Let's pretend we're developing a Soul Calibur game together.

I would want to reintroduce variable mixes, which have not been in the series Soul Calibur III with its Labyrinth music.

For Example...

I would want a rearrangement of Soul Calibur IV "Destiny Will Tell"...


...and when one fighter is one round away from winning, the superior Broken Destiny version will kick in, as if to cheer on to soon-to-be victor...

 
I would want to reintroduce variable mixes, which have not been in the series Soul Calibur III with its Labyrinth music.

For Example...

I would want a rearrangement of Soul Calibur IV "Destiny Will Tell"...


...and when one fighter is one round away from winning, the superior Broken Destiny version will kick in, as if to cheer on to soon-to-be victor...

You mean like what Tekken 7 is doing? Yeah, that would be interesting.
 
I would like a music settings mode where I can set the theme to each stage, or have it be character specific. Of course, every song used in the SC series should be available. I really liked that about Dead or Alive 5 Ultimate, and other games should learn from its example.
 
If I was the director of Soul Calibur game, I would have themes for both the arenas and the characters. For most of the Soul Series, its music had fit the arenas more than the characters. In Soul Calibur V, it's the opposite, having the music fit the characters more than the arenas.

Why not have theme for each character and stage?
 
Better idea, why not the option to use your own music? Just put your favorite music on the console and...boom! you can listen to your favorite songs during your match with your favorite character.
 
Better idea, why not the option to use your own music? Just put your favorite music on the console and...boom! you can listen to your favorite songs during your match with your favorite character.
I prefer to listen to the music organically in-game, and SC has some of the best scores. It would be weird playing SC to a Linkin Park song.
 
Am I too late? I guess I'll just kind of throw my 'idea' into this pot too. Personally, I've talked about this for a long time with a few other fans. The biggest problem is that, development wise, the new story (for V) was just...not good.

In all honesty, this would be the right time for a reboot, or even something non-canon to re-garner interest. Let's face it, Soul Calibur hurt severely as a property because of the time-gap. It has been throughly shown that "removing" (not carrying to the next game) a character in this fighter is grounds for severe reaction in the worst way.

I personally was forced to switch from Taki to Leixia (Originally, Natsu didn't fit my style), so I don't see the big deal, but the fan base clearly does. So, to me, if you wanted to both fix/continue the story, but still create something canon, the only option to me, is to create a game expanding the lore, while also allowing the new characters to grow and fill the shoes of the older characters by creating a non-numbered game, or something between V and VI.

Soul Calibur and Soul Edge were both returned to fragments, if I remember correctly. Let the swords fall into the hands of someone with a very sinister plan of using them together. Yet, of course, the swords are 'living' and react poorly to being used alongside one another. Use that to break the time-line (for the span of a game or so) and allow the new characters to (for one game) meet their counterparts. Link it to Zasalamel somehow. (Time guy, blah blah.)

Utterly breaks the time-line a bit, but here are the benefits.
  • Allows the characters to meet their counter-parts in their prime, thus allowing massive amounts of character development at one time. (Ex, Leixia meeting her mother and Kilik during times of war, Natsu meeting (and almost getting killed by) Taki, Sophitia w/ the Alexandras before dying, Maxi and Li Long, etc.)
  • Using the older characters to humble the newer cast, and pushing them towards adjusting to their new roles, and allowing paths for succession. (Ex, Amy being replaced by another similar girl her age, who reminds Raphael of Amy, who ends up traveling with Raphael who meets Viola.)
  • Gives the developers a second chance to make things right to the fan base, by giving characters proper farewells and establishing proper continuity/lineage for styles.
  • Gives the developer the ability to bring back styles for a game.
  • And last but not least, if you could find a way for characters to keep their knowledge, and have VI take place around 2-3 years after, you'll have massive amounts of growth by all major styles necessary to lead the story, since you built a 'character workshop' to actually give them real development.
I can see tons of people despising this route, and I understand. I think the situation is rather grim in continuing the series at this point, but throwing away the new characters isn't any more fair to new character fans than it was for older character fans to get theirs thrown away. Accommodating both groups is better.
 
Am I too late? I guess I'll just kind of throw my 'idea' into this pot too. Personally, I've talked about this for a long time with a few other fans. The biggest problem is that, development wise, the new story (for V) was just...not good.

In all honesty, this would be the right time for a reboot, or even something non-canon to re-garner interest. Let's face it, Soul Calibur hurt severely as a property because of the time-gap. It has been throughly shown that "removing" (not carrying to the next game) a character in this fighter is grounds for severe reaction in the worst way.

I personally was forced to switch from Taki to Leixia (Originally, Natsu didn't fit my style), so I don't see the big deal, but the fan base clearly does. So, to me, if you wanted to both fix/continue the story, but still create something canon, the only option to me, is to create a game expanding the lore, while also allowing the new characters to grow and fill the shoes of the older characters by creating a non-numbered game, or something between V and VI.

Soul Calibur and Soul Edge were both returned to fragments, if I remember correctly. Let the swords fall into the hands of someone with a very sinister plan of using them together. Yet, of course, the swords are 'living' and react poorly to being used alongside one another. Use that to break the time-line (for the span of a game or so) and allow the new characters to (for one game) meet their counterparts. Link it to Zasalamel somehow. (Time guy, blah blah.)

Utterly breaks the time-line a bit, but here are the benefits.
  • Allows the characters to meet their counter-parts in their prime, thus allowing massive amounts of character development at one time. (Ex, Leixia meeting her mother and Kilik during times of war, Natsu meeting (and almost getting killed by) Taki, Sophitia w/ the Alexandras before dying, Maxi and Li Long, etc.)
  • Using the older characters to humble the newer cast, and pushing them towards adjusting to their new roles, and allowing paths for succession. (Ex, Amy being replaced by another similar girl her age, who reminds Raphael of Amy, who ends up traveling with Raphael who meets Viola.)
  • Gives the developers a second chance to make things right to the fan base, by giving characters proper farewells and establishing proper continuity/lineage for styles.
  • Gives the developer the ability to bring back styles for a game.
  • And last but not least, if you could find a way for characters to keep their knowledge, and have VI take place around 2-3 years after, you'll have massive amounts of growth by all major styles necessary to lead the story, since you built a 'character workshop' to actually give them real development.
I can see tons of people despising this route, and I understand. I think the situation is rather grim in continuing the series at this point, but throwing away the new characters isn't any more fair to new character fans than it was for older character fans to get theirs thrown away. Accommodating both groups is better.

