- Joined
- Sep 10, 2018
- Messages
- 4,581
- Switch FC
- SW 1975-0838-2970
Colors weave into a spiral of flames
Distant sparks call to a past still unnamed
Bear this torch against the cold of the night
Search your soul and reawaken the undying light
Welcome, one and all, to Spirits Ricochet!
Of course, as you may have read, this is a new game of Ricochet. THIS is the game that I was referring to when I said I had been working on something huge. By now, many of you may know how Ricochet works, but there are several new gameplay additions that have been thrown in to enhance the playing experience.
The game is called Spirits Ricochet for a reason. To play, each participant must select 3 primary spirits to represent them in the game. Yes, you literally pick the spirit themselves (Zeke from Xenoblade, Bandana Dee from Kirby, etc.) Do not go fretting about the decision, because the spirit class (Novice to Legend), or enhanceability do not impact any gameplay. Each of these spirits will have 4 hitpoints each. You are out of the game when all of your spirits run out of health. Easy enough so far.
There are, once again, 5 standard actions. Most of you are familiar with these, but here they are again.
Distant sparks call to a past still unnamed
Bear this torch against the cold of the night
Search your soul and reawaken the undying light
Welcome, one and all, to Spirits Ricochet!
Of course, as you may have read, this is a new game of Ricochet. THIS is the game that I was referring to when I said I had been working on something huge. By now, many of you may know how Ricochet works, but there are several new gameplay additions that have been thrown in to enhance the playing experience.
The game is called Spirits Ricochet for a reason. To play, each participant must select 3 primary spirits to represent them in the game. Yes, you literally pick the spirit themselves (Zeke from Xenoblade, Bandana Dee from Kirby, etc.) Do not go fretting about the decision, because the spirit class (Novice to Legend), or enhanceability do not impact any gameplay. Each of these spirits will have 4 hitpoints each. You are out of the game when all of your spirits run out of health. Easy enough so far.
There are, once again, 5 standard actions. Most of you are familiar with these, but here they are again.
- Shoot [Player]: Deals one damage to a player of your choice.
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- Shoot Self: If you are dealt damage, reflects all damage back to your attackers. If you are not dealt damage, you suffer one damage.
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- Shoot Air: Deals no damage, but it makes the sky pretty upset. Your most neutral move in your arsenal. If attacked with a penetrating shot, you take no damage. This was previously the default action, but now it's a deliberate action of neutrality.
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- Defend [Player]: Negates one damage that would have been dealt to the targeted player. Excess damage past 1 is dealt to you. Does not protect yourself from being shot. You cannot defend yourself. You cannot defend two phases in a row.
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- Misfire: The default action if no action is submitted. Yes you can also request to misfire for some reason. If you misfire, you do "nothing" on the phase you use it. If you misfire twice in a row, you take one damage. This punishes players who forget that the game is happening, but can perhaps be used for strategic purposes as well.
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- However, the phase directly after you misfire, you deal trade-off damage. For example:
- Normal shots deal 1.5 damage to your target. and deals 0.5 damage to you.
- Failed self shots deal 1.5 damage to you, and deal 150% to attackers.
- Air shots deal 0.5 damage to you.
- Defending somebody deals 0.5 damage to you in addition to defending 1.5 hits.
- Primary attacks are 150% more effective, when applicable. Still receive 0.5 damage of recoil.
Now, one may ask, how should I select my spirits? There are many, and I mean many, different factors that will come into play regarding your primary spirit selection. There are 16 (13) different Primary Actions that you can obtain from your spirit selection. There are 4 spirit types: Attack, Grab, Defend, and Neutral. There are also 4 different Slot Combinations: 0 slots, 1 slot, 2 slots, and 3 slots. Every combination of Type and Slots has a completely unique ability, which is influenced based off of the type. For example, Attack spirits of any slot amount will have Primary Abilities regarding attacking, Defend with negation/protection, Grab with control/movement, and Neutral with information/support. There is one exception. Regardless of type, each spirit with 2 slots will have the same ability, a Primary attack. Because each player can initially select 3 spirits, you may mix and match combinations of spirit's Primary Abilities and use them as you prefer.
