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Post by Trigger on Nov 3, 2004 23:59:21 GMT -5
Why not Be Able to Add a Bouns for Repair? Like:
Engineer (1): Level 1: +5% HP Repair Level 2: +10% HP Repair Level 3: +15% HP Repair
Maybe Level 1 - 200 UPs ---> Level 2 - 400 UPs --> 600 UPs?
I'm Just Guessing on the UP Cost, they could be changed
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Post by Regris Kallen on Nov 4, 2004 0:00:49 GMT -5
Noted, and noted.
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Post by Yanbetari on Nov 4, 2004 0:05:50 GMT -5
Well, for infight/gunfight affects on attacks in SC, we could say that you don't get bonuses from both, and that only the larger bonus applies. So if you had like +15% and +10% , you'd only get +15%
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Post by Regris Kallen on Nov 4, 2004 0:06:07 GMT -5
Engineer
Level 1 - Repair restores an additional 5% HP. Level 2 - Repair restores an additional 10% HP. Level 3 - Repair restores an additional 15% HP.
200 UPs -> 400 UPs -> 600 UPs
<Something>
Level 1 - Resupply restores an additional 5% EN. Level 2 - Resupply restores an additional 10% EN. Level 3 - Resupply restores an additional 15% EN.
200 UPs -> 400 UPs -> 600 UPs
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Post by Regris Kallen on Nov 4, 2004 0:06:41 GMT -5
I like that idea.
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Post by Mechalomaniac on Nov 4, 2004 1:04:06 GMT -5
Those two skills were in Alpha 2 and MX actually. Here's one to go in tandem with the Counterattack ability:
Revenge: Level 1 - Gain +10% damage against one opponenet who attacked you while using the "Counterattack" Ability Level 2 - Gain +20% damage against one opponenet who attacked you while using the "Counterattack" Ability Level 3 - Gain +30% damage against one opponenet who attacked you while using the "Counterattack" Ability
Leadership: Level 1 - One ally gains +10% damage dealt, -10% damage, dodge cost -5 (chosen during the Transform phase) Level 2 - Up to three allies gain +10% damage dealt, -10% damage, dodge cost -5 Level 3 - Up to five allies gain +10% damage dealt, -10% damage, dodge cost -5
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Post by Regris Kallen on Nov 4, 2004 1:08:09 GMT -5
Hmmm...
I'd honestly rather see leadership kinda of like the old EWAC. Something kind of like....
Leadership:
Level 1 - Three allies get -1 DC, +1 TDC Level 2 - Three allies get -2 DC, +2 TDC Level 3 - Three allies get -3 DC, +3 TDC
150 UPs -> 300 UPs -> 450 UPs
That.
As for Revenge.... Erm... It's kinda bleh, as it only works with one ability.
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Post by Mechalomaniac on Nov 4, 2004 1:18:16 GMT -5
Leadership: That'd work too, although in the games increasing levels increased the range, not the potency or it affected both.
As for Revenge: Yeah, I tried to make it what it was in the games. It'd be kinda broken for it to get a damage bonus against those that attacked you regardless, particularly in 1v1 battles. Forget I mentioned it.
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Post by Aslan Cross on Nov 4, 2004 4:44:21 GMT -5
In SRW, Revenge didn't really have any levels, like Attacker and SP Recover. Keep in mind that we don't really need levels for each ability.
This version requires you actually getting damaged (damage reduced to zero by barriers/PSA/any other ability doesn't count) and doesn't stack with itself as it only lasts during the turn in which you were hurt.
BTW, we could call the Resupply bonus "Logistic Support" or something.
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Post by Lyonesse on Nov 4, 2004 5:14:10 GMT -5
Make revenge usable in fights that involve more than 1 mech, aka not a duel?
