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Post by Belmont on Jan 15, 2005 18:04:53 GMT -5
...why not wait till Another Century's Episode is released to see how they handle Antibody's. Seeing how both Brain Powerd and Nadesico handle against each other ability wise and such....and if Antibody's have anything special
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Post by Regris Kallen on Jan 15, 2005 18:35:20 GMT -5
I'd assume because ACE is a action game, whereas we already have them down in strategy format.
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Post by Kyoryushin on Jan 15, 2005 20:37:58 GMT -5
If your going to make this a pilot skill, wont this make a problem, i mean lets say you make the Coe a pilot skill, if one of the tankers get's it, it would really be a problem.
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Post by Arad Baranga on Jan 16, 2005 1:14:14 GMT -5
We're not talking about CoE. I have the same reservations about that as you do, and there are already plenty of ideas and methods to fix that class, but not this one. There aren't really any problems with Antibody Reaction Level, though, would there be?
We're gonna get to the EVAs eventually.
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Post by Umbaglo on Jan 16, 2005 17:12:19 GMT -5
Chile of Eva cannot be a pilot skill. What school are you going to go to to learn how to be born at the right time?
Antibody Reaction Level, however, is learning how to get alogn better with your Antibody. This IS something a person can learn, and learn to do better. It would make sense as a skill.
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Post by Belmont on Jan 18, 2005 15:19:22 GMT -5
Seeing that Pilot skills are out what is the Final Say on the Antibody class?
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Post by Aslan Cross on Jan 19, 2005 0:12:10 GMT -5
All indications point to the removal of Antibody. We will of course give compensation to the members who purchased it. We're still not too sure about making it a pilot skill, though.
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Post by Belmont on Jan 19, 2005 2:43:05 GMT -5
What problems do you guys have with it being a Pilot Skill?, other then the super robot classes?
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Post by Umbaglo on Jan 19, 2005 12:38:45 GMT -5
Because it would be the only skill we have that would only be usable in a single series of units.
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Post by Arad Baranga on Jan 19, 2005 12:43:43 GMT -5
For reference, I addressed that in the Pilot Skill thread. However, I really don't see why it WOULD be a problem, but I wouldn't be too bent out of shape if we didn't get it.
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Post by Belmont on Jan 19, 2005 21:50:35 GMT -5
Because it would be the only skill we have that would only be usable in a single series of units. pesh..is that it just let it be for now im sure over time there will be others to follow it..
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Post by Umbaglo on Jan 25, 2005 23:11:08 GMT -5
Ba-dump for great justice.
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Post by Tavish on Jan 26, 2005 2:09:14 GMT -5
Proposal...
Antibody subclasses are permitted to change class (as if they were a main class) and the class is deleted. This is all free of charge to those who possess Antibody, as subclass or main.
Chakra Shield requires 1 EN, any proposals for Chakra Shield Extend?
Slit Wafer is left in and remains inactive until a decision on whether or not to incorporate the Antibody Reaction Level skill, or others like them, is made.
Vital Jump becomes a standard bunshin.
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Post by Mechalomaniac on Jan 26, 2005 2:46:56 GMT -5
Sounds good to me. I'd just word extension like Planet Defensor extension. And I suggest Vital Jump be either 2/4 or 2/5, or should it be variable per unit?
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Post by Belmont on Jan 26, 2005 4:29:26 GMT -5
Type A
Antibody Pilot
Starting Max SP: 80
Maximum SP Cap: 160
Skills & Abilities:
- Dodge Cost is 11. Minimum Dodge Cost is 5. - Countercut: 2 EN or 4 PCs
- Antibody Reaction Level: Decreases Dodge Cost, increases target's Dodge Cost and increase Damage dealt. Can only be used in a unit equipped with Slit Wafer. Private: Dodge Cost -2, Corporal: Dodge Cost -3, Targets Dodge Cost +2, Weapon Damage +5% Sergeant: Dodge Cost -4, Targets Dodge Cost +3, Weapon Damage +10% Ensign: Dodge Cost -5, Targets Dodge Cost +4, Weapon Damage +15% Lieutenant: Dodge Cost -6,Targets Dodge Cost +5, Weapon Damage +20%
- Only Antibodies may use Chakra Shield.
