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  • Landing on Card Percentage Survey



    This topic contains 21 replies, has 0 voices, and was last updated by Profile photo of Admin Admin 16 years, 8 months ago.

    Viewing 15 posts - 1 through 15 (of 23 total)
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    • #216943
      Profile photo of Admin
      Admin
      Keymaster

      Im working on being able to play the game online. I want everyones opinion on the percentages for the following…… ( must total 100% )Land on opponents gate cardLand on your gate cardmiss both gate cardsWhats a realistic percentage... i figure your opponents card would be higher than your card since its closer to you, but i know i have a very hard time getting the bakugan to land at all so that may even be a higher percent. Whats everyones thoughts?

      #227850

      Wow if you can actually get a working system going I might have to reconsider my “no roleplaying” rule. XPHmm Percent breakdown... It's hard because in the real game there are varying levels of skill... here your giving everyone an even shot.I know how to curve my Bakugan to always get it on my own card, so that's not fair.I guess I'd put it at 50% Miss, 35% Opponent's card, 15% your card.Giving you a 50/50 hit or miss.... is a good balance.If you were to take it further...and introduce another mechanic... say you WANT to get it on your opponents card then that ratio would be more like 50/45/5. Of course it doesn't increase your chances on a hit, but there are times you will want to get a specific bakugan on your opponents card. This of course is easier, but there's still a small chance of it attaching to the other card.In instances where there is more than one card per player... well. I guess that could be an even percential draw after the fact that it lands.

      #227853
      Profile photo of Admin
      Admin
      Keymaster

      So what would create a change percentage wise if you were aiming for your opponents? My thoughts are that the same possibilities of it missing or rolling onto yours are the same unless maybe your considering less power behind your roll so it doesnt go far enough to possibly land on your own card?Also what percentages when there is just one card in play/ ( 50-50? )Finally you mentioned more than one card from a person in play, under the current rules is that even possible?

      #227855

      If I'm directly aiming for my opponents card… there's a darn good chance it's going to land on that card and not your own… as we often have to trick our way around to getting onto our own card.One card, yes, 50-50... that's why I divided it the way I did.More than one card form one person in play is very much possible. I don't have my cards memorized, so I can't tell you which ATM, but there are cards that allow you to move another gate card out into play. (wish there were more cards like that)(Oh how I miss the Series 1 days where the play field actually looked like it did on the show with multiple cards out at a time, even though battling was nothing like the show... T_T)

      #227856
      Profile photo of Admin
      Admin
      Keymaster

      hmm i will have to research the cards a little more then. I know there are ones that let you change gates but i dont remember seeing any that let you add one.

      #227857

      My initial trial for a normal 2 gates in play was 40% miss, 35% opponent and 25% yours but i think i like your

      #227858
      Profile photo of Admin
      Admin
      Keymaster

      well i think your card should be less as you have to either get it to roll over your opponents and open on yours or you need a good curve ( and while bowling pros all curve their rolls, they dont always get strikes 😀 )Maybe add different percentages depending on which card your aiming for. So if im aiming for mine it may be 50 miss 30 mine and 20 opponent and if im aimig for opponent have it swapped so 50 miss 30 opponent and 20 mineSo you got a better chance of hitting what u want but still the 50% miss and a smaller % that you screw it up but still get a land

      #227894
      Profile photo of nimrod98
      nimrod98
      Member

      I think I like Ernie's percentage better.

      #227895
      Profile photo of bakudad
      bakudad
      Member

      Maybe add different percentages depending on which card your aiming for. So if im aiming for mine it may be 50 miss 30 mine and 20 opponent and if im aimig for opponent have it swapped so 50 miss 30 opponent and 20 mine

      I was going to suggest something along those lines too -- if you're aiming for a particular card then you'll probably have a higher chance of hitting that card, but still a chance of hitting the other card.Personally, for greatest realism I think it should vary along other aspects too (although not so much). One obvious example is with which Bakugan marble is being rolled:

      • Many of the marbles are much heavier on the bottom half than the top half. That means they roll lopsided and (unless you manage to roll it perfectly) they curve somewhat.
      • Others have protrusions that are loose that can mess up the roll, such as that hideous top feather on Storm Skyress. I've seen rolls go completely wild because that part pops out and hits.
      • Some marbles are "looser" than others and thus more likely to open, or else the magnet is more or less exposed which affects the liklihood of it sticking. For example, I have a B2 Preyas (not Preyas Diablo) that hardly stays closed at all. Unless I roll it *very* carefully, on a soft surface like carpet, it opens up as soon as it contacts the surface. Today I got a new Bee Striker that seems to have extra plastic over the magnet, or perhaps it's defective. In any case, it hardly lands at all (and even when it does it never opens -- but that's not relevant of course)

