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Found 2 results

  1. I want to bring the partner machine experience to the next level. It started as a random idea, and it's turning into a dream. This idea will be 3 separate functions that may be implemented together or as a combination: Appearance, Equipment, Personality. Appearance Ideally, it would be possible to enter character creation mode just like your character does at the stylist. The function may be added to the PM itself with or without some kind of cost. The above may not be possible due to coding restrictions, alternatively: Add new versions to existing PM models that will run a different line of clothing and style. For example, 410 can have a new line of 410a, 411a, 412a... which will use the same weapons but wear different clothing and have a different hair and/or face. And additional lines can be added for 410b, 410c, and so forth. Equipment add a palette for PM's and let them be manageable through the PM in your room. Let it be like the standard 6 slot palette. PM equipment can be added like it is done on player palette. PM equipment should be obtainable via room items shop or otherwise. PM equipment should come preset. For example: Granarod-Foie, Rafoie, Gifoie, Resta (just like the 450) should come as one equipment piece. The following PM equipment restrictions should apply: -PM cannot have equip the same piece of equipment more than once on their palette. -Equipment have a number of points assigned, and you cannot equip past a certain threshold. ......Alternatively, separate equipment to different categories like it is for armor units. With main weapons only being able to go in main slot, secondary weapon slot, sub weapon slot, heal slot, and so forth. Personality With equipment changes, you may require a different AI ruleset to handle them. AI may be based on the PM model, or add a method to select an AI behavior of your choice. AI with customized lines would be great. It would require a menu that will allow you to manually input the text for the following lines: They're cute Attack Where's my master? Assist my master! I require healing etc......
  2. Nobody likes being unable to 10/10 a weapon, especially if it's very difficult to obtain, but we also don't want it to be too easy to 10/10 a weapon, thus there must be some kind of restriction. The purpose of this proposal is to bring grind restoration back in a difficult, but obtainable and fair manner. Restoring a broken grind will come in the form of a new exp system. A weapon will gain an exp bar startin from when it first gets broken, and until it is fully restored. The exp required will be based on the weapon rank or star rarity that should match a corresponding mission's ballpark exp value. So, IF an A rank weapon requires 20 A rank missions to restore, then a S rank weapon will require approximately 20 S rank missions to restore. To obtain said exp, the weapon should be used against an enemy, and gain exp on each hit based on the exp earnt when killed. The exp required should increase with number of times broken. With 1 break requiring 100% of exp, each level may require Exp * 1.10 ^ (times broken). This is NOT CUMULATIVE through the weapon's lifetime. If you break a weapon, restore it, and break it again, it should cost the same amount of exp to restore, but breaking it twice without restoration will cost the 110%. The restoration will restore ONE level, not all of the breaks. Further restoration will require filling the exp again. Once the exp bar is filled, the weapon can be restored via the grinding shop or otherwise. I'm not sure if the above idea is even viable due to coding restrictions, an alternative idea: when you break a weapon, you earn a token of the corresponding rank, and you get one for each break. You'll be able to equip or link this token and have it earn exp as you earn exp. Each grind restoration will require one full token of the correct rank.
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