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Purposed rules; Changes to the core rules. Additonal control and balance.
Topic Started: May 11 2015, 11:40 PM (358 Views)
Superscope
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*WORK IN PROGRESS - DISCUSS AND COMMENT*

Particle limits / reserves

Yea... We all have to agree that they didn’t serve the plot on build fighters try well. (Like how they magically only existed at points because of the plot) however because we are working within actions between 2 people we can’t just have people cycling actions over and over without any real drawback other than AP. It creates situations that people can abuse greatly. We also have things like super modes like trans-am and hyper mode that pretty much have little to no drawbacks without something like this in place.


  • Each standard Gunpla has a base of 100 PP (Plavsky Particles).
  • Larger Gunpla can hold more (120PP)
  • Mobile Armor can hold a massive amount (200PP).
  • A Fighter can take capacity upgrades intervals of 10 (20 for Mobile Armors)
  • Weapons/parts/functions have an additional cost / upkeep of PP.
  • Physical shooting weapons still have a PP cost (system has to create the bullets), however they are a much lower cost than beam weapons.
  • Beam sabres/swords cost a flat cost to turn on, then an upkeep cost per turn (forum post)
  • Physical weapons still have a PP cost, but they are lower than energy based weapons. This can include things like GN physical weapons (most of them are still GN powered).


Gunpla Build Attribute changes

There are some weird things I’ve noticed with the stats of gunpla. There is no way to judge a gunpla’s speed or agility.
In addition, the attributes specialty and power are effectively the same thing on the gunplay. I would recommend combining this attribute into a single one. I recommend calling it Plavsky.

New attribute – Speed – Determines how fast you can travel. This would have 2 values. The first is how fast a gunpla can move without the use of its own motion (ie, walking, running, etc). The second would be how fast it can move under its thrusters / GN drives / etc.

0 – Very slow
1 - Slow
2 - Average
3 – Fast
4 – Very fast

New attribute – Agility – Determines how quickly it can turn to face a direction, especially when moving at speed. This value means less in environments without gravity.

0 – Imagine watching a car do a three point turn… that’s how your gunpla turns. Painful and slow.
1 – Slow, ponderous turning.
2 – Average turning ability.
3 – Able to turn very well.
4 – Able to turn extremely sharply.

New attribute – Plavsky – A combination of the old attributes specialty and power. It’s pretty much how well a machine can use plavsky particles. An extremely high rating can reduce the PP of some actions.

0 - All actions cost 1 Additional PP. This rating can only occur unnaturally in battle.
1 - Standard Rating. No penalties or advantages.
2 - Weapon PP costs reduced by 1 point.
3 - Non-combat action PP costs reduced by 1 point. Pilot's gunpla gain's sensors against special attacks and actions, such as teleporting.
4 - Empowerment (Hyper mode, Trans-am, etc) PP upkeep costs reduced by 2.

GN drives

GN drives are some most of the powerful systems in the Gundam Metaverse. If left unchecked, they will create large imbalances in power. In order to create balance they will be divided into three categories. GN drives allow many powerful things, such as the trans-am ability and a large boost to agility (these do not make you faster however)


  • (Grade 1, Cost 10BP) GN Early Tau Drive – The weakest of the GN drives. Gives +1 agility.
  • (Grade 2, Cost 25BP) GN Late Tau Drive – The weakest of the GN drives. Gives +1 agility. Allows Trans-am.
  • (Grade 3, Cost 35BP) GN Drive – The standard GN drive on Gundams. +2 Agility, Allows Trans-am.
  • (Grade 4, Cost 60BP) GN Twin Tau Drive – A twin-drive version of the GN Tau Drive. Gives +2 agility. Allows Trans-am. Trans-am upkeep cost reduced by 1.
  • (Grade 5, Cost 100BP) GN Twin Drive – A twin-drive version of the GN Drive. Gives +2 agility. Allows Trans-am. Allows quantum teleportation. Trans-am upkeep cost reduced by 2.


A non 00 Gundam gunpla that attempts to use a GN drive increases the BP cost by a further 25 points.

*Note - For the sake of simplification. Gunpla that are equipped with more than one GN drive (such as the Gundam Arche) of the same type are considered to only have 1 for the purpose of statistics and ascetics. These are gunpla that run on Plavsky, not GN particles.*

GUNPLA SPECIAL FEATURES

Pilot augment based systems

Yea, no. These systems effect the pilot, not the machine (The PX mode does improve the machine but again, it’s originally pilot based). We got enough to balance here without people predicting the future, AI takeovers, going berserk and it freaking out with drawbacks. This is build fighters. Leave the edgy empowerment system stuff for the amines / manga’s they come from.

These systems include the following:


  • Zero System / Epyon System / Zero System Version 2.5
  • PX Mode
  • Exam System
  • Alice System
  • Bio Computer
  • Bio Sensor
  • NTD
  • Age System (There is a instance of the pilot Daiki Ryuuzaki linking up with it to improve it's combat ability, so no)


Hyper Mode

Sooner or later some people may want to embrace their inner super robot. The hyper mode is a key feature from many of the Gundams from G gundam.


  • Cost 10 PP / 2 AP to activate
  • Increases Offence and Defence by 2 while active.
  • Costs 10 PP per turn while active.