- Chakra Shield Extend: Pay 3 en to Increase the number of allies that can be protected by Chakra Shield Extend also you can Pay 1 Pc Per 5 damage interval to negate Incoming damage. (ex)3 opponents attack with 60,30,20 damage, doesn't matter who they are attacking, user pays 6 en to entend Its Shield to 2 Allies then pays Pc's Equal to the Biggest attacking number which is 60 so he would pay 12 pc's to be able to negate that and all other incoming damage lower then that in that turn
-Vital Jump: Gain one Vital Counter each time a successful Dodge is executed(excludes Bunshin and Pilot ability). Usable after four turns; Remove one Vital Counter to Dodge All Incoming Attacks from one Attacking Source. How many can be stacked are Based on rank.
Private: 1 Corporal: 2 Sergeant: 3 Ensign: 4 Lieutenant: 5 To access this ability, unit must have the Vital Jump ability. --------------------------------------------------------------------------------------------------------------------------------------------- [/b]Type B
Antibody Pilot
Starting Max SP: 80
Maximum SP Cap: 160
Skills & Abilities:
- Dodge Cost is 10. Minimum Dodge Cost is 5. - Countercut: 2 EN or 4 PCs
- Antibody Reaction Level: Decreases Dodge Cost, increases target's Dodge Cost and increase Damage dealt. Can only be used in a unit equipped with Slit Wafer. Private: Dodge Cost -3, Weapon Damage +5% Corporal: Dodge Cost -4, Weapon Damage +10% Sergeant: Dodge Cost -5, Weapon Damage +15% Ensign: Dodge Cost - 7, Weapon Damage +25% Lieutenant: Dodge Cost - 8, Weapon Damage +30%
- Chakra Shield: Negates 15 damage from any source and Negate All Element, environment effects. Usable by Antibodies only.
- Chakra Shield Extend: Pay 4 en to Increase the number of allies that can be protected by Chakra Shield Extend also you Pay 2 Pc's Per 5 damage interval to negate Incoming damage. (ex)3 opponents attack with 60,30,20 damage doesn't matter, who they are attacking, user pays 8 en to extend its Shield to 2 Allies and then pays Pc's Equal to the Biggest attacking number which is 60 so user would pay 22 pc's to be able to negate that and all other incoming damage lower then that in that turn
-Vital Jump: Usable after four turns. Negate all Terrain Dc modifiers. Increased Bunshin on Current unit Depending on rank Private: increased +? Corporal: increased +? Sergeant: increased +? Ensign: Increased +? Lieutenant: increased +?
To access this ability, unit must have the Vital Jump ability.[/b] -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Chakra Shield Extend Was changed to be used more like in the anime. In which the Brain would extend its Chakra shield to act as a wall. Paying the En and the PC's are put into use to mimic the energy Drain from the Pilot and the Brain. Of course the real power from this would be when there are more then one Antibody Present with its repective pilot the Ability will stack with the other pilots chakra shield extend making the Antibody use less of its sources to be able to negate more damage.
(ex) 15 damage coming at 3 antibodys each would pay 6 en or 8 en to extend then they would only have to have to pay 1 or 2 pc's each since the damage they are trying to negate equals 15
Vital Jump of course the Vital counter system was made to mimic the Bonson jumping with one key deference, vital jump can be used more rapidly, but of course only at the cost of the pilot being able to use its own resources to dodge.
Chakra Shield being able to negate all element, environment effects are based on how it was used in the anime. Since it can act as a Constant Barrier engulfing the Antibody keeping it safe.
like I said my attempt..now before you try to look for broken stuff try to remember that Pc's can never be regained and one can't be used with out the other
its late and im tired so excuse the mess
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