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Post by Daba Mylord on Sept 2, 2002 6:17:40 GMT -5
Welcome To The Simulation Chamber!
The Simulation Chambertm or SimChambertm for short, is an online, textual-mathematical RPG that emulates the schematics, elements and essences of the Super Robot Wars and SD Gundam G Generation games.
Throughout the RPG, gamers (hereby referred to as "pilots") will get the chance to use their favorite mechs, complimented with their abilities, along with the many loads of Pilot Classes available to make powerful and deadly combinations. In the SimChamber, the possibilites are almost endless.
The SimChamber is a turn-based RPG. In other words, pilots have to wait for others to finish their turns in order to proceed to his. However, some rules are implemented to make sure that the waiting does not affect the fights in a monumental way. In this overview, you will be introduced the many sectors that the SimChamber utilizes, and the many objects that each pilot must learn in order to survive.
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Post by Daba Mylord on Sept 2, 2002 6:25:33 GMT -5
The SimChamber Sectors
The Simulation Chamber/Parallel Assimilator This is self-explanatory. The SimChamber is the place where all pilots gather together and fight. Either location allows for the players to generate the rules of engagement, but the Parallel Assimilator (or PA) allows for more freedom in designing the scope of the battle, in exchange for a loss of certain rewards. The differences between a SimChamber (or SC) and a PA fight are covered in another thread.
Pilot Lounge/Bridge The Pilot Lounge is the place where SC participants go around and socialize regarding the SimChamber. This is where they propose challenges, discuss strategies and the like. The Bridge is where they discuss adjustments regarding the SimChamber and how they should change stats of weapons, items, etc.
SimChamber Rules An online Digital Rulebook that displays the rules to be followed in the SimChamber. If you're reading this, you're currently in it.
The CommLink This is where SC members can browse through various announcements regarding anything related to the SC.
PC Depot A sector where pilots deposit ther PCs (Post Count/Credit) in their own accounts. Their PC Depot accounts is their online wallets in which they store their PCs. PCs serve as the official currency of the SimChamber and is intangible in nature. If they gain PCs, or spend PCs, pilots will have to edit their accounts here often.
Axial Mainframe The Axial Mainframe is similar to the PC Depot, only this time it should contain only mechs, items and current Pilot Class. Like the PC Depot, pilots are required to create an AM Account because it serves as their depository for their mechs and items. They are also required to post what their current Pilot Class is.
A.R.C. Network This section contains each SC participant's subcharacters, for use within the SC matches or within the SCW.
SimChamber World The division of the SC in which any SC member can make use of their roleplaying skills to roleplay as their main handle or one of their subcharacters in a predeterminate world. Let your creative juices flow.
Digital Armament Battle Aresenal (D.A.B.A.) This sector is a shop that contains all the items a pilot will ever need. Items play a vital role in the SimChamber... there are some units that require certain items in order to be obtained. Some items even have special uses the grant mechs special abilities or enhancements. Without items, a pilot may certainly lose, if not winning by chance.
Hangar One of the most crucial sectors that makes the SimChamber. This sector contains a vast array of mechs available for a pilot to use. Of course, without a mech, there's no way that a pilot can win, more so to enter a fight itself.
Bio-Enhancement Lab The BEL is the place that contains the different Pilot Classes available for use. Pilot Classes are pilot abilities that a pilot must possess in order to win. Even though it's not required to have one to fight since you can fight without a Pilot Class, there are some special attributes and abilities, even weapons of mechs that require a certain Pilot Class to activate. Funnels, powerful weapons of certain Gundams and Mobile Suits for instance require the Newtype or Enhanced Human Pilot classes to execute. Remember well that without a Pilot Class, it's bloody difficult, if not impossible, to win.
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Post by Daba Mylord on Sept 2, 2002 6:49:33 GMT -5
PCs (Post Credits/Counts)
Technically, Post Credits or Post Counts are referred to as the official currency of the SimChamber. You can earn PC in a variety of ways, from winning SimChamber battles, to monthly allowances, to special contests and events which are regularly held.
PCs themselves are very important, as everything you buy uses PCs, whether it is an item, a mech, or changing your Pilot Class. They are also used to activate certain Inherent Abilities in mechs, as well as some Pilot Abilities. They can also be used to dodge an attack, or execute an attack which consumes PCs as the medium of ammunition.
All your PCs gained immediately enters your PC Depot Account, so keep it tidy and well organized, as well as updated regularly so that the mods and yourself can see clearly any and every transaction you have done.
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Post by Daba Mylord on Sept 2, 2002 6:54:01 GMT -5
Pilot Ranks
The SimChamber, as well as the whole SRWG Message Board containts 7 Pilot Ranks, consisting of 5 main ranks and 2 special ranks. Although the 2 special ranks do not make that much of a big deal in the SimChamber, the 5 main ranks are the most important.
5 Main Pilot Ranks
Private The lowest rank. Any person entering the SC starts out at this rank. A private can pilot mechs that require no rank requisites. In terms of abilities in combat, Privates have the weakest ability ranges. However, remember that it takes time to grow.
Corporals A step up from Privates, pilots under this rank get to use better units. Abilities in fights are slightly higher than Private Ranks, but not as good as other ranks above it.
Sergeant The middleman rank. Normally, the mechs Sergeants get to use are even cooler. Abilities in fights are mediocre.
Ensign 2nd to the highest. Ensigns get to use even cooler mechs, although they are limited to the cool mechs, not the 5-star or 6-star mechs.
