Item Aspect Structure: Difference between revisions

From Wikipedia of the Dark Brotherhood, an online Star Wars Club
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For the policy on exactly what must be followed to get a custom aspect approved, please see the: [[Item Aspect Approval Policy]].
For the policy on exactly what must be followed to get a custom aspect approved, please see the: [[Item Aspect Approval Policy]].
===Structure===
Within the Dark Jedi Brotherhood possessions system, unique instances of items can be customized by the owner to give the item both a unique appearance or altered custom functionality when compared with other items based on the same prototype. This follows a very similar logic to the Character Sheet system in use to develop characters and keeps items in balance while providing a unique flavor and a more diverse and enjoyable system for members. These are applied after an item is owned, from the possessions management screen, and can be selected from pre-written options made available by the Regent staff or custom written and submitted for approval if they meet all requirements as set forth in the [[Item Aspect Approval Policy]].
As a hard rule, no item will ever be able to have more than one (1) of an Item Aspect type available to it. Also as a general rule, an item will have one (1) Item Aspect slot per rarity level starting with one (1) at common generally a non-functional cosmetic Item Aspect. These Item Aspect slots will often accept more than one (1) Item Aspect type if there aren't enough available slots at the rarity level of the item so that each slot will accept one type.


===Global Aspects===
===Global Aspects===
Review aspect types, functional and non-functional, how they're decided and what types of syntax can be used in their creation. Looking at major types below.
Global Aspects are Item Aspects that can be applied to any Item Prototype and are restricted only by the Item Aspect Type. These can be owned by either a specific member, meaning only that member can make use of the global aspect or by the Public in which case it will be made available to all. It is the effort of the Regent staff to maintain a comprehensive and complete list available to members globally of all Item Aspect Types and many owned global aspects will be converted to the public space for use with potential modification.
 
These Aspects can be either functional, adjusting the functionality of the item in some way, non-functional, or of various unique types to bring about certain role-playing elements. The major categories are discussed below and how they are implemented.  


====Unique Matched Aspects====
====Unique Matched Aspects====
Discuss 1:1 matched aspects. Family heirloom, poison vial, cybernetic, attire.  
A unique matched aspect is one that directly matches off with one specific item prototype. In every instance of this in the possessions system, there is one Item Aspect Type that exists only on one Item Prototype, with the specific intent to allow creative freedoms to members without the need to keep a huge wide range of Prototype Items in stock to cover a difficult to completely cover a set of items. Below exists a set of samples that exist in the possessions system, and their application is clearly explained in the description of an Item Aspect type.
 
Some examples:
<ul>
<li>'''Family heirloom:''' This prototype item exists to give fictional flavor to characters who have a cherished item they always have on them that's otherwise entirely priceless and worthless but of incredible value to a specific individual character. The Item Aspect itself allows elaboration of this specific item by a member. </li>
<li>'''Poison vial:''' This prototype item exists for members to carry with them a vial of poison, without a need to stock a huge list of all possible poisons in the possessions system. A member will purchase the vial, and use the unique matched aspect to define the poison inside it.</li>
<li>'''Cybernetic:''' This prototype item exists only for members to define the level of cybernetics of their character. As an alternative to stocking sets of cybernetic items that could include a massive range of options, this path allows a member to use a unique matched aspect to define their cybernetics for approval and simplifies the entire process. </li>
<li>'''Attire:''' There is a range of light armor clothing options that are available to members that cover a set of clothing of a certain style, each with a unique matched aspect to allow the creative freedoms to define what exactly is being worn. As an alternative to what would literally be an endless set of clothing styles.</li>
</ul>


====Armor Aspects====
====Armor Aspects====

Revision as of 22:04, 28 November 2016

Dark Jedi Brotherhood
This article is part of the series:
Regent Policies
Documentation
Item Structure
Item Aspects
Item Rarity
Item Cost
Member Possessions
Unit Possessions
Credit Accounts
Research & Shopping
Item Upgrades
Policies
Item Prototype Approval Policy
Item Aspect Approval Policy
Salary Policy
Dominion Policy
Artifact Policy
Current Staff
RGT Zxyl Bes'uliik Taldrya
P:RGT Thran Palpatine
M:RGT Various Members

This Item Aspect Structure page outlines how Item Aspects are designed to work in the possessions system, including the flow of information and approvals. Note that members can only create custom aspects for a specific prototype item, only the Regent and staff can create global aspects that can apply to any item with an open Item Aspect slot. These custom aspects also require Regent staff approval. The structure of the item aspects in the system are carefully controlled and balanced by the Regent, to ensure balance in the possessions system while allowing an element of unique customization that enhances the member experience.

