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Board Revisions
Topic Started: Mar 13 2015, 07:33 AM (1,107 Views)
Turinu
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Board Revisions for April 2015

Board Changes

Some changes have been made to the board to add a bit more features for you guys to utilize. We've added additional profile fields, as well as the ability to create tabbed content in your posts!
  • Profile Fields: Character and Gunpla have been added to the Profile, as well as Build Grade. Both of these profile fields support the use of the BB Code [url][/url] tags, so you may create links to your character and Gunpla. These profile fields appear under your avatar on your posts, giving quick one-click access to your character and gunpla information. We recommend just placing your primary character's information in these fields. For now, Build Grade will be editable by the individual, but if abuse in artificially increasing Build Grade in the future is seen, it will be set to be editable only by an Admin.

  • Tabs: The Tabs code has been added to the board. You'll now see this option when typing in a new post as a choice at the top with everything else such as font, hyperlinks, tables, etc. Tabs are essentially like tables, though they allow you to tab between content within said table. You can check out the Daeg Hagal for an example on how these tabs look in action. They allow for organizing information in a much more fashionable way! If you guys feel like a guide is needed on how to create tabs, don't be afraid to reach out and I'll grab one for you.


Customization Changes

The customization system is receiving a well-needed overhaul. This is to prevent powerful Gunpla from appearing too early on, as well as to add a bit more depth to the system. Some of these changes will apply to current Gunpla, but for the most part current Gunpla that have been approved are considered "grandfathered" in on the new system.
  • BG Cost: One of the biggest changes to the customization system is the cost for Build Grade choices. With the new system revisions, systems that are on a Gunpla by default (For instance, the transformation system of the Victory Gundam) will not cost anything. This does not apply to every default system, but pretty much any physical capability of the unit. However, systems such as GN Drives and the Trans-AM ability as well as the EXAM system will still have a cost attributed to it, even if they're default to the unit chosen. However, that cost will be reduced depending on whether or not that unit would've had those abilities in the first place. If they do not and you still want to add it, the cost is doubled. We'll go a bit more in detail on this later.

  • Weapon Cost: Weapons will begin costing BG! This does not apply to a unit's basic armaments; what this means is, if a unit is described as having a certain weapon as per canon Gundam, then that weapon costs nothing to use. If that Gunpla uses a weapon from the canon Gundam series they come from, there may be none or a very miniscule cost to be able to utilize that weapon. For scratch build weapons, the cost of weapons will vary from none to little, depending on the background information of said weapon and if whether or not it fits "canon" sense. We'll go a bit more in detail on this later.

Combat Changes

Originally it was planned that the combat system would receive an overhaul. However, it seems to be working fine as is right now. Some people however have requested clarification or addition of rules regarding certain actions, such as grappling rules and costs, as well as countering. These will be added to the current combat rules topic at a later date, assigned a cost and their use and limitations shall be described.


----


If you have any other ideas or changes you recommend for the current system, this is the thread to post them in!
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Turinu
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Board Revisions for April 2015 - Part 2

The second part of the Board Revisions details the eventual hiring of staff members. Unlike some boards, roles similar to Global Moderators will not really be appearing (And will be rare; I'd really only give out the position to someone I trust that is active enough to act in such a capacity). Instead, they'll be broken down into specific roles. This is to reduce stress on the person that wishes to become staff (And also to try and reel people in that don't really want to be staff *cough*Mist*cough* by giving them simple staff jobs!).

So essentially, roles are broken down like this:

Engineer - The Engineer is a Moderator class primarily used for the approval of character profiles. They will also have permission to initiate plot events such as tournaments within the scope of the board's setting (which means, no crazy stuff! Post in the Staff Forum before you actually initiate the idea so it can be proofread by other staff). They will be able approve, close, pin and move topics between Character Registration, Character Information, Inactive Characters and Abandoned Characters. They also will have the authority to review Gunpla profiles, but will not have final approval (Essentially if you review the Gunpla of new members, I'll give it a once over and tell you whether or not it's good to go; this until we normalize the customization system). What that means is you can post replies to Gunpla Registration topics with a review (Similar to what I do), but you will not have the ability to move the topics to their intended section.

Coordinator - This staff role is specifically assigned to people who are given the job of initiating plot events. It's a step below Engineer, but essentially will have the same ability to run plots. Going into a bit more detail, a special board section will be created for these "Episodic" events that the Engineer or Coordinator who is running that plot will have moderator ability over. This means moving, deleting, editing posts etc. They're also the first go-to if you have any major plot ideas you want to run through staff before reaching out to an admin.