I would't mind a Tekken Tag Tournament version of Soul Calibur (beside a canon soul calibur game) if it had great gameplay, great netcode and great singelplayer content.

Im kinda sick of just Soul Edge and Soul Calibur being the only "enteties" in the Soul Calibur world, why not have more factions who uses other "enteties"?
In short, the world is not just black and white, it's several layers of grey, so why only have two sides (or 3 sides, one for SE, one for SC and one for those who don't give a shit about the weapons...)?
 
Probably release a beta version of the game featuring all the characters to be play tested by certain groups of pro players around the world then release a demo to be downloaded by everyone for further play testing.
 
Make sure players who playtest the game are articulate in the areas that need improvement. I get the impression that a lot of comments the devs see are dismissed as "ignorant whining"
 
I would't mind a Tekken Tag Tournament version of Soul Calibur (beside a canon soul calibur game) if it had great gameplay, great netcode and great singelplayer content.

Im kinda sick of just Soul Edge and Soul Calibur being the only "enteties" in the Soul Calibur world, why not have more factions who uses other "enteties"?
In short, the world is not just black and white, it's several layers of grey, so why only have two sides (or 3 sides, one for SE, one for SC and one for those who don't give a shit about the weapons...)?

Ah, I forgot to mention, not everyone in my version would be all about the weapons, they'd have their own development as well. Further, in a risque move, I'd want the game I talked about to be canon, as an excuse to accelerate development of characters.
 
I can see tons of people despising this route, and I understand. I think the situation is rather grim in continuing the series at this point, but throwing away the new characters isn't any more fair to new character fans than it was for older character fans to get theirs thrown away. Accommodating both groups is better.

Disagree because the new character fans are a small minority based on the survey they just did and the time they waste putting them into the next game is time they're not using on other characters or on making the gameplay better.
 
Disagree because the new character fans are a small minority based on the survey they just did and the time they waste putting them into the next game is time they're not using on other characters or on making the gameplay better.

Soul Calibur, as shown by Tekken, isn't made by a company that has a bad time creating something just because of more characters. This doesn't need to be a one or the other kind of deal, unless they really shaft the Soul Calibur team going forward.

Realistically speaking, I think I'd personally be fine either way. I adapted before to the new characters, and assuming we don't go back to 100% jailing and bad netcode, I'll adapt again to the old characters. But the way the community responded is a bit disappointing, at times.

I feel like only fighting game communities have so much trouble with story progression.
 
I'm kinda in the process of making a "new" type of batlle called "siege battle" (the others being normal duel battles and tag battles), but I kinda need help to make it enjoyable and fun, so can I please get some suggestions for making it better (the things I have come up for now is at the second section: stages and battle modes)?


GENERAL CONTENT:


Sections:


1.Characters.

2.Stages & Battle Modes.

3.Conquest.

4.Brave Edge & Critical Edge.

5.Arcade.

6.VS Battle.

7.Online.

8.Training.

9.Creation.

10.Extra.

11.Options.









1.CHARACTERS.



Characters:


-Siegfried: Zweihander.

-Nightmare: Soul Edge, greatsword.

-Taki/Natsu: Dual tanto.

-Mitsurugi: Katana.

-Sophitia: Sword & shield.

-Cassandra/Pyrrha: Sword & shield.

-Viola: Magic ball.

-Z.W.E.I: Sword & minion.

-Asteroth/Rock: Greataxe/hammer.

-Maxi: Nunchucks.

-Raphael/Amy: Fencing sword.

-Setsuka/Patroklos: Laido sword.

-Tira: Ringblade.

-Ivy: Snake sword.

-Xianghua/Leixia: Chinese sword.

-Hwang: Scimitar.

-Cervantes: Gun & Sword, dual katana/Shura style.

-Voldo: Tri-bladed katars.

-Talim: Dual tonfa blades.

-Kilik/Xiba: Polearms.

-Seong Mi-na: Spear.

-Hilde: Polearm & sword.

-Aeon: Dual brutal axe/sword/hammer/shield, has firebreath and flying be/ce.

-Yoshimitsu: Dual katana, dual katana/banner style.

-Dampierre: Hidden daggers, con-artist style.

-Zasalamel: Scythe.

-Master Edge: All weapons/styles.

-Algol: Soul Edge & Soul Calibur.


New characters:


-Ramin: Inventor, firearms & gadgets, from Iraq, good alignment, male.

-Akando: Hunter, daggers & bow, from the wilderness of America, neutral alignment, male.

-Maita: Inca Warrior, wrestling/boxing style, slow & heavy, from Peru, good alignment, male.

-Yuda: Tyrant King, karate/mishima style, fast & light, from Indonesia, evil alignment, male.

-Izel: Aztek Priest, staff & sword, 2 stances: both weapons or only staff, from Mexico, evil alignment, female.

-Adanna: Tribal Solider, tower shield & Spear, from Congo, neutral alignment, female.


soulcalibur-%E2%85%A4_7-png.146569
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2.STAGES & BATTLE MODES.



Stages:


-Grassfield

-Forest/Mountain

-Jungle/Swamp

-Cave

-Lavacave/Hell

-Desert

-Ice Tundra/Mountain

-Floating platform on water

-Ship at day

-Ship at night

-Tower top: outside, no walls

-Tower inside

-Prison/Torture Chamber

-Dungeon

-Colusseum

-Burning Street

-Lost Cathedral/Heaven

-Europeian Mansion

-Asian Mansion

-Europeian City

-Asian City

-Europeian Castle outside

-Europeian Castle inside

-Asian Castle outside

-Asian Castle inside

-Battlefield: infinite

-Wasteland: infinite






Difficulty modes:


-Easy.