There are eight spirits (half of combinations) that allow a spirit to use a Primary attack. While a standard attack will deal 1 damage regardless of a spirit's type, a Primary attack will deal 2 damage to spirits that they are strong against, and 0 to those that are not. Strength in this case refers to the type matchups most of you probably ignored. Attack spirits > Grab spirits, Grab > Defend, and Defend > Attack. If a Primary attack is used against a spirit of the same type, it will deal 2 damage to spirits with MORE slots, and 0 damage to spirits with LESS slots. Now, to equalize each spirit with a Primary attack, they will deal 2 damage to exactly 8 spirit combinations, and 0 damage to 7 spirit combinations.* After the previous rules have came into effect, spirits will deal 2 damage to neutral type spirits until there are 8 spirits reached at the higher damage level (2). As an example: The 2 slot attack spirit will deal 2 damage to the following spirit combinations: G3 (3 Slot Grab), G2, G1, G0, A3, N3, N2, and N1. 8 combinations are reached, so the limit for a 2A Primary attacker is a Neutral type with 1 slots. The only exception to this rule is the 2N spirit with a Primary attack. It deals damage to every spirit with more slots than it, to provide balance to spirits that may not ever receive damage. After all, spirits with less slots will always have more power than similar spirits with more slots. *Additionally, Primary attacks deal 1 damage to spirits that have the same combination as it.
Now, how is damage allotted? Each phase, players will select a spirit to equip. After all, spirits were implemented to be equipable. You may mot equip the same Primary in subsequent phases. All damage that is targeted at a player is dealt to the player's equipped spirit. To use a spirit's Primary ability, it must be equipped. There is never an instance where an unequipped spirit can use an ability. Whenever an ability is used, a player name is listed. However, during the phase results, the spirits involved are listed instead. Successfully attacking a player can make a spirit known to the players in the game, who can then deduce the Type/Slot combination.
Now, while less slots can mean more power when it pertains to Primary attacks, there is still a use for choosing spirits with more slots. For each Primary Spirit you select, you may also select however many Support Spirits to accompany the slot count. In this game, Support Spirits serve as one-time-use "items" (not to be confused with Support items) that can give helpful bonuses, such as extra damage or greater resistance. When you request your Primary Spirit, you will also name the Support Spirits you wish to bring along as well. Each Support Spirit will be consumed the phase directly after it was used, and will be lost into the void if the Primary Spirit holding them dies. Yes, there is a different ability for each support spirit ability in the game...
For the record, this is with similar abilities grouped together. There's a couple.
- Battering Items
- Shooting Items
- Thrown Items
- Item Power Up (Battering, Shooting, Throwing base)
- Transformation
- Hazard Immunity
- Modified Attack Up
- Modified Resist Up
- Escape / Landing / Dropping / Weight / Swimmer / Floaty / Jumps / Speed / Dodging
- Stats after Eating
- Critical Health
- KOs Heal Damage
- Autoheal / Lifesteal
- Assist / Giant / Metal Killer
- First Strike Advantage
- Super Armor (Slow)
- Hyper / Unflinching Smash
- Directional Special Attack Up
- Double Final Smash (Chance of)
- Ore Club
- Jam FS Charge
- Fast FS Meter
- Curry Mouth
- Franklin Badge
- Item Gravitate
- Stamina Up
- Trade-Off Atk
- Trade-Off Def
- Trade-Off Spd
- Undamaged Atk
- Undamaged Spd
- Both Previous
- Eating Immune
- Critical Immune
- Poison Heals
- Armor Knight
- Critical Healing
- Healing Shield
- Shield Reflect
- Easier Perfect Shield
- Running Start
- Air Defense
- Air Attack
- 2 more that I'm working on but am unsure if will be implemented.
As time progresses, I will reveal more and more Support ability and Primary ability information so that players can make the most informed decisions.
Now, for a twist. Once a phase, there will be a new Primary Spirit on the market that starts with a base 1/4 HP, with a random assortment of Support Spirits. Only one player will receive this spirit. To be qualified for the running, you will be voted for in the thread. All players with at least 2 votes will be qualified for the spirit. From here, each player who has been nominated will select one of the spirits to represent them. Each represented spirit will perform one Primary attack regardless of whether they are able to or not (for not every Primary Spirit has a Primary attack). The last player prevailing receives the spirit! Yes, these single attacks do deal 2 damage still if they make contact, so you can even nominate enemies to see them take extra damage, but they may get out with the reward instead. If you are successfully nominated, you may drop out of the running at the cost of 1 damage to a spirit of your choice.
