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Post by Gai on May 21, 2004 17:16:28 GMT -5
Sounds fine to me, but I must ask, how were they interpreted the wrong way in the past? Was there some kind of loophole to using them prematurely?
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Post by Tilus on May 21, 2004 17:53:58 GMT -5
Yeah.. currently all charge based moves state "Usable after X turns" in its' description. Prior to the rules clarification, a LOT of people (including many mods!) read that as "Can be used every X turns", thus most people were using things like Pressure one turn too soon than they were supposed to.
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Post by Umbaglo on Jun 20, 2004 9:04:34 GMT -5
Ba~dump.
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Post by Arad Baranga on Jun 29, 2004 4:43:02 GMT -5
I noticed the other day that a lot of the basics of the SC are either barely detailed, or not detailed AT ALL. I know it's an obvious thing, but there's not even a rule that you die at 0 HP. Well, when I was at work I brainstormed a solution to this without creating a crapload of Rules threads for important but ultimately tedious details like that. The Rules section can have a Lexicon of its own, detailing important terms, similar to what you see in the backs of several tabletop RPG manuals. I made a list of terms, but here's a sample of what I was thinking it would look like first, as a toss-up. First off, the terms would be alphabetized. Each letter gets its own post, similar to the Hangar Lexicon. Here's a sample for A and B: AI UnitType: Unit Tag Description: Units that may only be controlled by GMs in Events. They do not get Pilot Classes. ArmorType: Unit Ability Tag, Item Tag Description: Unit Ability and Items that reduce damage received. If a Unit Ability has the Armor tag, then only Stackable Armor Items may be equipped on that unit. BossType: Unit Tag Description: The highest tier of units. This tag exists to quantify the power level of the units it belongs to. BlockType: Combat Action Description: This is an action that may be taken at the beginning of your Defense Phase. Doing so halves all damage received in that Defense Phase at the cost of your Attack Phase. BarrierType: Unit Ability Tag, Item Tag Description: Unit Ability and Items that negate a specified amoung of damage or attacks. If a unit has a Barrier Unit Ability, it is overwritten by any Barrier Item that they equip. _____________________ Also, if there is a relevant Rules thread for the item, it would include a link to that thread. Now, I'm not gonna just say "Hey, let's do this!" and then do nothing of course. If you think this is a good idea, I'll pitch in to help with it as much as I can. I think it'd be a good way to cover basic rules without having to edit a lot of threads as well, but also it would be a good read for newbies to the SC.
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Post by tiffac on Jul 23, 2004 1:20:24 GMT -5
Agreed on the rule type lexicon there should be one when going into the rule section and since Kai has already a head start Kai should be the one to create the Rules Lexicon page and just have it past along for the admins or mods to put up to lessen thier work load. Go get em Kai!
Also hasn't it always been that Transformation phase is known as Special phase and is colored Yellow?
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Post by Umbaglo on Jul 23, 2004 14:41:34 GMT -5
No, it hasn't. It's always been brown and called Transform. It was SUGGESTED to change, but never agreed on or implimented.
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Post by Yanbetari on Jul 26, 2004 8:29:46 GMT -5
There needs to be a more detailed explanation of Sustained Paralysis and what affects it. Like the fact that damage boosting abilites don't affect it, but damage reducing ones do. And whether or not it's an attack or not, and thus if it can be blocked.
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Post by WesleyGibson on Jul 30, 2004 23:32:45 GMT -5
I propose units with DG cells should be invulnerable to DG cell control. Having one devil gundam take over another using it's own abilities just doesn't make sense.
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Post by Rooster on Oct 21, 2004 1:08:43 GMT -5
The rule of PARALYZE vs Boss Tagged mechs is only given in the hangar lexicon and isn't mentioned at all where it should be, which is the Rules thread on status attacks.
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Post by Umbaglo on Oct 21, 2004 21:32:25 GMT -5
Technically, it should be in the hangar lexicon, because Boss is a unit ability, not a rule. Though I think I put Boss in the Rules Lexicon.
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Post by CowboyJohnny on Oct 25, 2004 8:53:26 GMT -5
Tensai or EN Giga Chip + combo attacks: is the cost lower for all members when the Tensai uses it, or lower for the Tensai each time anyone uses it? (I suppose the answer may not be the same for both, either.)
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Post by CowboyJohnny on Nov 30, 2004 5:51:49 GMT -5
Math thread needs to be updated to 1/4 Iron Wall.
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Post by Arad Baranga on Dec 1, 2004 14:52:27 GMT -5
The rule of PARALYZE vs Boss Tagged mechs is only given in the hangar lexicon and isn't mentioned at all where it should be, which is the Rules thread on status attacks. Speaking of Boss' PARALYZE immunity, I think it needs a nerfing. Otherwise Bosses can't paralyze each other, which is... Dumb. Dumb dumb dumb dumb dumb. Anyway, I was thinking it should read like this: BossClass: Special, Passive Description: Units with this tag are immune to PARALYZE type attacks, excluding those made by Boss or Final Boss units, and take 50% their maximium HP from Destroy Level 1 attacks. And for Final Boss... Final BossClass: Special, Passive Description: Units with this tag are immune to PARALYZE type attacks, excluding those made by Final Boss units, and take 25% their maximium HP from Destroy Level 1 attacks, and 50% their maximium HP from Destroy Level 2 attacks.
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Post by Radius on Dec 2, 2004 12:14:01 GMT -5
Not all that important, but the F.A.Q. on Sub-Abilities in the BEL is out of date in regards to Dairyoku and Ki-Ai.
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Post by CowboyJohnny on Dec 30, 2004 17:57:20 GMT -5
What's the behavior of (S) # attacks?
Do SP-recovery items apply to the main pilot only, one pilot only, or to all pilots in a unit? Same for the SP-regen items.
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