-Normal.

-Hard.

-Extreme.









Battle Modes:


Duel Battle:

-1 vs 1.

-Best of 1-5 rounds.


Timer:

-Infinite, non-online only.

-60 seconds, only for duel battle.

-45 seconds, only for duel battle.

-30 seconds, only for duel battle.





Tag Battle:


-1-5 vs 1-5.

-You choose charracters from you "deck" with right analog stick and pick with R3 button.

-It is possible to play 2 players on the same team in tag battle, by setting up control for the characters in the "deck" before you start the stage.

-Characters who are wounded in the "deck" regenerate for +1% health and +1% power meter, health and power meter regeneration can be improved by relics that regenerate health and power meter.


Timer:

-Infinite, non-online only.

-90 seconds, only for tag battle and siege battle.





Siege Battle:


-1-5 + army vs 1-5 + army.

-You choose charracters from you "deck" with right analog stick and pick with R3 button.

-It is possible to play 2 players on the same team in tag battle, by setting up control for the characters in the "deck" before you start the stage.

-Characters who are wounded in the "deck" regenerate for +1% health and +1% power meter, health and power meter regeneration can be improved by relics that regenerate health and power meter.

-Siege battle is a battle mode that is inspired by Soul Calibur 3 mode "Chronicles of the Sword" and MOBA.

-The map consist normally with 3 lanes with 3 towers on each lane and both sides, one barrack on each lane and a base on each side with 2 towers defending the base.

-Infantry, marksmen and champion units changes appearance according to stage.

-The battle is over when either base is destroyed.


Timer:

-Infinite, non-online only.

-90 seconds, only for tag battle and siege battle.


-Siege battle units:

-Infantry: melee units, high health and low damage.

-Marksmen: ranged units, low health and high damage.

-Champion: melee units, very high health and damage.

-Siege: ranged units, low health and high damage against buildings, siege units have longer range then tower.

-Heroes: Character created characters, melee units, varied health and varied damage, but much stronger then other units, can "teleport" back to base if needed.


Siege battle buildings:

-Towers: Building that have 1000 hp, do extra damage against heroes.

-Barracks: Building that has infinite hp, capture it to gain champion units too fight for you.

-Base: Building that have 1000 hp, games is over if defending fortress is destroyed.















3.CONQUEST.


sc6town-jpg.146553



-When you first start in conquest mode, you choose one of the 20 prelocated marks you want too have as your main base.

-You can get armor, weapons, stickers, titles, effects, brave edges, critical edges, gold, potions and relics by fighting in conquest mode.

-There are several interactions you can do with the main base, like sparring, trading, structure upgrading and maintaining your characters.

-It is possible to play 2 players on the same team in conquest mode, by setting up control for the characters in the "deck" before you start the stage in the world map.

-First castle upgrade is free, since that upgrade gives you the capasity to have the first 5 characters in conquest mode.

-First building upgrade cost 10000 gold, every building upgrade cost 10000 gold more, making the last building upgrade cost 100000 gold, building upgrade cost can be reduced with workshop upgrades.

-There are max 10 upgrades for each building.

-Every base produce 2500 gold of income after every 50 enemy opponents defeated, income can be increased with parliament upgrades.

-As the game goes on and new stages appear far from you start loaction, you can travel and expand with new small bases, can only have 1 main base.

-Small bases cost 100000 gold to make.

-Small bases can not be upgraded at all.

-Small bases are razed to nothing, if the invasion force wins.

-Can locate the main base too a another place in the world, but it cost 1000000 gold every time you locate it.

-Can make 20 prelocated bases all over the world, including your main base.






Main base upgrades:


-Castle:

-Each upgrade increases the capasity of characters you can have in conquest mode, each upgrade gives 5 character slots (max 50 slots).



-Fortification:

-Each upgrade makes defenders start with increased damage, power, defense and regen in base invasions (max +10% increased stats).

-Each upgrade decreases the cost of temporary upgrading the infantry, marksmen and champion units +100% for one siege battle, cost 10000 gold (max +50% reduced cost).



-Library:

-Each upgrade improves the land & sea movement on world map (max +100% land and sea movement).

-Each upgrade increases information about stage and enemy (max 100% information).

-Each upgrade decreases cost of +100% temporary travel speed boost, cost 10000 gold (max +50% reduced cost).



-Academy:

-Each upgrade gives character more experience in battle (max +50% experience bonus).

-Each upgrade increasing chanses for good events and decreases chanses for bad events (max 75% chanse for good event and 25% prosent for bad event).

-Each upgrade decreases the cost of +100% temporary experience boost for 1 battle, cost 10000 gold (max +50% reduced cost).



-Workshop:

-Each upgrade decreases main base upgrades, main base moving and small base making cost (max 50% reduced cost).

-Each upgrade decreases the cost of temporary upgrading the siege units +100% for one siege battles, cost 10000 gold (max 50% reduced cost).



-Parliament:

-Each upgrade increases income from all bases you own (max +100% increase tax income).

-Each upgrade increases good relations with other factions (max +100% good relations).

-Each upgrade increases surrender chanse (max +100% surrender chanse).



-Market:

-Each upgrade decreases potion/relic/armor/weapon/brave edge/critical edge/sticker/effect trade prices (max +50% trade rate).

-Each upgrade increases potion and relic selling prices (max +50% trade rate).



-Hospital:

-Each upgrade improves your chanses at survival (max +50% refilled hp after each battle).

-Each upgrade decreases the cost of +10% temporary defense and regen boost for 1 battle, cost 10000 gold (max +50% reduced cost).



-Temple:

-Each upgrade inceases your power meter at battle start (max +50% filled power meter).

-Each upgrade decreases the cost of +10% temporary damage and power boost for 1 battle, cost 10000 gold (max +50% reduced cost).