I should note that even though Board Engineer and Roleplay Engineer have the ability to initiate plots, members can do so also. If you have a fun idea you wish to toy with on the board and eventually initiate for everyone, it's a good idea to get in contact with either roles, or the Administrator, as well as your fellow board members to try and see if your idea will fly. If it does, we'll allow you to initiate the event and grant you temporary modship over the event area. Of course if you're idea is more localized between your group of friends (and not intended to reel in the entire board for fun times) this doesn't really need staff overview. If you feel that you'll be doing something that might affect the board though, reach out to me for a once-over.

Provisional - Rotary-based staff position based on nominations. This probably will not be used until we have a large active member. Essentially what this will be is an Engineer-based staff position that changes hands every few months on a rotary basis. You can think of it as a "Trial Period" for a staff position on whether or not we'll hire you on permanently (And give you e-cookies as payment).

So current hierarchy is as follows: Admin > Engineer > Coordinator > Member

Members can reach out to Coordinators or Engineers regarding major plot ideas (This is not required for personal plot ideas). If you don't hear any response from them (They ignore you or reject you), at that point you can reach out to the Administrator for an overview of your idea. More staff roles will be added in the future, but for now we're sticking to these.

That's it for now!
Edited by Turinu, Mar 31 2015, 05:59 PM.
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Turinu
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By the way. If you do want to apply for one of these two positions, post here. Beyond me offering to some people, I also want to see who wants to be staff and who wants them to be staff. :haroharo:
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ajax
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i think uru would make a great mod also i wouldnt mind giveing it a try namely approveing character apps
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Reza
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I'll engineer if you want. Accepting characters is the easy part xD
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Spitfire
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Is the tied BG amount change for characters still happening?

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Turinu
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I don't understand what you mean by tied BG change for characters. If you mean that BG will be tied to a character rather than a Gunpla, then yes, it will be tied to the character.
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Turinu
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COMBAT RULES

Combat on the board is handled in a mostly freeform manner, in a turn-based combat format. You decide what actions to take, using the action points provided to you. The Standard Combat Rules apply to all forms of combat, while Official Combat Rules are more of an In-Character guideline during official tourneys. Below is a general run-down of the rules you need to adhere to while participating in combat on the board.

COMBAT ACTIONS

All actions on the board cost action points to execute. Action points are defined as the amount of actions a Gunpla can take per post. They are determined by adding together your various attributes and then dividing them by two, rounding up. You can utilize these action points to move, take cover, attack and more! However, you cannot exceed your amount of action points per post. Below is a general run-down of various actions you can take during combat.

Combat Actions
Combat ActionAction Point CostDescription
Movement
1 AP
Movement is used to describe any array of motion your Gunpla can execute during combat, such as accelerating or advancing across the battlefield, as well as retreating. Essentially any movement you make towards or away from your opponent.
Cover
1 AP
Taking cover behind objects is one way to avoid attacks without spending a lot of action points to dodge or block. You can take cover behind walls, buildings or floating debris and use them to block attacks for you! Be wary, though; some Gunpla may have weapons that penetrate through cover!
Dodging
2 AP / 1 AP Next Turn
This more advanced form of movement allows you to dodge an attack, preventing you from taking damage at the cost of additional action points during your turn, as well as deducting points from your next turn. Dodging can avoid a single attack instance, but can only be used once per post. Some attacks initiated by other Gunpla may increase the cost of dodging.
Blocking
2 AP
Blocking utilizes a physical shield, field or if desperate even a body part to block an attack intended elsewhere. You can block up to two attack instances per post and no more. Physical shields can be broken by powerful enough attacks (or after repeated strikes) while fields can be overpowered, forced to recharge.
Attacking
See Costs Here
The primary action one can take during battle is to attack! Attacks are broken down into Instances. An instance can consist up to three separate attacks; exceeding this amount creates a second attack instance. You can also create a second instance by attacking, performing another action and then attacking again. The cost of an attack depends on the type of weapon you are using.
Grappling
2 AP
When engaging an opponent hand-to-hand, you can enter a state of grappling. Grappling requires the consent of the opponent. Only weapons fixed to the frame or one's hands and legs can be used while grappling. The cost of all actions initiated per post double while grappling, excluding that of fixed frame weaponry; as such, it's far easier to damage opponents while grappling.
Specials
See Costs Here
Combat systems such as Trans-AM, the Zero System, special attacks and even Remote Weapons fall under the category of special. The more powerful these attacks are, the more restrictions they have as well as a higher cost. These restrictions will typically be discussed during Gunpla approval, though certain systems will have their cost described on the Weapons List.


