The game has two separate, non-interacting progression systems.
  • Pilot Skill, which works like in any other RPG ever: Using, training, or practicing a "Laser Weapons" skill would give you more familiarity with the weapon, increasing speed and precision, while opening up fancy tricks like shooting enemy laser apertures before they discharge. Anna wins here because she's spent so long in active combat. Note that there's also an "ability to express items" pilot skill that affects how many of your integrated components you can use at once and how much they cost to keep out.
  • Frame Integration, which appears to run directly and solely off time: Anna grabs a fabricator and is informed that it'll take X hours to integrate, then it starts improving at some constant rate simply because it's integrated. Every integrated component accumulates some fixed, constant quantity of upgrade potential per day. Anna's equipment isn't better because of her extended combat time, but because she's had her valk equipped five times longer than anybody else alive.
The amount of gear in the game is going to be limited for more reasons than just upgrade paths: controls bandwidth is a huge problem. Canon Anna has demonstrated something like fifteen different distinct modes of attack, four or five different movement abilities, a few distinct e-war abilities, a variety of impeller mode switches for balancing defenses and mobility, and a bunch of other oddball abilities like "deploy anti-laser nanobot cloud" and "hacked missiles return to sender". Shuri is almost as bad, and it looks like most elites approach her. Some of those abilities can be automated, or hidden behind a chording or combo system, but some can't - for example, it's always obnoxious when your only access to your rocket launcher is the finisher on a ten-second combo that cycles through the entire (often contextually useless) rest of your arsenal. So simplicity is going to be the key here; you only get a couple weapons and utility systems. This also demands more strategy and "character build"-yness from the player, who has to carefully choose a couple weapons that synergize well and cover the upcoming challenges within their sharply limited complexity and expression budget. Think Custom Robo or Mechwarrior for the rough scope.

Granted, that's assuming you're planning for this to have console support, and for it to run in realtime. A turn-based or active-turn RPG system would work pretty well, as would a "weapon groups" system like the Mechwarrior games use.
 
If you wanted a more focused game, you could simply have each character have their own simplified tree, allowing them slight specialization, while not really allowing changing gear out or leveling it yourself. Occasionally for plot reasons a character might gain an upgrade, but you wouldn't control whether it's used (outside of the aforementioned specialization). I think that would work better for a streamlined game.

Like, if you limited the choices to one of three specializations per tier and if each character had, say, five tiers. Then you could hook most progression to plot and have a nice streamlined game experience.
 
Last edited:
For some reason y'all mentioned video game and I just assumed it'd be something like Persona 4. Life simulator and then some sort or combat thing to handle to the other side. Whatever form that'd best fit.
 
I think the playable character in story mode should be either Koujirou, or your own created character. The others would be unlockable characters to use in skirmish mode, vs. mode, and so forth.
For some reason y'all mentioned video game and I just assumed it'd be something like Persona 4. Life simulator and then some sort or combat thing to handle to the other side. Whatever form that'd best fit.
That's what I was thinking about as well.
 
If you wanted a more focused game, you could simply have each character have their own simplified tree, allowing them slight specialization, while not really allowing changing gear out or leveling it yourself. Occasionally for plot reasons a character might gain an upgrade, but you wouldn't control whether it's used (outside of the aforementioned specialization). I think that would work better for a streamlined game.

Like, if you limited the choices to one of three specializations per tier and if each character had, say, five tiers. Then you could hook most progression to plot and have a nice streamlined game experience.
Well, it could be a dynamic system, let's say you have a missile system, a heavy cannon, a laser, and a chaingun, you link each one to a button on the controller and that's the one that'll be used, with different weapon types colouring the kind of attack done, pressing the buttons for laser, laser, chaingun, for example, will lead to a quick sweep, a 360 spin of the lasers, and then hundreds of shots fired wildly, but doing heavy cannon, laser, and missiles will lead to the character firing off a powerful shot, them strafing the original target with the laser, and then unloading on them with the missiles.
 