      Finally, I'd say some of this depends on the design of the game, and how the gameplay works. If it's mostly a text/role play game, then you probably do want a simpler statistical "die roll" type system. On the other hand, if it's a more graphical game, you could make it involve more user interaction. For example, you could have the player aim a launcher, choose the force of the roll, and choose to apply some amount and direction of spin. In that case it could be similar to physics simulators (or games like "scorched earth" or "Worms armageddon") where it combines the angle and force to determine the path, and only if it actually crosses a card at slow enough speed does it try to decide if and where it lands.

      #227897
      Profile photo of Admin
      Admin
      Keymaster


      Maybe add different percentages depending on which card your aiming for. So if im aiming for mine it may be 50 miss 30 mine and 20 opponent and if im aimig for opponent have it swapped so 50 miss 30 opponent and 20 mine

      I was going to suggest something along those lines too -- if you're aiming for a particular card then you'll probably have a higher chance of hitting that card, but still a chance of hitting the other card.Personally, for greatest realism I think it should vary along other aspects too (although not so much). One obvious example is with which Bakugan marble is being rolled:

      • Many of the marbles are much heavier on the bottom half than the top half. That means they roll lopsided and (unless you manage to roll it perfectly) they curve somewhat.
      • Others have protrusions that are loose that can mess up the roll, such as that hideous top feather on Storm Skyress. I've seen rolls go completely wild because that part pops out and hits.
      • Some marbles are "looser" than others and thus more likely to open, or else the magnet is more or less exposed which affects the liklihood of it sticking. For example, I have a B2 Preyas (not Preyas Diablo) that hardly stays closed at all. Unless I roll it *very* carefully, on a soft surface like carpet, it opens up as soon as it contacts the surface. Today I got a new Bee Striker that seems to have extra plastic over the magnet, or perhaps it's defective. In any case, it hardly lands at all (and even when it does it never opens -- but that's not relevant of course)

      Finally, I'd say some of this depends on the design of the game, and how the gameplay works. If it's mostly a text/role play game, then you probably do want a simpler statistical "die roll" type system. On the other hand, if it's a more graphical game, you could make it involve more user interaction. For example, you could have the player aim a launcher, choose the force of the roll, and choose to apply some amount and direction of spin. In that case it could be similar to physics simulators (or games like "scorched earth" or "Worms armageddon") where it combines the angle and force to determine the path, and only if it actually crosses a card at slow enough speed does it try to decide if and where it lands.

      The game is more text/rpg type and will basically be a patch to the apprentice software that will allow you to play bakugan. I will include rules on how to make the apprentice software work for bakugan.

      #227898
      Profile photo of bakudad
      bakudad
      Member

      The game is more text/rpg type and will basically be a patch to the apprentice software that will allow you to play bakugan. I will include rules on how to make the apprentice software work for bakugan.

      #227899
      Profile photo of Admin
      Admin
      Keymaster

      More than one card form one person in play is very much possible. I don't have my cards memorized, so I can't tell you which ATM, but there are cards that allow you to move another gate card out into play. (wish there were more cards like that)

      I just read every card from all 5 main sets ( minus the ones i dont have a pic for yet - so maybe 20-30 ) and there is no card that allows you to place an additional gate card in play ( where there would be 3 ). There is one that allows you to play one of yours in place of the card just won so the two in play could belong to you but never more than 2 in play at once. So for the percentages i dont think we need to worry about a 3rd card. Your second card would be placed in the empty spot and that would just count as your opponents card for purposes of aiming and percentages I think i said all of that right.

      #227904
      Profile photo of infinitehope
      infinitehope
      Member

      there is just 2 or 1 gate card on field. the chance to totaly miss, well i think low. It would be awesome if we could have some sort of smart AI or smart counter that would lower the % of missing the more you play, but thats not possible. so yeah, everyone gets the same stats.20% miss+10% for card your aiming at40% your own card50% there card.of course this is not add up to 100% and i'm not sure if you can program in to add 10% to aim at a card.

      #227905
      Profile photo of nimrod98
      nimrod98
      Member

      Are we taking into consideration 3 or 4 way battles?

      #227907
      Profile photo of Admin
      Admin
      Keymaster

      Are we taking into consideration 3 or 4 way battles?

      Currently it is only possible for the program to do 1VS1 battles

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