GOD MODDING / AUTO-HITTING

With combat actions in place, actions such as these will most likely be far less frequent; however they must be addressed. Auto-hitting or acting invincible is a big no-no. While being able to expend action points to dodge and block attacks, that doesn't mean you can dodge and block every attack. Shields must eventually break or be overpowered, and you are drastically limited in what you can dodge per post. Sometimes you may even be put into a position where you can't dodge or block an attack, even if the existence of combat actions allow you to do so. If you're pushed into such a corner, don't try to dodge or block; man up to your opponent's tactical planning and take the attack like a good sport.

When it comes to taking damage from attacks, don't be a push-over all the time. It's fine to have non-essentials destroyed from time to time (and even taking some minor damage while dodging or blocking is being such a great sport), however at some point you'll need to start taking intended damage. It's not all about winning; it's about having fun! This is a combat board, so there will be plenty of opportunities to take down a target! It's surprisingly fun taking unintended damage, such as losing a weapon or limb, while still trying to win!


POST LIMIT

Official tournaments and battles that are sponsored by the staff have a set post limit. This is the equivalent of a time limit in Gunpla battle tournaments. When the topic hits 35 posts, that's the limit; the winner will be decided by whoever has dealt the most damage up to that point (Or, in agreement with the other party, a Draw). The post limit does not apply outside of these official settings; normal battles held between members on the board outside of events abide by this particular rule only if the participants want to do so. The post limit is put in place to prevent these official battles from dragging on too long. Because of that the limit may be changed depending on the average amount of posts it takes to finish a combat topic. Staff have the option to opt out of a post limit for their events.

BUILD GRADE

For both unofficial and official battles (Unofficial being combat held between individuals or groups, official being tournaments and events sponsored by staff), you will receive Build Grade for each topic you participate in. If a battle is finished, edit the topic title with [COMPLETED] so we are aware that the combat topic has been completed. It'll then be reviewed and Build Grade distributed to all participants, even the losers. The amount of Build Grade you receive is determined by not only your victory, but how well you roleplayed in the topic.


INACTIVITY DURING COMBAT

When participating in official combat such as tournaments and other staff-sanctioned battles or events, there are inactivity rules in place to prevent something such as an official tournament from dragging on. This is known as the 48/96 Hour Rule and only applies to combat topics. In non-combat topics, if a user does not respond within a given time frame it is expected to skip their turn in the post order. When participating in an official tournament and you do not respond to your post within 48 hours (upon initiation of combat within the topic), the attack initiated by your opponent is an auto-hit.

The Auto-hit initiated following 48 hours of inactivity is not something as simple as armor being scuffed or superficial damage. These auto-hits are to damage a critical part such as a weapon, limb or defensive equipment. That is because this is a penalty. If you do not respond within 96 hours after receiving the previous auto-hit, you are automatically ejected from the battle by default and your opponent is declared the winner. Future posts will assume that the previous auto-hit did irreparable damage to your Gunpla, to the point you could not continue the match.

If an Engineer or Coordinator are hosting an official tournament, they do not have to enforce the 48/96 hour rule, though it is expected they will state such in the release topic for their events. If they do not state their intents and the event contains combat, it will automatically default to this rule for all participants involved unless otherwise stated during the course of the event.

Individuals participating in a topic have the option to waive the initial 48 hour rule. However if 96 hours pass with still no response, the active opponent will win by default. Of course, if a situation occurs where an individual is unable to post due to personal reasons, they have the option to default on a battle or ask to postpone the match until such a time they can post. However, if this adversely affects the intended time of completion for an event, they will be removed from combat so the event may continue. Waiving the 48 hour auto-hit too many times to extend the frame of time for an official battle will see an Admin, Engineer or Coordinator step in to prevent it from being waived again.

Outside of official combat, such as topics taking place in the Battle Fields or other roleplay areas, this rule only applies if users opt-in at the start of combat. They are opted out of this rule by default. As these battles are not scrutinized like an officially sponsored event, it is up to those individuals participating in the topic to set their own frame of time for inactive posters, if they even want to do so.

Edited by Turinu, Apr 14 2015, 08:22 AM.
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Turinu
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Apologies for the slight delay in the release of all the board revisions. They should be finished within the next few days.
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Black Cross
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I still think Gil's notice of no official "Counter"AP cost should be addressed
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Turinu
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I intentionally left "Counter" out, as I couldn't think of a really viable way to implement a countering system that sounded fair and functional. As such it simply falls into a "Block and Attack" category, or "Dodge and Attack".
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