Re: Citadel Of Corruption (SIGN-UPS)
Alternatively, in my case, if you have more than enough strength to escape but still don't have the intelligence to fight off an orgasm, you take all pleasure next round and keep orgasming til you lose.
It's just all very grapple heavy to the point where you almost have to get raped, orgasm til you pass out, then wake up and fight your enemy if you think you're lucky enough to not get grabbed again, unless there's 2, in which case you're fucked and have to run.
(First of all, I'm not sure why your quote has me saying 'R'ssentially since my post doesn't say that and isn't edited either.)
My main opinion with monster stats is thus: since it seems as though monsters have no stamina score and might not have their hit points based off of vitality, Boss monsters should have a maximum of 4/5's of the character's stat points (3/5's if the boss doesn't use vitality to determine hit points) and their stats should have a cap equal to whatever cap the player has at that level. I say this because, with the system how it currently is, the bosses already have an edge since once the player has orgasmed they need to make 3 consecutive checks to have one chance to attack back putting them already at a disadvantage. In a one-on-one boss fight, the boss should not be more powerful stat wise than the player. Bosses in games are normally more difficult due to the fact that, unlike the weaker monsters, they are not only equal in power, but the situation is against the player (Such as in this case, all monsters are able to paralyze the characters so they not only can't fight back, but have a hard time preventing themselves from being paralyzed the next turn). Similarly, non-boss monsters should be weaker than the players, significantly so. A player should have, say, a 50% chance to go through a battle without being caught. This is because once the player is caught, they tend to be at an extreme disadvantage. As such, the non boss monsters should maybe have stat points equal to half the stat points the character has divided by the number of monsters they are facing or something of the like.
Also, why does having an orgasm make you unable to resist pleasure the next turn? Sure since your body is overwhelmed you can't struggle to escape, but I don't think that would make it to where you can't resist pleasure.
Curently, the way the game is set up, if I were to make another character the sats would be as such:
Strength: 50
Dexterity: 34
Vitality: 15
Energy: 1
Intelligence 50
A character with those stats would currently do extremely well in this game and would actually have a chance of doing stuff. The character would have a chance not to orgasm, might be able to escape a grapple, doesn't sacrifice the ability to hit completely, and if they can't escape, they will end up dropped quickly when their stamina drops out.
Essentially stat emphasis is thus:
Strength: Critical, you need it to excape grapples
Dexterity: Important, used to attack back and hopefully dodge
Vitality: unimportant, your strength and intelligence should have you avoid anything that hurts your health
Energy: Avoid at all costs, stamina is your enemy: if you have a lot, you will sit being raped and gaining corruption and an extreme pace
Intelligence: Critical, needed to avoid orgasm