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Post by RurouninMao on Nov 4, 2004 8:53:06 GMT -5
Hmm some notes: Precise Aim Level 1 - All attacks Enemy DC +2 Level 2 - All attacks Enemy DC +4 Level 3 - All attacks Enemy DC +6 Level 1 is 200 UP -> Level 2 is 250 UP -> Level 3 is 300 UP Agile Level 1 - Personal DC -2 Level 2 - Personal DC -4 Level 3 - Personal DC -6 Level 1 is 200 UP -> Level 2 is 250 UP -> Level 3 is 300 UP Trick Shot Level 1 - Enemy Countercut cost is increased by 20% Level 2 - Enemy Countercut cost is increased by 40% Level 3 - Enemy Countercut cost is increased by 60% Both Precision Aim and Agile is a little bit too high imho, maybe Level 3 should be -5/+5 As for Trickshot make it at 50% or lower, 60% is a little too much. As for Revenge, how about if you receive damage from one opponent, and you attacked him at the same turn, you deal an additional 50% damage As for how many of these we can get, how about this Following Get 3 Skill Slots: Coordinator Newtype Enhanced Human Grendizer Getter Mazinger Yuusha PT Martian Successors Heavy Metal Psyco Drivers Following Gets 4 Slots Valkyrie Pilot Tensai Sei Senshi Ninja Senshi Gundam Fighter Antibody Child of Eva Masouki Herald Hows that look, technically i gave those with majority of its ability usable outside of there series unit lesser slots. While those that dont really have much outside there series and or needs an item to really do well, gets 4 slots. Comments please. and make it constructive ^^
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Post by Yanbetari on Nov 4, 2004 9:23:04 GMT -5
Do you mean 4 slots as in, you can get 4 skills, and level them each up to three, or you can get any number of skills, but the total levels is 4? Personally, I'm more a fan of the levels setup, as it offers a wider degree of customizability. You could max one or two, or get a lot of level ones. Also, there are certain skill+class combinations that make the upper levels less useful. An NT getting Agile of more than L1 is relatively useless unless the enemy is packing DC mods. Of course, if it was by level, I'd say there should be more slots, like 6-8. Also, I think it'd be interesting to have specific classes get bonuses with certain skills. Like for example, Gundam Fighter could have "Brawler starts at L2. Brawler max level = L4. 8 customize levels." So you could really focus on doing increased damage, putting 4 in Brawler, then 4 elsewhere. Or you could think the base is enough, leaving only the automatic 2 in Brawler, and 6 elsewhere. Of course, this might be too complex for right now, but it's a suggestion.
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Post by Umbaglo on Nov 4, 2004 11:39:14 GMT -5
I don't really see a need to do it any differently from the way SRW does it, with 6 slots and as many levels as you want. Maxing something out is EXPENSIVE. I mean, let's take Gunfight for example. To get L3 is 750 UPs. L3 Engineer is 1200 UPs. L3 Concentrate and L3 Bullet Save is a whopping 1800 UPs. And when you don't normally get much over 72 UPs in a single match, it can take a long time to fill out a person's skill tree.
It could be said that each person's class is itself an ability, and so take the first slot automatically, such as Psychodrivers and Tensai in OG, and some other special skills in MX.
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Post by Regris Kallen on Nov 4, 2004 15:29:03 GMT -5
Noted. I'll make some sort of offical-looking form tonight, methinks.
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Post by Belmont on Nov 4, 2004 17:05:55 GMT -5
I don't really see a need to do it any differently from the way SRW does it, with 6 slots and as many levels as you want. Maxing something out is EXPENSIVE. I mean, let's take Gunfight for example. To get L3 is 750 UPs. L3 Engineer is 1200 UPs. L3 Concentrate and L3 Bullet Save is a whopping 1800 UPs. And when you don't normally get much over 72 UPs in a single match, it can take a long time to fill out a person's skill tree. It could be said that each person's class is itself an ability, and so take the first slot automatically, such as Psychodrivers and Tensai in OG, and some other special skills in MX. we should stick with 4 slots adding more would just make people find easier ways to become cheap with 4 slots people will have to be careful with what they chose so that there charater doesnt end up with a usless abililty.
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