In case of a game centered on Perth and Koujirou's harem flight it'd be interesting if the various 'character levels' and the like are handled the same way as the combat ratings are in story; low numbers for the rookies, Shuri and Yukari mid to high and a ? for Anna, with people assuming 'oh hasn't gone through a rating yet so is probably crap' until they see her in action.

In which case it's 'holy crap.'
 
Renu - Anna is awkward, Aleksandra is fabulous, Ver 2

And if you're wondering where she got the pants, Kojirou now has many more skirts in his dresser.

And if you're wondering who actually follows the dress code instead of modifying their skirts, eeeeh... probably Yukari and Setsuna. Shuri's still up in the air.
 
The game has two separate, non-interacting progression systems.
  • Pilot Skill, which works like in any other RPG ever: Using, training, or practicing a "Laser Weapons" skill would give you more familiarity with the weapon, increasing speed and precision, while opening up fancy tricks like shooting enemy laser apertures before they discharge. Anna wins here because she's spent so long in active combat. Note that there's also an "ability to express items" pilot skill that affects how many of your integrated components you can use at once and how much they cost to keep out.
  • Frame Integration, which appears to run directly and solely off time: Anna grabs a fabricator and is informed that it'll take X hours to integrate, then it starts improving at some constant rate simply because it's integrated. Every integrated component accumulates some fixed, constant quantity of upgrade potential per day. Anna's equipment isn't better because of her extended combat time, but because she's had her valk equipped five times longer than anybody else alive.
The amount of gear in the game is going to be limited for more reasons than just upgrade paths: controls bandwidth is a huge problem. Canon Anna has demonstrated something like fifteen different distinct modes of attack, four or five different movement abilities, a few distinct e-war abilities, a variety of impeller mode switches for balancing defenses and mobility, and a bunch of other oddball abilities like "deploy anti-laser nanobot cloud" and "hacked missiles return to sender". Shuri is almost as bad, and it looks like most elites approach her. Some of those abilities can be automated, or hidden behind a chording or combo system, but some can't - for example, it's always obnoxious when your only access to your rocket launcher is the finisher on a ten-second combo that cycles through the entire (often contextually useless) rest of your arsenal. So simplicity is going to be the key here; you only get a couple weapons and utility systems. This also demands more strategy and "character build"-yness from the player, who has to carefully choose a couple weapons that synergize well and cover the upcoming challenges within their sharply limited complexity and expression budget. Think Custom Robo or Mechwarrior for the rough scope.

Granted, that's assuming you're planning for this to have console support, and for it to run in realtime. A turn-based or active-turn RPG system would work pretty well, as would a "weapon groups" system like the Mechwarrior games use.
For console controls, perhaps the following would work:

L1: Ascend R1: Use Primary Weapon
L2: Descend R2: Use Secondary Weapon
D-Pad: Utilities (E-War, Anti-laser Cloud, Teleport Dodge, Teleport to Enemy, etc)
ABXY/XOΔΠ: B/X is Boost, A/O changes the D-pad to let you switch primary and secondary weapons, X/Π does the same for Utilities, and Y/Δ is a dedicated QTE button for things like busting out of a Type 18's pocket space
L-Stick: Horizontal Movement
R-Stick: Change Target/Move Camera

Weapons of the same type are automatically grouped together, and combined weapons can be configured as separate groups. So if you've got a melee halberd and two plasma casters, and you combine the halberd and a plasma caster and that will be set as its own weapon group you can select. The game will also detect when weapons are removed from these groups to form combined weapons, so if you set the above combined weapon as your primary weapon, you would still be able to set plasma casters as your secondary weapon, it would just have one plasma caster instead of two.

When switching weapons and utils, the game can optionally slow or stop time to make picking easier (think NuDOOM's weapon wheel)

For targeting and lockons, enemies will automatically be locked onto when they appear, and the R-Stick is used to switch targets (or just to look around if no enemies are present).