-Guild:

-Each upgrade improves the gold reward after each battle (max +50% gold reward).

-Each upgrade decreased the spy action cost (max +50% reduced cost).

-Each upgrade decreases the cost of +100% gold boost for 1 battle, cost 10000 gold (max +50% reduced cost).








Conquest stages:

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-There are normally infinite time in conquest mode stages, except for some special stages.

-You have to clear 5 stages of the same type (you can clear the same stage for 5 times), before you get access to different kinds of stages.

-The first time you clear a stage you get money and armor pieces/weapons/brave edges/critical edges/potions/relics e.t.c.

-After the first time you clear a stage, reward will always be gold.

-Losing a battle in conquest mode gives 1000 experience but no gold, except in invasions and ambush were you can lose gold, relics, potion e.t.c.

-There are 6 legion stages, each representing it's elemental.

-You can pick difficulty mode on almost every stage except on legion and all contest stages.

-You will fight as many as you start with at legion stage, if you have 5 characters you will fight 5 npcs, if you have only 1 character you will only fight 1 npc.

-Colusseum stage consist of random enconter stage characters, duel stage consist of random encounter characters

-Each confrontation stage will grant you 4 new BE/CE the first time you clear it.

-A enemy npc will have the same amount of attribute points as you when you fight him.

-A enemy npc boss will have the same amount of attribute points as you and perks when you fight him, a buffed npc boss is the same as npc boss except the buffed npc boss will use a elexir when on 50% health.

-If your party lose at a stage, the party will lose nothing except on contest (betting mode), ambush and invasion stages, but your party can't start any stage,
unless you have at least one hospital upgrade/one character with a relic that support health regained at battle start or one character with survivor perk.


-Each stage has several difficulty modes:


-Easy = 0,5x reward in gold and experience.

-Normal = 1x reward in gold and experience.

-Hard = 1,5x reward in gold and experience.

-Extreme = 2x reward in gold and experience.







In order:

-Sparring, duel and ambush stages are open/possible from the very start.

-5 cleared duel stages opens all encounter stages.

-5 cleared encounter stages opens all quest stages.

-5 cleared quest stages opens all colusseum stages.

-5 cleared colusseum stages opens all confrontation stages.

-5 cleared confrontation stages opens all faction, base invasion and home base invasion stages.

-5 cleared faction stages opens all contest, legion, duel challenge, encounter challenge, and siege challenge stages.







There are 11 types of conquest mode stages:


-Sparring: 1/1 npc vs 1/1 npc or 1-5/1-5 npc vs 1-5/1-5 npc, duel battle or tag battle, no gold or experience reward.

-Duel: 1 vs 1 npc, normal gold reward 2000 gold and 2000 experience, best of 2 rounds.

-Encounter: 1-5 vs 5 npc, normal gold reward 4000 gold and 4000 experience.

-Quest: 1-5 vs 1-5 random npc, depends on mission, random stages with different objectives, quest stage can have timer, gold and experience reward are random from stage to stage.

-Colusseum: 1 vs 5 random npc Normal gold reward 6000 gold and 6000 experience.

-Confrontation: 1-5 vs 5 npc boss, normal gold reward 8000 gold and 8000 experience.

-Faction: 1-5 + army vs 5 npc boss + army, siege battle) Normal gold reward 12000 gold and 12000 experience.

-Legion: 1-5 vs 1-5 npc boss ulimited, survival mode, harder fights with better rewards for each boss defeated (1-5), if you lose all reward will be lost, you can quit after every 1-5 boss fights with the rewards you have won.

-Duel Challenge: 1 vs 1 buffed npc boss, normal gold reward 8000 gold and 8000 experience.

-Encounter Challenge: 1-5 vs 5 buffed npc boss, normal gold reward 12000 gold and 12000 experience.

-Siege Challenge: 1-5 + army vs 5 buffed npc boss + upgraded army, siege battle, normal gold reward 16000 gold and 16000 experience.








Event stages:



-Invasions will occur as a random event, also have to unlock faction stage to get invaded.

-The invasion are of the characters of the closest faction stage, that are again closest to the invading base.

-The ambush are of the characters of the closest encounter stage, that are again closest to your travling party.

-Invasion forces can be fighted on land road/sea road, but you'll lose the benefits of fighting on your own base, only reason too fight invasion force on the land road/sea road is too thin out the invasion.

-Base invasion surrender chanse is 25%, cost 10000 gold, surrender chanse can be improved with parliament upgrades, max 50% chanse.

-Home base invasion surrender chanse is 25%, cost 1000000 gold, surrender chanse can be improved with parliament upgrades, max 50% chanse.

-If you lose at base invasion, then the base is going to be razed and the losing party members will lose their relics and potions.

-If you lose at home base invasion, then the base is going to lose 40-20 random building upgrades (Castle is not touched), 50% of all your gold, all potions and relics.

-If you lose at ambush, then losing party members will lose their relics and potions.


There are 3 types of event stages:


-Base Invasion: 1-5 + army vs 5 npc boss + army, siege battle, normal gold reward randomly 0-12000-24000 gold (0-18000-32000 gold if faction army is hostile) and 12000 experience.

-Home Base Invasion: 1-5 + everyone in the defending base + army vs 5 npc boss + army, siege battle, normal gold reward randomly from 0-12000-24000 gold (0-18000-32000 if faction army is hostile) and 12000 experience.

-Ambush: 1-5 vs 5 random npc, this stage is a random event that happens on the middle of the land/sea road, normal gold reward randomly from 0-4000-6000 gold and 4000 experience.









Online stages:



-You access contest stages from the main base.

-All kinds of contest have timer, no exception.

-Can not lose any buildings, potion or relics in siege contest.

-Contest stages are unlocked when you have finished 5 faction stages.



2 types of reward modes:

-Betting gold, lose all gold or get dobbel amount of gold, normal experience reward, max bet: 1000000 gold.

-Playing normal with normal gold reward and experience.



