|
Post by Daba Mylord on Sept 8, 2002 8:10:22 GMT -5
I forgot the EVA child shit, so please tell me if this is suitable:
EVA Child 1) Only ones able to use AT Fields (in any mech), if a mech has a barrier, AT Field is dominant 2) Only ones able to pilot EVAs
Whispered 1) Bleh bleh bleh 2) Shits on people until next turn
Any ideas?
|
|
|
Post by Freyia on Sept 8, 2002 11:29:25 GMT -5
EVA Child: -ONLY people to use Evas...and Evas ONLY. -Only activate AT Fields in EVAs. -Synchro Rate: increases power and decreases DC per rank. Private: DC -1, dmg + 3 Corporal: DC -2, dmg + 6 Sergeant: DC -3, dmg +9 Ensign: DC -4, dmg +12 Lieutenant, DC -5, dmg +15.
|
|
|
Post by MechaSatan on Sept 8, 2002 15:13:22 GMT -5
That sounds great. ;D
|
|
|
Post by Daba Mylord on Sept 9, 2002 7:23:19 GMT -5
Hmm... in that case there's no need to put in "can activate AT Fields in EVAs", since:
1) Only EVA Children can use EVAs 2) EVAs already have AT Fields, and there's no such thing as an "AT Field Generator" ;D ;D ;D
So all in all, it will be:
1) Only ones able to pilot EVAs 2) Can pilot EVAs only 3) Synchro rate
Is this it then?
|
|
|
Post by Teniquette Zezernan on Sept 9, 2002 7:41:26 GMT -5
Actually, the damage mod for Privates is a little much. I suggest something like this:
Private: DC +/- 0, damage +/- 0 (Face it: in ep 2, Shinji Ikari didn't know WHAT the hell he did; it was all the dummy plug in that episode. Thus, no damage mod or dodge cost mod. Hell, maybe even a dodge cost PENALTY mod could factor in on this one.) Corporal: DC -2, damage +4 Sergeant: DC -3, damage +8 Ensign: DC -4, damage +12 Lieutenant: DC -5, damage +16
|
|
|
Post by MechaSatan on Sept 9, 2002 21:17:43 GMT -5
Hmmm... I like Alkaiser's idea better. ;D More like the anime. As for the EVAs themselves... How is that gonna be pulled off? Are they gonna have 2 HPs one for the EVA and one for the cord? And the cord gives 25% EN regen?
|
|
|
Post by Beanoverse on Sept 9, 2002 22:22:35 GMT -5
Alkaiser's idea is better, IMHO. As for the remaining issue, it was stated in the "Regarding Hangar Stuff" thread:
Also, there are some issues in that thread that needs clarification. Like the Mazinkaiser armour and the VF-1S Strike issues...
|
|
|
Post by Daba Mylord on Sept 13, 2002 11:08:31 GMT -5
OK please finalize EVA Child now.
I still need to change Valkyrie Pilot. As advised, I agree giving them a countershoot.
This is my thingie: I'll remove the PC Limit +10% on Real Robot abilities and just give them to the Super Robot abilities. The Real Robot abilities will have the countershoot. What do you think?
|
|
|
Post by Beanoverse on Sept 13, 2002 12:29:01 GMT -5
Daba: The solution for SR-RR issue sounds reasonable to me. What do you think, minna?
By the way, please check out the other threads as well, they seem to be left in the cold...
|
|
|
Post by Teniquette Zezernan on Sept 15, 2002 1:35:31 GMT -5
Hmmm... IMO, Countershoot should remain a Valkyrie Pilot-ONLY ability. Otherwise, there isn't much to go on on becoming a Valkyrie Pilot, other than low dodge cost (which is then overshadowed by the Esper Invincibility & Nendou Field usage, Seisenshi Aura Barrier usage, and Ninja Senshi Stealth. Face it; free dodging and free barriers are appealing these days.)
SR ability PC limit modifiers should be as follows:
Grendizer Pilot: PC Limit +30% Getter Pilot: PC Limit +35% Mazinger Pilot: PC Limit +40%
RR ability PC modifiers should be as follows:
Newtype: PC Limit +20% Enhanced Human: PC Limit +10% Heavy metal: PC Limit +15% Esper: PC Limit +5%
That should please everyone.
|
|
|
Post by Freyia on Sept 15, 2002 5:24:43 GMT -5
To make EVA Child more consistent, this is what I propose in relation to Alk's mods:
Private: DC and dmg remains unchanged Corporal: DC -1, dmg + 5 Sergeant: DC -3, dmg + 10 Ensign: DC -5, dmg + 15 Lieutenant: DC -7, dmg + 20
As for the Cable system: Attached: 100% En Regen, DC +15 Disabled: -5 En per turn, normal DC When disabled, to reattach (to prevent abuse), you need to pay some PCs...which I haven't decided.
Ill work out the S2 engine stuff later. Too confusing.
As for the other EVA abilities, it can only be used by EVA pilots and it ONLY has the AT Field. Which makes EVA pilot a really special class indeed.
|
|
|
Post by Freyia on Sept 15, 2002 5:30:27 GMT -5
As for the other abilities, I was talking to Beano about it. Here is the outcome:
1. I (Me, myself), don't like the PC Limit +xx%. I suggest you use something else to compensate for that. Adding PCs just defies the usage of PCs. Why don't you just lower the cost for everything, in a sense.
2. Countershoot: since some Gundams ALSO have that little gun symbol in their status screen, I propose adding it to NT/EH/Valk pilot abilities. As for Countershoot, its free in R, but you can't have free stuff in the SC, so what I think it should be is that:
- Countershoot uses 1 ammo of any kind - Enabled only in Gundams and Valks. - CS lasts for a entire turn: IE, 1 shot shoots down all projectiles thrown at you. This lowers the validity of all those PX crap.
|
|