For the policy on exactly what must be followed to get a custom aspect approved, please see the: Item Aspect Approval Policy.

Structure

Within the Dark Jedi Brotherhood possessions system, unique instances of items can be customized by the owner to give the item both a unique appearance or altered custom functionality when compared with other items based on the same prototype. This follows a very similar logic to the Character Sheet system in use to develop characters and keeps items in balance while providing a unique flavor and a more diverse and enjoyable system for members. These are applied after an item is owned, from the possessions management screen, and can be selected from pre-written options made available by the Regent staff or custom written and submitted for approval if they meet all requirements as set forth in the Item Aspect Approval Policy.

As a hard rule, no item will ever be able to have more than one (1) of an Item Aspect type available to it. Also as a general rule, an item will have one (1) Item Aspect slot per rarity level starting with one (1) at common generally a non-functional cosmetic Item Aspect. These Item Aspect slots will often accept more than one (1) Item Aspect type if there aren't enough available slots at the rarity level of the item so that each slot will accept one type.

Global Aspects

Global Aspects are Item Aspects that can be applied to any Item Prototype and are restricted only by the Item Aspect Type. These can be owned by either a specific member, meaning only that member can make use of the global aspect or by the Public in which case it will be made available to all. It is the effort of the Regent staff to maintain a comprehensive and complete list available to members globally of all Item Aspect Types and many owned global aspects will be converted to the public space for use with potential modification.

These Aspects can be either functional, adjusting the functionality of the item in some way, non-functional, or of various unique types to bring about certain role-playing elements. The major categories are discussed below and how they are implemented.

Unique Matched Aspects

A unique matched aspect is one that directly matches off with one specific item prototype. In every instance of this in the possessions system, there is one Item Aspect Type that exists only on one Item Prototype, with the specific intent to allow creative freedoms to members without the need to keep a huge wide range of Prototype Items in stock to cover a difficult to completely cover a set of items. Below exists a set of samples that exist in the possessions system, and their application is clearly explained in the description of an Item Aspect type.

Some examples:

  • Family heirloom: This prototype item exists to give fictional flavor to characters who have a cherished item they always have on them that's otherwise entirely priceless and worthless but of incredible value to a specific individual character. The Item Aspect itself allows elaboration of this specific item by a member.
  • Poison vial: This prototype item exists for members to carry with them a vial of poison, without a need to stock a huge list of all possible poisons in the possessions system. A member will purchase the vial, and use the unique matched aspect to define the poison inside it.
  • Cybernetic: This prototype item exists only for members to define the level of cybernetics of their character. As an alternative to stocking sets of cybernetic items that could include a massive range of options, this path allows a member to use a unique matched aspect to define their cybernetics for approval and simplifies the entire process.
  • Attire: There is a range of light armor clothing options that are available to members that cover a set of clothing of a certain style, each with a unique matched aspect to allow the creative freedoms to define what exactly is being worn. As an alternative to what would literally be an endless set of clothing styles.

Armor Aspects

Discuss different aspects for armor. Helmet, resistance, armor, cosmetic. Note back cosmetic options.

Droid Aspects

Discuss different aspects for droids. Personality, combat, modifications, cosmetic.

Land Vechiles

Discuss land vehicle aspects. Speeder / combat differentiation.

Space Vehicles

Discuss space vehicle aspects. Mods, combat, launcher looks.

Lightsabers

Discuss lightsaber specific aspects. Dual phase, conversion hilt, and cosmetic options (link to Herald page) to discuss rank and color mapping.

Melee Weapons

Discuss melee mods, bladed mods, poisons for weapons. Also the wide range of cosmetics across types.

Ranged Weapons

Discuss ranged mods, rifle and blaster differences. Slugthrower. Explosive. Generic ranged weapon cosmetics to apply.

Custom Aspects

Review what a unique instance of an item is, and all the attributes it has. Allows more specific language than a global unique to a prototype. Must retain the balance of an item (see: rarity). Show flow chart and approval processes. How it all works.

Reminder to see Item Aspect Approval Policy for specifics on what must be followed to get an aspect approved.

Application

When applied properly, and consistently, item aspects allow members to customize their possessions and show off their unique preferences. The item aspect structure has been set-up to allow a great deal of flexibility which both leaves things open for a wide range of unique applications but also leaves a gray area around what can be accomplished while maintaining a balance. The Regent staff attempts to maintain a clear and concise list of what must be done to get something approved, while over time building a catalog of examples with each decision to establish a uniform system. Free of bias and adhering to the structures, item aspects enhance the member experience with the possessions system.