There are 3 types of contest modes:


-Duel Contest: 1 vs 1, duel battle, relics and potion are allowed, random stage, 8000 gold and 8000 experience reward.

-Encounter Contest: 1-5 vs 1-5, tag battle, relics and potion are allowed, random stage, 12000 gold and 12000 experiance reward.

-Siege Contest: 1-5 + army vs 1-5 + army, siege battle, relics and potion are allowed, random stage, 16000 gold and 16000 experience reward.



















Events:


-Events are random happenings that appear every 50-75 enemy opponents defeated.

-Events have 50% chanse from being good or bad events, chanses can be improved by upgrading academy, max 75% chanse for good event and 25% chanse for bad event.

-Every event, factions that are not hostile will grant you a trade offer, needs to be at least 1 faction that is neutral or friendly to get trade offer, factions stage needs to unlocked to get trade offers.

-Invasion event are unlocked when faction stage is unlocked, and at least one faction must be neutral to be invaded.

-Gift event are unlocked when faction stage is unlocked, and at least one faction must be friendly to be allowed gifts from other factions.

-Trade offers from other factions offer 1 random relic of every quality each event per. faction, different potion every event.

-33,3% chanse of getting either treasure, training or gift event, 50% chanse of getting treasure or training event if you have no friendly relations with any faction.

-90 % chanse of getting invasion event and 10% chanse of getting ambush event When faction stage is unlocked.

-If 1 off your bases is invaded, there is 50% chanse for main base being invaded and 50% chanse for on of the small bases being invaded.



Good events:


-Treasure: Party finds treasure containing gold, 60% chanse for 1000 gold, 30% chanse for 10000 gold and 10% chanse for 100000 gold.

-Training: Characters at all bases get experience, 60% chanse for 1000 experience, 30% chanse for 10000 experience and 10% chanse for 100000 experience.

-Gift: Friendly factions give gold and characters at all bases get experience, 60% chanse for 1000 gold and 1000 experience, 30% chanse for 10000 gold and 10000 experience 10% chanse for 100000 gold and 100000 experience.



Bad events:


-Invasion: A enemy faction will lay siege too one of your bases.

-Ambush: You get ambushed by a random amount of enemies.











Diplomacy:


-Diplomacy fixes relations between you and other factions around the world.

-Diplomacy are unlocked when faction stage is unlocked.



Relations:


0%-25% = Hostile relation = Faction may invade you with buffed boss npc's and upgraded infantry, marksmen, champion and siege units, will not grant you trade offer.

26%-74% = Neutral relation = Faction may invade you, will grant you trade offer.

75%-100% = Friendly relation = Faction will not invade you, will grant you trade offer and may give gifts.



Ways to fix relations:


-Being friendly with a common friendly faction = +5% relations.

-Being hostile against a common hostile faction = +5% relations.

-Faction winning feud = +10 relations, +20% relations with max upgraded parliament.

-Accepting a trade offer from faction = +5% relations, +10% relations with max upgraded parliament.

-Accept faction favor = +5% relations, +10% relations with max upgraded parliament.

-Accepting war alliance = +25 relations, +50% relations with max upgraded parliament.

-Accepting protection alliance = +25 relations, +50% relations with max upgraded parliament.

-Praising faction = +10 relations, +20% relations with max upgraded parliament, can only do it once every 2 events.

-Give gold donations too faction = +5% relations, +10% relations with max upgraded parliament, can not give donations to a hostile faction, and donations cost 10000 gold.

-Sending a diplomat to faction = +10 relations, +20% relations with max upgraded parliament, can only send 1 at the time, can not send diplomat to hostile faction and diplomat cost 10000 gold.

-Helping out with faction with surveillance = +10 relations, +20% relations with max upgraded parliament, surveillance cost 10000 gold.

-No interfering with faction = relations slowly going to 50%, from 0% relations too 50% relations it would take 10 events, -5% relations every event.



Ways to destroy relations:


-Being hostile against a common friendly faction = -5% relations.

-Being friendly with a common hostile faction = -5% relations.

-Faction losing feud = -10% relations.

-Broken favor promise = -10% relations.

-Broken war alliance = -25% relations.

-Broken protection alliance = -25% relations.

-Defending target faction from attacking faction = -50% relations.

-Attacking faction = -50% relations.

-Denouncing faction = -10% relations, can only do it once every 2 events.

-Faction discovers spy = -20% relations.

-Surrender = -10% relations from all factions.

-No interfering with faction = relations slowly going to 50%, from 100% relations too 50% relations it would take 10 events, +5% relations every event.




Factions:


-British Empire = are allies with Portuguese Empire, are enemies with Carribian Pirates and Bruneian Empire, neutral with the rest.

-Portuguese Empire = are allies with British Empire, are enemies with Carribian Pirates and Bruneian Empire, neutral with the rest.


-Russian Empire = are allies with Qing Dynasty, are enemies with Ottoman Chaliphate and Bruneian Empire, neutral with the rest.

-Qing Dynasty = are allies with Russian Empire, are enemies with Ottoman Chaliphate and Bruneian Empire, neutral with the rest.


-Ottoman Chaliphate = are allies with Bornu Empire, are enemies with Russian Empire and Qing Dynasty, neutral with the rest.

-Bornu Empire = are allies with Ottoman Chaliphate, are enemies with British Empire and Portuguese Empire, neutral with the rest.


-Bruneian Empire = are allies with Carribian Pirates, are enemies with Russian Empire and Qing Dynasty, neutral with the rest.

-Carribian Pirates = are allies with Bruneian Empire, are enemies with British Empire and Portuguese Empire, neutral with the rest.









Diplomatic incidents:


-Diplomatic incidents are random happenings where a random faction(s) ask for a request, has 50% chanse too happen every time events happen.

-Diplomatic incidents are unlocked when faction stage is unlocked.

-You can turn down any request (except feud request) with no negative results.

-Can not lose any building, gold, potion or relic in protection alliance request.



Requests:


-Feud: Choose a victor in a feud between two faction = +10 relations with the "winner" faction, +20% relations if you have maxed parliment and -10 relations with the "loser" faction.

