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Post by Signal on Jan 16, 2005 19:47:09 GMT -5
Here's another terrain based from my Space traveling stuff...
Radioactive Space L
Type: Space with Low level Radioactivity(a gas cloud or deep space emmisions) Element: Neutral Low Level Radioactivity: Each turn, players lose 1 HP per turn. Units with inherent armor of 25% damage reduction or above are immune to this effect.
Radioactive Space H
Type: Space with High level radioactivity(Probably a gas cloud or a massive cluster of radioactive space dust) Element: Neutral High Level Radioactivity: Each turn, players lose 3 HP per turn. Units with inherent armor of 50% damage reduction or above are immune to this effect. Units with 25% damage reduction loses 1 HP per turn instead.
Timestream
Type: Random Area Effect Element: Random Misplacement: Each Turn, change terrain to any random terrain according to order in the terrains thread.
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Post by Umbaglo on Jan 17, 2005 13:41:01 GMT -5
With regards to terrain effects on weapons, I'm planning on making the following additions to the math rules.
1) In Resolving Attack Strength:
6. Resolve Terrain Effects[/b]
- Terrain Effects are any effects that the current fight terrain gives that increases weapon damage (such as Element/Affinity or Scorched Earth).
2) In Resolving Defence Damage:
2. Resolve Terrain Effects (This would go where 2. Resolve Blocking would go, and push the rest down)
- Terrain Effects are any effects that the current fight terrain gives that reduces damage received (such as Element/Affinity or Deep Water).
Also, I'd like to set up the capability to allow a fight to have multiple terrains (as in, each fighter can be in a seperate terrain), but this can be considered at a later point.
And Signal, it's not really random if the changes are in order.
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Post by Avitar Diggs on Jan 17, 2005 13:52:08 GMT -5
I have an Idea...
Ampatheratre
Type: Ground Element: Neutral
Acoustics: Units equipeed with Sound Energy System may target up to 3 other units. Sound Attack damage +50%.
Sour Note: Anima Spirita songs my deal damage to normal units as though they were Protodevlin.
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Post by CowboyJohnny on Jan 17, 2005 13:57:36 GMT -5
Move is still silly for not letting Getter-3s avoid water's DC penalty. The terrain adapters should be modded to actually remove DC penalties due to their respective terrains (whether this is Heavyarms's +10 DC in space, or the terrain +10 DC in water). We could use some better distinction between types of space environments. Specifically I'm referring to whether there is ground vs. whether there is atmosphere. Ez-8 could likely operate on the moon surface, but not floating in the center of a colony; its problem is lack of thrusters, so it needs ground. Skygrasper is a plane, so it needs atmosphere. It could operate in the air in center of a colony, but not on the moon. Aestivalis 0G could operate in atmosphere, but not fly in gravity (it can walk in gravity, but oh well). Nadesico can fly in gravity, but not use the Transposition Engine in atmosphere. My guess is that this would be best solved by giving most locations multiple terrain types. Plains on Earth would be Ground/Atmosphere(Gravity). The moon surface would be Ground/Space(Low G) or Ground/Space(Gravity). A coast on Earth would be Ground/Water/Atmosphere(Gravity). An asteroid field would be Space(0G). The inside of a colony would be Ground/Atmosphere(Low G). (Low G would be the situation where either gravity or 0G units could be used. As I was using them, both Ground and Water automatically imply (Gravity) for that part of the terrain.) Any thoughts on the last part in particular? Breaking a location up into multiple basic terrain types seems like a good way to simulate a map where all those terrain types are present.
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