|
Post by Kyoryushin on Dec 7, 2004 7:32:41 GMT -5
For stuff that needs to be turned off when using Anima Spiritia: Any ability that needs activation (if there is any) CC,CS. I would like to say Ki Ai as well, but then if the unit dont attack then meh, Advance Maneuver is also gone, since your too concentrated in singing that you would probably wont be able to pull of them fancy moves.
As for Try Again Effects:
SS: same here
PT: Either raise there Attacker Bonus or have anything that affects one attack phase affect all overloads(example, when using concentrate, the effect will still be present when PT overloads)
All Dynamics: Potential Effect is permanent, regening HP wont have you loosing Potential
VP: 2 counters a turn sounds ok
|
|
|
Post by Umbaglo on Dec 7, 2004 7:34:21 GMT -5
Evasive Maneuvers was not disabled when using AS, and in the show, Basara DOES do a lot of fancy maneuvers while singing (much fancier then even the trained army guys can do).
|
|
|
Post by Kira Yamato on Dec 7, 2004 7:38:29 GMT -5
the question ends with can anyone ELSE that sing do it? (The other Fire Bombers)
|
|
|
Post by Umbaglo on Dec 7, 2004 7:40:44 GMT -5
If they're trained, yeah. Which is what the VP class infers. Ray and Mylene were also fancy dodgers.
|
|
|
Post by Kyoryushin on Dec 7, 2004 7:47:56 GMT -5
He wasnt that good a dodger, the problem probably lies in the fact that all of the protodevlin enemies now have a friggin speaker in therer faces and is being affected by the song which is making them less accurate
|
|
|
Post by Umbaglo on Dec 7, 2004 7:50:56 GMT -5
"Not a good dodger"? He made maneuvers thought to be impossible before (that 9M69 trick, for example), and ducked between walls of fire that other Veritech pilots couldn't. All this before he started shooting the speaker pods.
Basara only got hit when he wanted to be.
|
|
|
Post by Umbaglo on Dec 7, 2004 11:03:25 GMT -5
Ok, here's how I see SES working. Sound Energy SystemClass: System Description: Allows user to sing Songs. Deactivate all weapons, Countershoot, and Countercut for this battle. User's Song EN is determined as follows. Private: 50 Corporal: 70 Sergeant: 90 Ensign: 120 Lieutenant: 150Refer to Anima Spiritia Songs for details.If possible, I'd also like to suggest a new tag specifically for non-attack weapons (like the Shin SD or Harvester's healing attacks), so that all offensive weapons may be disabled, but not healing weapons. As for Try Again: TRY AGAINEffects vary according to target's Class. Effects are as follows:
Newtype: When affected by Try Again and while Try Again is in effect, charge time for Pressure is halved.
Enhanced Human: When affected by Try Again and while Try Again is in effect, gain 3 Tension a turn.
Gundam Fighter: When affected by Try Again and while Try Again is in effect, Hyper/Super Mode activation cost is waived.
Martian Sucessor: When affected by Try Again and while Try Again is in effect, gain an additional Bosun Jump counter each turn. Applicable if/when the current Martian Successor mods go into effect.
Heavy Metal: When affected by Try Again and while Try Again is in effect, charge time for Heavy Metal Power is halved.
Sei Senshi: When affected by Try Again and while Try Again is in effect, upkeep cost for Hyperize is waived.
Ninja Senshi: When affected by Try Again and while Try Again is in effect, charge time for Stealth is halved
Mazinger Pilot: When affected by Try Again and while Try Again is in effect, all Ki-Ai gains give an additional counter, Mazin Power is activated immedieatly, and may use Mazin Power even if the unit doesn't have the ability.
Grendizier Pilot (Option A): When affected by Try Again and while Try Again is in effect, all Ki-Ai gains give an additional counter, and Gren Power is usable, even outside of Grendizier.
Grendizier Pilot (Option B): When affected by Try Again and while Try Again is in effect, all Ki-Ai gains give an additional counter, and Ally Synchro applies to an extra ally.
Getter Pilot:: When affected by Try Again and while Try Again is in effect, all Ki-Ai gains give an additional counter, and Potential is locked at the current level, regardless of HP.
Masoukishin Herald: When affected by Try Again and while Try Again is in effect, can activate 2 sub-abilities per turn.
Tensai: When affected by Try again and while Try Again is in effect, Dodge Cost is locked at 10.
Psychodriver: When affected by Try Again and while Try Again is in effect, Psychic Overload does not need charging
Personal Trooper Pilot: When affected by Try Again and while Try Again is in effect, effects which only apply to a single attack phase affect all attack phases made this turn.