Trans-Am


Yea… This needs to be changed greatly. Originally it triples the specs of the machine in Gundam 00, but since we are working on a more of a RP and game here they have to be balanced. They pretty much turn into an I-Win button at points.


  • Cost 2 AP to activate
  • Increases Offence, Defence, Speed and AP by an amount equal to GN drive level while active.
  • Decreases Control equal to GN drive level while active.
  • Costs 5 PP per turn to maintain.
  • PP cost / Upkeep is doubled while active.
  • Costs nothing to deactivate.


Quantum teleportation

People may find this broken in some regards, the ability to freely teleport like how the 00 raiser could in it's series but with a extremely high cost to do so it seems fair (effectively half of your particle reserves)


  • Costs All AP / 50 of your max PP to activate.
  • The player may freely teleport his gunpla to a location he desires.
  • There is a one turn delay on arrival.
  • Gunpla with detection (such as radar or special sensors) or with a high Plavsky Rating can notice where the teleporting gunpla will arrive.
  • Only Gunpla of a Medium or smaller size can use this ability.


Optical Camouflage, Mirage Colloid

Future rules for stealth based systems. For simplistic sake we will consider that both of these systems work the same way more or less (despite functioning differently in their series)


  • Costs 2 AP / 10 PP to activate.
  • Gunpla becomes invisible to both the naked eye and radar based detection.
  • Costs 10 PP per turn to maintain.
  • Costs nothing to deactivate.
  • Immediately ends after a combat action is taken.
  • Immediately ends when hit by a attack, especially area of effect weapons.


Hyper Jammer

Made famous by the Gundam Deathscythe. Normally this would also mess with the camera system of a mobile suit in addition to messing with their radar. For the purpose of Gunpla battle however it would be scaled down to a cheaper, less effective invisibility of sorts.


  • Costs 2 AP / 10 PP to activate.
  • Gunpla becomes invisible to radar.
  • Costs 5 PP per turn to maintain.
  • Costs nothing to deactivate.
Edited by Superscope, May 12 2015, 11:10 AM.
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Turinu
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Particle limits / reserves

Rather than giving a long, drawn out answer in regards to this, the simple answer is "No." For now. This would be adding another layer of complexity onto the system we do not need and I'd rather we work with our current system before placing another system that needs to be measured onto everything else.

Gunpla Build Attribute changes

Speed and Agility were intentionally not addressed in the stat builds, as they look to be a moot point in Build Fighters themselves. Such attributes have essentially become subsets of Control and Adaptability. As I'm not interested in introducing a Plavsky Particle Limit, the Plavsky attribute becomes something I'm not interested in, currently. But with the particle tank idea, it's a potential future thing.

But I am extremely against addressing speed as a thing in the actual stat build. *Looks at the Yojimbo.*

As for Specialty and Power, this mostly covers Plavsky Particle Manipulation domain. Power is the ability of your Gunpla to generate and harness plavsky particles, whereas Specialty is the ability of the pilot to harness those particles or that of others to perform abilities outside the original scope of the system, such as the Absorb system or Nils Nielsen's Particle Fa-jin attacks. It's why these stats are typically lower for most starting Gunpla, whereas Specialty will go up based on your character's experience, applied to all of your Gunpla.

GN Drive

Again, you're trying to add complexity to the system. Regardless though, systems like GN drives are already set to be regulated when the revisions roll out, though not in the way you're making it out to be. Suffice to say, certain features of the GN Drive will be definitively seen as optional and if one wants to add them, it'll cost extra. Aside from that whether it's a GN Drive or a Tau Drive, they provide around the same levels of performance (One of the major differences being GN drives can produce infinitely given enough time and Tau cannot, which doesn't really apply to this board).

Gunpla Special Features

- Zero System has already been introduced to the board as a functional system. Exam system has actually been used in the anime itself and is also already used on the board. Alice System has already been introduced and used on the board (Though the Gunpla has never participated in active combat).

- Bio Computer/Sensor has as well, but Barzam (Mue, who just returned) hasn't made use of it and it needs to be better modified for use on the board. Suffice to say, these systems can and have been modified for use outside of "Pilot augmentation" roles.

- No assimilation yet, though!

- Hyper Mode, I'm sure one will come along eventually but I see no issue with coming up with a basic system for it.

- Trans AM is already being worked on, and will not be a default feature of GN Drives (Same applies for GN Fields; these will most likely cost extra to apply!)

- Quantum teleportation will never see the light of day on this board. If a Gunpla could quantum teleport, the world would be hundreds of years more advanced by the point of Build Fighters Try.

- Optical Camouflage has yet to appear on the board, so we'll definitely consider your ideas in regard to its implementation. As well as the ideas for Hyper Jammers.

-----------------------

Also, just want to toss this in there in case I come off as an ass (Which I probably do).

I like a lot of these ideas, but because I don't want to implement a Particle Limit right now, the majority of them have been shot down. However the Particle Limit idea is definitely something we can work towards in the future, possibly. Depends on how many people join the board in the future and how many wouldn't mind adding another stat to measure to their Gunpla.

As for special abilities and such, GN drives and what not, these -are- being worked on. A lot of people are going to be mad (Some happy) when the revisions roll out and see the changes done to their Gunpla. :(
Edited by Turinu, May 13 2015, 07:54 AM.
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