I think the playable character in story mode should be either Koujirou, or your own created character. The others would be unlockable characters to use in skirmish mode, vs. mode, and so forth.
Definitely a created character for the PC, since Coke-Zero's frame can't do loadout customization. (Assuming the game will have loadout customization and not the more focused progression WritersBlock suggested)
 
Last edited:
I'm torn. I love Annas design, but I also can't see her modifying the uniform.
The IC logic was "Unfortunately, while I can reinforce this skirt with as much kevlar as I want, it will still let my legs uncovered. But I need to wear the uniform- oh wait, Kojirou's got pants, let's stea- acquire that. What do you mean, the girl's uniform need a skirt? Eh... Let's put this cloth here like that. It can serve as emergency bandages if I need some."

And the OOC logic was "Eh... pantyhoses are taken by Yukari and the Zettai ryouki (or however it's written) is taken by Setsuna. I can't let a protagonist uniform unmodified and seriously, skirts don't fit Anna."

And as Valks are the CHAMPIONS OF HUMANITY and some of them are outright idols, I suppose they're authorised some deviation from the uniform; since their presence is a boost to morale, you'd want them to be as visible as possible.
 
Last edited:
And as Valks are the CHAMPIONS OF HUMANITY and some of them are outright idols, I suppose they're authorised some deviation from the uniform; since their presence is a boost to morale, you'd want them to be as visible as possible.
Given the whole "storage improvement" thing, I wouldn't be surprised if it's simply impossible to prevent Valks from customizing their stuff, or possibly even for Valks to prevent their Cores from customizing their stuff for them.
The IC logic was "Unfortunately, while I can reinforce this skirt with as much kevlar as I want, it will still let my legs uncovered. But I need to wear the uniform- oh wait, Kojirou's got pants, let's stea- acquire that. What do you mean, the girl's uniform need a skirt? Eh... Let's put this cloth here like that. It can serve as emergency bandages if I need some."
Tailcoat also has lots of historical precedent for uniform-y-ness, and that looks a lot like a heavily modified tailcoat.
 
The problem with introducing a high-level character as the first level is that games like that require more skill the more complicated the character is, and as such they're a rather poor tutorial.

We could do something like God of War 2, where we intentionally limit what the player can do at the start so he doesn't gets overwhelmed but can still feel powerful.

Okay, so now that we're discussing a Project Valkyrie Core video game, what kind of battle music would it have?

Preferrably with links.
I may or may not just be fishing for awesome video game music to listen to.






And for when Anna gets serious...

 
The IC logic was "Unfortunately, while I can reinforce this skirt with as much kevlar as I want, it will still let my legs uncovered. But I need to wear the uniform- oh wait, Kojirou's got pants, let's stea- acquire that. What do you mean, the girl's uniform need a skirt? Eh... Let's put this cloth here like that. It can serve as emergency bandages if I need some."

And the OOC logic was "Eh... pantyhoses are taken by Yukari and the Zettai ryouki (or however it's written) is taken by Setsuna. I can't let a protagonist uniform unmodified and seriously, skirts don't fit Anna."

And as Valks are the CHAMPIONS OF HUMANITY and some of them are outright idols, I suppose they're authorised some deviation from the uniform; since their presence is a boost to morale, you'd want them to be as visible as possible.

The sad fact of the matter is that Anna is exactly the kind of person to wear an unmodified uniform forever without some sort of external influence :/
 
on Anna's Fight with Sekhmet and Saskatoon Sealing as Tutorial. Automate the defense, the player only controls one gun that they need to target specific enemies with and the movement, everything else is just triggered events, as long as Anna is ONLY controlled in the tutorial it could work quite well given what we have seen of everyone else.

Also, you can automate lots of systems, say it used a "QWEASD" for the movement, "R" would launch your missiles but you'd first lock on automatically, with the system auto locking on anything you point at but don't actually hit with your gun's. Coupled with the Complexity Limit and it shouldn't be too hard to balance, and E-War would be a passive skill that would maybe unlock some "Reaction Skills" (anyone played Echo of Soul? the Fire Mage gets this ability called Backdraft which they can only use after using Fireball, it's also not on the hotkey bar, it would basically be like that but with it being reacionary to the enemy and specifically the action to counter the enemy)
 
Back
Top