Lieutenant The highest rank. Can pilot virtually any mech. Their abilities are outstanding in comparison to their inferior counterparts.
2 Special Pilot Ranks
Captain Otherwise known as the moderator. This rank is only a special identifying rank. For all intents and purposes, their abilities in the SimChamber are determined by their Private-to-Lieutenant rank. (It's highly unlikely that you will encounter any moderator who has a rank lower than Lieutenant, though.) Their difference is that they have authority over certain boards/sectors. It's best not to piss them off.
Admiral Global moderators. These officers have jurisdiction over all sections on the board, so if you have problems and any of them are present, you can ask them to help you.
High Command Administrators. In addition to having power over all sections on the board, the members of the High Command also control the technical aspects of the board, such as member control and settings. If you have problems with your forum account, it's best to contact them.
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Post by Daba Mylord on Sept 2, 2002 6:55:53 GMT -5
Pilot Classes
Pilot Classes are the different abilities that grant pilots special powers to aid them in their fighting. More will be given on a special FAQ on Pilot Classes. These Pilot Classes can be found on the Bio-Enhancement Lab (BEL).
Examples of Pilot Classes are Newtype, Enhanced Human, Gundam Fighter, Masoukishin Herald and the like. As their names suggest, pilots under different Pilot Classes have different special Pilot Abilities. Some weapons or abilities even require certain Pilot Classes in order for them to be executable.
Pilot Classes, like other SimChamber stuff don't come in cheap. They are uniquely expensive and a pilot can only have 1 Pilot Class at a time. If he goes to the BEL and changes his Pilot Class, he automatically overwrites his previous one and uses the new one.
For more information, a specific FAQ on Pilot Classes is created to explain more, and address certain queries for clarifications.
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Post by Daba Mylord on Sept 2, 2002 6:58:47 GMT -5
Items
Items are simple to complex objects and materials that perform special effects to mechs and/or pilots in the SimChamber.
The 2 Item Types
Perishable Perishable items are 1-time items only. A Perishable item obviously uses up 1 Item Slot of a mech. Once a Perishable Item is used and its effects have already taken effect, the item is then deleted from the fight, and from your inventory since it's used up. You'll have to buy a new one if you want to use that Perishable Item again. Perishable items are completely stackable... meaning you can install another item of the same type on the same unit.
Installable Installable items are general, permanent items. An Installable item also uses up 1 Item Slot in a mech. It grants the installed unit special abilities and effects that may enhance (or demote) a unit's statistics or performance in battle. Installable items can be installed now and removed later, and they will always stay in your inventory once it's purchased. However if you wish to remove it permanently from your inventory, you may sell it back to the D.A.B.A. or to another interested pillot. Installable items are not stackable unless it's specified that it's a Stackable Class Installable Item. You can't install the same type of item unless specified.
The 6 Installable Item Classes
Armor An Armor Class item is an Installable item that connotes to being an armor. It's an outer item that coats a mech, granting it special protective properties.
System A System Class item is an Installable item that is internal in nature, meaning it's located inside the mech when it's installed. A System may be a small machine, a chip, a motherboard or the like. It gives a mech special auxilliary abilities like manipulating brainwaves, or perform special functions to improve a mech's functionality.
Barrier A Barrier Class item is an Installable item that grants a mech a protective barrier that prevents it from harm. The difference of this class to the Armor Class is that Armor Class items do not emit force fields, whereas Barrier Class items do. They create an invisible field that helps negate damage that aid the unit's self-preservation in the battlefield.
Stackable A Stackable Class item is an Installable item where a copy of the same item may be installed on a certain mech. As the rules state, an Installable item can't be installed on the same mech. This is where the Stackable Items break that rule. They are generally less useful, but more powerful and potent in numbers as more and more copies of this item are being installed on the same unit, provided that the mech has enough Item Slots (IS) to accomodate enough copies.
Customize Modules Customize Modules are parts that performs extra-special functions, like adding weapons to mechs, or changing mechs into different kinds of mechs. Also known as your Mecha Frames. Depending on the unit, only special items can be used to special kinds of units, like GX to GX Divider, etc.
Sidekicks Sidekicks are special helpers, typically inherent to the unit though there are installable ones, which grant special abilities. The most notable ability is another seishin set. Most sidekicks have a fixed seishin set, but allow for you to allocate UPs from battles it was in to improve it's SP pool. A few sidekicks, however, have the capability to learn new seishins. It is stated in the Sidekick's description what it is capable of using it's UPs for. Like Systems, you can only have one Sidekick on a unit. If the unit has an inherent Sidekick, you may not equip an installable Sidekick.
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Post by Daba Mylord on Sept 2, 2002 7:01:27 GMT -5
Mechs
Mechs are the robots that pilots ride on for fighting in the SimChamber. Mechs are also known as units, robots or mecha. Using common sense, a pilot can never fight in the SimChamber without a mech.
Mechs differ due to the different abilities and weapons they possess. Mechs usually require a certain Pilot Rank in order to be usable, while some mechs actually require a certain Pilot Class! Sometimes, if very rare, a mech may require both a Pilot Rank and Class.
Mechs, like Pilot Classes, are usually expensive depending on their specs. Save up your PCs by winning fights or contests, and soon you too can buy the unit of your dreams!
Keep in mind that you CAN buy a mech even if you're not eligible to pilot it yet. You just cannot participate in any SimChamber battles using that mech until you reach the rank requirement (you may use it in Parallel Assimilator or Events if one of the fight stipulations raises your rank to one which can then pilot it).
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