-Favor: Clear a stage (except faction stage), get faction a small amount of gold e.t.c. = +5 relations, +10% relations if you have maxed parliment, have to do it before next event, broken promise = -5 relations.

-War Alliance: Attack a faction for some good relations = +25 relations, +50% relations if you have maxed parliment and -50 from the attacked faction, have to do it before next event, broken promise = -25 relations.

-Protection Alliance: Defend a faction for some good relations = +25 relations, +50% relations if you have maxed parliment and -50 from the attacking faction, have to do it before next event, broken promise = -25 relations.







Spy:



-Guild building enables spy actions, every action cost gold.

-Steal and surveillance are unlocked when faction stage is unlocked.

-Spy actions have 50% chanse too success, chanses can be improved by upgrading academy, max 75% chanse for success and 25% chanse for failure.

-Spy action cost can be reduced with guild upgrades.

-Spy actions will not work on hostile factions.




Spy actions:


-Sabotage: stage/invasion, enemy npc will lose -10% damage and defense for 1 battle, can only be used once per stage, cost 10000 gold.

-Steal: faction, steal random relic, 55% chanse for common relic, 30% chanse for rare relic, 10% chanse for superior relic, 4% chanse for epic relic, 1% chanse for legendary relic, cost 10000 gold.

-Surveillance: faction, station a spy in a faction, spy can discover potential treats too other factions (50% chanse), spy last until army invades and reduces enemy invasion movement speed on world map -50%, cost 10000 gold.








Travel:


-Travling on land or on sea takes the same amount of time.

-You get full health by getting your party back at any base.

-You travel as fast as any enemy army by default, but travel speed can be can be increased by upgrading the library.

-You can temporary increase travel speed by giving gold too the library.

-You can slow invading enemy army, by using surveillance on faction stage, 50% slowed speed, needs to be done before the enemy army invades.

-You can see information about stages and invasions, by looking at all kinds of stats, information can be improved by upgrading the library.







Trading:


-Can buy priced armor pieces/weapons/potions/relics/brave edges/critical edges/stickers/effects at the shop, trade rates can be improved with market upgrades.

-Can sell potions and relics.

-Can get every armor piece/weapon/brave edge/critical edge/stikcer/effects without buying any of it, but then you have too either, clear every conquest mode stage or play online vs players.

-You can trade relics, potion and gold with other online players when contest stages are unlocked, you can set the price as high as you want.

-You can buy all kinds of potion with no restriction.

-The main base market has only access too a limited amount of random relics each event, relics are different for each event.







Relics:


-Relics add different property.

-Each character can use max 3 relics at the same time.

-Properties that are of the same can not be on the same relic, but all relics stack otherwise.

-Common relic gives 1 property, cost 1,000 gold.

-Rare relic gives 2 properties, cost 10,000 gold.

-Superior relic gives 3 properties, cost 100,000 gold.

-Epic relic gives 4 properties, cost 1,000,000 gold.

-Legendary relic gives 5 properties, cost 10,000,000 gold.




Relic properties:


-+10 damage attribute points.

-+10 power attribute points.

-+10 defense attribute points.

-+10 regen attribute points.

-+5% critical hit chanse.

-+5% negated power meter chanse.

-+5% absorbed damage chanse.

-+5% instant health chanse.

-+25% health at battle start.

-+25% power meter at battle start.

-+1% group health restoring, faster health restoring while not fighting and in "deck" (group).

-+1% group power restoring, faster power meter restoring while not fighting and in "deck" (group).

-+10% gold reward (group).

-+10% experience reward (group).








Potions:


-Can be used 1 time per character in battle, are used with L3 button.

-Each character can only hold 1 potion at a battle, can only equip them potions right before stage start.

-All potion effects last for 30 seconds.



-Damage Potion gives +10% damage, cost 1000 gold.

-Power Potion gives +10% power, cost 1000 gold.

-Defense Potion gives +10% defense, cost 1000 gold.

-Regen Potion gives +10% regen, cost 1000 gold.


-Super Damage Potion gives +25% damage, cost 10000 gold.

-Super Power Potion gives +25% power, cost 10000 gold.

-Super Defense Potion gives +25% defense, cost 10000 gold.

-Super Regen Potion gives +25% regen, cost 10000 gold.


-Elexir of Damage gives +50% damage, cost 100000 gold.

-Elexir of Power gives +50% power, cost 100000 gold.

-Elexir of Defense gives +50% defense, cost 100000 gold.

-Elexir of Regen gives +50% regen, cost 100000 gold.








Level up:




-Characters can level up in conquest mode.

-Each level needs 1000 experience more for next level, you need 1000 experience for level 2, 2000 experience for level 3, 3000 experience for level 4, e.t.c.

-There is no max level cap, but after lvl.100, each attribute reward is 0.1 points instead of 1.0 points and you need 10000 extra experience for each level.

-For each level up characters can choose their own atrribute to level up.

-Gain 1 perk every 10 level, max 10 perks.

-Attribute points and perks can be relocated for 10000 gold.





Atrributes:


-1 damage atrribute = +1% attack damage for all kinds of attacks + BE/CE.

-1 power atrribute = +1% power meter generation for be/ce.

-1 defense atrribute = +1% defense against all kinds of attacks + BE/CE.

-1 regen atrribute = +1% health generation.






Perks:


-Need at least 10 attribute points of respective atrribute to use a low perk (L).

-Need at least 30 attribute points of respective atrribute to use a medium perk (M).

-Need at least 50 attribute points of respective atrribute to use a high perk (H).

-You have too choose a low perk before you can choose a medium perk and you have too choose a medium perk before you can choose a high perk.




Damage perks:


-Furious rage perk (H): +50% damage when under 25% health for 10 seconds, 1 time use per battle.

-Strategist perk (M): +20% damage when opponent is stunned.

-Savagery perk (M): +25% critical hit damage (+75% critical hit damage).

-Counter perk (L): +10% damage for first attack after any kind of sucessfull guarding.

