether Card’, ‘Imaginary Card’, ‘Summon Card’, and the most important ‘Innate Cards’ that can be placed into the Life Card. All these things can be gained from achievement points and sufficient rank. The latter limit is 5. Nether Cards cannot be attained unless reaching a sufficient rank, and so are Imaginary Cards.
- Innate Cards (5)
- Nether Card (1)
- Summon Card (1)
- Imaginary Card (1)
- Skill Cards (40)
- Equip Cards (40^)
- Material Cards (Unlimited)
Those who awaken their ‘Life Card’ using the academy’s guidance are given a choice between the ‘Class’ they choose. This will have a deep impact on their future growth. Those who choose a Class are given two Innate Cards.
The most important aspect is ‘Loadouts’.
You can choose to keep some of your abilities inactive and wait until a good ‘synergy’ appears later on, but the academy’s emphasis on earning points to stay there could cause students to lose their lives. They are essentially weaker than initially entering the academy on Year 1.
That’s why the academy hopes students will fill out each other’s weaknesses and aim towards achievable goals.
- Pathfinder (They are the scout and reconnaissance unit.They find the routes.)
- They relay Data to Flag Bearers.
- Flag Bearer (Buffer and control type. They keep track of the entire battlefield and strategise.)
- Flow Shifter (The main executer of strategies that has a variety of skills to suite the scene.)
- Breaker (DPS who simply hits hard and acts as a tank. Used for distractions or as main dealer.)
- Marksman (Ranged dealer that hits vitals.)
Like I said before, the main focus is ‘Loadouts’ with Skill/Equip Cards being versatile. The former is consumable while the latter takes skill to learn and master. It’s also possible to create your own weapons that have unique traits upon use.
You cannot switch your ‘Loadout’ without sufficient time, and you cannot excel at everything due to the card limit. Even using martial arts has an upper limit without relevant Innate Cards to boost them beyond the norm.
This is the current draft idea I’ve got.
What do you guys think? See any problems that could arise from inconsistency?