Valkyrie Pilot: When affected by Try Again and while Try Again is in effect, Gain an additional Advanced Maneuver charge per turn.
Child of EVA: When affected by Try Again and while Try Again is in effect, AT field is unbreakable and will negate all damage over 40 damage by 40 damage
Coordinator: When affected by Try Again, Seed mode is acitvated instantly
Antibody: When affected by Try Again and while Try Again is in effect, can use Vital Jump, even if unit does not have the ability.
Yuusha: When affected by Try Again, activates Yuusha no Chikara immedieatly.
Song Power: Deals 80 damage to targets with the Protodevlin ability.
Upkeep: 20 Song ENI could see 2 bonuses for Grens, and personally I'm leaning towards option B myself. Opinions?
|
|
|
Post by Mechalomaniac on Dec 7, 2004 14:41:40 GMT -5
PT's is just plain nuts. Imagine 11 Attacks (21 with PX system) under the effect of Miracle. Maybe have them apply to the second attack phase instead?
Getter's is keeping potential thing is also pretty powerful, though I'm not sure what to do about that.
Mazinger Pilot GIVING something Mazin power is also pretty scary, I'd think activating immedietly is enough.
I like Option B better for Gren pilots as well.
Not really a new fix, but Tensai's seems a bit...weak compared to the others. Maybe have it set dodge cost to 10 or 5 instead?
|
|
|
Post by Radius on Dec 7, 2004 14:51:07 GMT -5
Well, I think the Mazin one only lasts for while Try Again is active, so the singer has to run out of Song EN eventually. But yeah, it's still kind of unbalanced.
|
|
|
Post by Umbaglo on Dec 7, 2004 14:57:00 GMT -5
How is setting DC to 10 better then locking DC at 10?
And yes, it gives Mazin Power while the song is active, like how Antibody gives Vital Jump while under the effects of Try Again.
Getter's is a dual edged sword. Done too early, and you don't drop in Potential.
|
|
|
Post by Avitar Diggs on Dec 7, 2004 15:41:39 GMT -5
Question: If Anima Spirita is now class independant, could a classless pilot use it?
|
|
|
Post by Mechalomaniac on Dec 7, 2004 16:21:57 GMT -5
Locked at 10 means they dodge for 10, even if they would be dodging for 5 otherwise, which is why I suggested setting at 10 or 5 (or maybe locking at 5?)
I see your point about the Mazin and Getter, but the PT's is still crazy.
|
|
|
Post by Umbaglo on Dec 7, 2004 16:44:43 GMT -5
Another thing for giving Mazin Power is that the 2 ones for Gren and Getter are usable in any unit (as is most of the Try Again abilities), while MP is only in Mazins. Now, if there was another thing...
I kinda have a problem with changing Tensai's. Set to 10 is no different then just using Planet Dance or Power to the Dream. Locking your DC is still better then a DC mod, since it ignores any TDC mods your opponent might have. Maybe it can be reworded to "cannot be affected by opponent DC modifiers."
And yes, Avi. A classless pilot can use it, since it'd just be a normal system, like Zero System.
TRY AGAIN
Effects vary according to target's Class. Effects are as follows:
Mazinger Pilot: When affected by Try Again and while Try Again is in effect, all Ki-Ai gains give an additional counter, Mazin Power is activated immedieatly, and may use Mazin Power even if the unit doesn't have the ability.
Grendizier Pilot: When affected by Try Again and while Try Again is in effect, all Ki-Ai gains give an additional counter, and Ally Synchro applies to an extra ally.
Getter Pilot:: When affected by Try Again and while Try Again is in effect, all Ki-Ai gains give an additional counter, and Potential is locked at the current level, regardless of HP.
Personal Trooper Pilot: When affected by Try Again and while Try Again is in effect, effects which only apply to a single attack phase affect an additional attack phase.
|
|
|
Post by Kyoryushin on Dec 7, 2004 18:58:16 GMT -5
"Not a good dodger"? He made maneuvers thought to be impossible before (that 9M69 trick, for example), and ducked between walls of fire that other Veritech pilots couldn't. All this before he started shooting the speaker pods. Basara only got hit when he wanted to be. Which i think is well represented by the fact a VP's DC is 5. I still think that any ability that requires a pilot activatig it would be disabled when using SES. As for the effects, looks ok so far
|
|
|
Post by Mechalomaniac on Dec 7, 2004 19:10:03 GMT -5
The Try Again list looks good, as does the whole implementation, aside from the issue of what class abilities stay. I've got really no idea how to handle that issue except on a case-by case basis.
|
|