-Deadly aim perk (L) : +10% critical hit chanse (+50% damage).

-Fury perk (L): +25% damage for 20 seconds at the start of the battle.




Power perks:


-Hyper perk (H): +50% power when under 25% health for 10 seconds, 1 time use per battle.

-Archon perk (M): +100% bonus selfbuff after 10 second and +5 second target debuff.

-Prodigy perk (M): +25% negated power meter (+75% negated power meter).

-Enchanter perk (L): +25% power meter at battle start.

-Negator perk (L): +10% negated power meter chanse (+50% negated power meter).

-Augmented force perk (L): +25% power for 20 seconds at the start of the battle.




Defense perks:


-Last stand perk (H): +50% defense when under 25% health for 10 seconds, 1 time use per battle.

-Juggernaut perk (M): +25% absorbed damage (+75% absorbed damage).

-Stand your ground perk (M): +25% stronger guarding, better shield.

-Sturdy perk (L): +10% absorbed damage chanse (+50% absorbed damage).

-Defender perk (L): +25% Shield meter regen.

-Robust perk (L): +25% defense for 20 seconds at the start of the battle.




Regen perks:


-Final aid perk (H): +50% regen when under 25% health for 10 seconds, 1 time use per battle.

-Second chanse perk (M): Ensures you always retain 1 HP after an attack or a combo that would otherwise finish you off, unless you are already down to 1 HP.

-Surging perk (M): +5% instant health (+10% instant health).

-Survivor perk (L): +25% health regained at battle start.

-Impulse perk (L): +10% Instant health chanse (+5% health recover, get health when damaged).

-Adrenaline perk (L): +25% regen for 20 seconds at the start of the battle.










4.BRAVE EDGE & CRITICAL EDGE.



-Can have 4 brave edges/critical edges at the same time.

-Brave edge use 25% of power meter and critical edge use 50% of power meter (just like in SCV).

-Regular characters (Siegfried, Ivy, Nightmare e.t.c.) have their own brave edges(3) and a critical edge(1), but these can be changed out with custom brave edges & critical edges if wanted.

-Can only have 1 self-buff at the time, any self-buff last at least 10 seconds.

-Self buff (BE/CE)(fire aura, berserker rage, e.t.c.) can last the entire match as long as you are not damaged, the buff gets stronger after 10 seconds (this promotes aggresiveness from the opponent).

-Can only have 1 enchantment on weapon, and the enchantment will last 30 seconds, but you can inflict as many debuffs as possible (unless opponent is using Restoration).

-Elemental debuff on enemy targets last 5 seconds, 10 seconds if character has archon perk.

-The enchantments give all your weapon attacks a elemental visual effect (flame enchantment gives a fiery effect on weapon, frost enchantment gives a frosty effect on weapon, e.t.c.).

-Custom Brave Edges & Criticals Edges that damage opponent can be enchanted with elemental buffs.

-The elemental be/ce are magic skills from the soul weapons: Soul Edge (fire), Soul Calibur (ice), Soul Fulmino (shock), Soul Gaia (earth), Soul Aduro (light) and Soul Umbra (shadow).







Brave edges (BE) & critical edges (CE):



-Flintlock Rifle (CE): High range, high damage, knockback, unblockable.

-Flintlock Hand Mortar (CE): Medium range range, high damage, area of effect, knockback, unblockable.

-Flintlock Pistols/akimbo style (BE): Medium range, medium damage, knockback, unblockable.

-Flintlock Pistol (BE): Short range, high damage, knockback, unblockable.



-Crossbow (CE): High range, high damage.

-Bow (BE): Medium range, medium damage.

-Bola Trow (BE): Medium range, low damage, movement stun.

-Dagger Trow (BE): High range, low damage.



-Javelin Trow (CE): High range, high damage, knockback.

-Axe Trow (BE): Medium range, medium damage.

-Hammer Trow (BE): Medium range, medium damage, knockback.

-Bomerang Trow (BE): Medium range, low damage, has 2 chanses too hit, knockback.



-Bear Summon (CE): High damage, low amount of hits, kinda works like SCV Viola's CE, only they follow the enemy.

-Tiger Summon (CE): Medium damage, medium amount of hits, kinda works like SCV Viola's CE, only they follow the enemy.

-Wolf Summon (CE): Low damage, high amount of hits, kinda works like SCV Viola's CE, only they follow the enemy.

-Hawk Summon (BE): Low damage, medium amount of hits, kinda works like SCV Viola's CE, only they follow the enemy.



-Berserker Rage (CE): +20 damage and -10% defense, +40% damage and -20% defense after 10 seconds, +80% damage and -40% defense after 10 seconds with archon perk.

-Trow (BE): Grab, high damage, knockback.

-Bite (BE): Grab, low damage/restore +10% health to player.

-Leap (BE): Medium damage, forward jumps, knockback on hit or being near at the end of the leap.



-Bomb/Grenade (CE): High damage, area of effect, low range, knockback, unblockable.

-Grapplehook (BE): Low damage, medium range, drags opponent close too you.

-Spring Trap (BE): Low damage, movement stun, trap deployment last 10 seconds.

-Aid (BE): Restore +20% player health.



-Armageddon (CE): High damage, high range, lower enemy defense -5% for 5 seconds, 10 seconds with archon perk.

-Fire Ball (BE): Medium damage, medium range, lower enemy defense -5% for 5 seconds, 10 seconds with archon perk.

-Flame Enchantment (BE): Have weapon enchantment for 30 seconds, lower enemy defense -5% for 5 seconds, 10 seconds with archon perk.

-Fire Aura (CE): +10% damage, +20% damage after 10 seconds, +40% damage after 10 seconds with archon perk.



-Blizzard (CE): High damage, high range, lower enemy damage -5%, enemy not able to use quick step or just guard for 5 seconds, 10 seconds with archon perk.

-Ice Spike (BE): Medium damage, medium range, lower enemy damage -5%, enemy not able to use quick step or just guard for 5 seconds, 10 seconds with archon perk.