Host strategies: Just because a spirit doesn't have a Primary attack, doesn't make it un-useful. The Primary Abilities have been balanced among the amount of slots so that each type of Primary Spirit is just as good as other types with the same number of slots. Because Support Spirits can be an advantage for Spirits with high slot counts (2-3), Spirits with low amounts of slots (0-1) have abilities that are slightly more powerful than the spirits with high slots. Spirits with 2 slots all the same ability, possessing one Primary attack, which makes it a good all-around pick. Because of this, and the fact that their ability is confirmed from the start, they have the weakest ability (i.e. they can use a Primary attack, and nothing else.) Spirits with 3 slots receive a slight buff to their ability because they tend to lose in every Primary attack matchup. In order from strongest abilities to weakest abilities by slot, it is 0-1-3-2.
Other standard Ricochet rules apply. You can make truce PMs with other players, but there is no trucing for victory, blah blah.
There is more info to come, so stay tuned! This is the major premise. Each phase lasts 24 hours, and the market competition starts on the eve of the subsequent phase. After some time, the market competitions will cease, and everybody will be left with only their guts, wits, and a little bit of luck.
Hope you have a lot of it [luck]!
Player Count:
1. Pokechu
2. ToasterBrains
3. Moydow
4. Shishœ
5. ShinyLegendary
6. BarDulL
7. GoldenYuiitusin
8. Red Ryu
9. Ryumo
10. Jojalole
11. Z25
12. Alice Phantasma
13. Smashing Ramen
14. ShotoStar
Replacements:
15. JDCabrera
16.
Spectating:
Werekill
The Stoopid Unikorn
Just a Penguin
Ura
Now, for a twist. Once a phase, there will be a new Primary Spirit on the market that starts with a base 1/4 HP, with a random assortment of Support Spirits. Only one player will receive this spirit. To be qualified for the running, you will be voted for in the thread. All players with at least 2 votes will be qualified for the spirit. From here, each player who has been nominated will select one of the spirits to represent them. Each represented spirit will perform one Primary attack regardless of whether they are able to or not (for not every Primary Spirit has a Primary attack). The last player prevailing receives the spirit! Yes, these single attacks do deal 2 damage still if they make contact, so you can even nominate enemies to see them take extra damage, but they may get out with the reward instead. If you are successfully nominated, you may drop out of the running at the cost of 1 damage to a spirit of your choice.
Host strategies: Just because a spirit doesn't have a Primary attack, doesn't make it un-useful. The Primary Abilities have been balanced among the amount of slots so that each type of Primary Spirit is just as good as other types with the same number of slots. Because Support Spirits can be an advantage for Spirits with high slot counts (2-3), Spirits with low amounts of slots (0-1) have abilities that are slightly more powerful than the spirits with high slots. Spirits with 2 slots all the same ability, possessing one Primary attack, which makes it a good all-around pick. Because of this, and the fact that their ability is confirmed from the start, they have the weakest ability (i.e. they can use a Primary attack, and nothing else.) Spirits with 3 slots receive a slight buff to their ability because they tend to lose in every Primary attack matchup. In order from strongest abilities to weakest abilities by slot, it is 0-1-3-2.
Other standard Ricochet rules apply. You can make truce PMs with other players, but there is no trucing for victory, blah blah.
There is more info to come, so stay tuned! This is the major premise. Each phase lasts 24 hours, and the market competition starts on the eve of the subsequent phase. After some time, the market competitions will cease, and everybody will be left with only their guts, wits, and a little bit of luck.
Hope you have a lot of it [luck]!
Player Count:
1. Pokechu
2. ToasterBrains
3. Moydow
4. Shishœ
5. ShinyLegendary
6. BarDulL
7. GoldenYuiitusin
8. Red Ryu
9. Ryumo
10. Jojalole
11. Z25
12. Alice Phantasma
13. Smashing Ramen
14. ShotoStar
Replacements:
15. JDCabrera
16.
Spectating:
Werekill
The Stoopid Unikorn
Just a Penguin
Ura
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