-Frost Enchantment (BE): Have weapon enchantment for 30 seconds, lower enemy damage -5%, enemy not able to use quick step or just guard for 5 seconds, 10 seconds with archon perk.

-Ice Aura (CE): +10% armor and +10% shield meter regen, +20% power and +20% shield meter regen after 10 seconds, +40% power and +40% shield meter regen after 10 seconds with archon perk.



-Thunderstorm (CE): High damage, high range, reduced enemy power meter -5% for 5 seconds, reduced enemy power meter -10% for 10 seconds with archon perk.

-Shock Lightning (BE): Medium damage, medium range, reduced enemy power meter -5% for 5 seconds, reduced enemy power meter -10% for 10 seconds with archon perk.

-Lightning Enchantment (BE): Have weapon enchantment for 30 seconds, reduced enemy power meter -5% for 5 seconds, reduced enemy power meter -10% for 10 seconds with archon perk.

-Shock Aura (CE): +10% power, +20% power after 10 seconds, +40% power after 10 seconds with archon perk.



-Earthquake (CE): High damage, high range, reduce enemy health -5% for 5 seconds, reduce enemy health -10% for 10 seconds with archon perk.

-Poison Spray (BE): Medium damage, medium range, reduce enemy health -5% for 5 seconds, reduce enemy health -10% for 10 seconds with archon perk.

-Poison Enchantment (BE): Have weapon enchantment for 30 seconds, reduce enemy health -5% for 5 seconds, reduce enemy health -10% for 10 seconds with archon perk.

-Regeneration (CE): +10% regen, +20% regen after 10 seconds, +40% regen after 10 seconds with archon perk.



-Judgement Light (CE): High damage, high range, enemy not able to use meter, reduce enemy shield meter -5% for 5 seconds, reduce enemy shield meter -10% for 10 seconds with archon perk.

-Holy Flare (BE): Medium damage, medium range, enemy not able to use meter, reduce enemy shield meter -5% for 5 seconds, reduce enemy shield meter -10% for 10 seconds with archon perk.

-Light Enchantment (BE): Have weapon enchantment for 30 seconds, enemy not able to use meter, reduce enemy shield meter -5% for 5 seconds, -10% for 10 seconds with archon perk.

-Restoration (CE): +25% health restored and immune to debuff, +25% health restored after 10 seconds, +50% health restored after 10 seconds with archon perk.



-Darkness Shroud (CE): High damage, high range, restore +5% player health after enemy is damaged for 5 seconds, restore +10% player health for 10 seconds with archon perk.

-Shadow Bolt (BE): Medium damage, medium range, restore +5% player health after enemy is damaged for 5 seconds, restore +10% player health for 10 seconds with archon perk.

-Dark Enchantment (BE): Have weapon enchantment for 30 seconds, restore +5% player health after enemy is damaged for 5 seconds, restore +10% player health for 10 seconds with archon perk.

-Shadow Veil (CE): +20% damage and defense while being invisible, +40% damage and defense while being invisible after 10 seconds, +80% damage and defense while being invisible after 10 seconds with archon perk.
Invisibility is canseled by damaging opponent or getting damaged yourself.













5.ARCADE.




-Finish 6 duel battles, 5 random stages/random opponents and 1 final stage/rival with any character you like.

-Has timer and scoreboards.

-Best of 2 rounds.

-Has difficulty modes.











6.VS BATTLE.


-Duel battle, tag battle or siege battle.

-Player vs player, player vs npc or npc vs npc.










7.ONLINE.



-Duel battle, tag battle or siege battle.

-Player vs player.

-There will always be a countdown on online.

-You can get armor, weapons, stickers, effects, titles, brave edges and critical edges by playing online.










8.TRAINING.



-2 types of training:


-Normal Training: just like in Soul Calibur V.

-Tutorial: Is going to be like Soul Calibur 2 weapon master mode with Edge Master as "teacher", will be much smaller then the SC2 version, completing basic turtorial stages will open up advanced turtorial stages.






Basic Tutorial:




Introduction on UI elements:


-Health meter: Health points.

-Power meter: Brave edge/critical edge.

-Guard meter: Guarding/shield.

-Timer: Seconds/infinite.

-Buff/debuff icons: Elemental/magic brave edge/critical edge.





Basic gameplay:


-Position.

-8wayrunning.

-Quickstepping.

-Horizontal.

-Vertical.

-Kick.

-Throws.

-Guarding.

-Guard Impacting.

-Just guarding.

-Unblockable attack.

-Guard crushing.

-Brave edges.

-Critical edges.

-Duel battle.

-Tag battle.

-Siege battle.






Advanced Tutorial:

-How to read frame data: negative and positive frames.

-Hitboxes, hurtboxes and controlling space.

-Throw teching.

-Priority.

-Punishment.

-Counter hits.

-Priority.

-Damage scaling.

-Just inputs.












9.CREATION.




-You can alter the regular characters or make your own custom character and give them, different personality, armor, brave edge, critical edge and more.

-Smaller fighters can move around faster, while taller fighters have longer reach.

-Need facial hair section separated from head hair section.

-Need more/better eye options.

-Need silent voice on custom characters (Tekken Sergei Dragunov "voice"), and some varied monster voices.

-Need at least 5-6 personality trait (how you enter a fight/win a fight/lose a fight/taunt).

-Need more specialized equpment slots (at least 5 compared too the 3 in SCV).

-Need more varied specialized equipment in general (Shield, tower shield, swords, more objects).

-Option to let equipment be destroyed or not during equipment crush.










10.EXTRA.


-Concept art, poster, pictures and more.











11.OPTIONS.




-Control settings.

-Display Settings.

-Sound Settings.

-Stage Music Settings (can change music on all stages, Main Menu, Character Select, Conquest World Map, Siege Battle Map and Character Creation Menu).

-Reset Conquest Data.

-Reset (Reset ALL Data).

-Software Notice.






NOT FINISHED/WIP
 
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