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| Specializations and Changing the Way Damage Avoidance Works; Tur made me blame him | |
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| Topic Started: May 16 2015, 10:03 PM (678 Views) | |
| Seraph | May 16 2015, 10:03 PM Post #1 |
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As a preface I'd like to state I've had these ideas for awhile now and didn't want to post them because they aren't exactly the most fleshed out or thought out ideas. Tur basically wore me out with begging and pleading for me to post them so I finally have. Many of you don't like me, that's fine, I hope that you can look at these with an unbiased eye and give feedback (maybe add in your own ideas on how they could be expanded upon?). Let's get to then shall we? What are specializations? Specializations are 0 BG Guilde Grade options that replace the weight class and stat modifiers given by other Build Grades (like model and build type which shouldn't affect stats like they do). They customize your gunpla to fit a certain style whether it be close range aggressive combat, long range shelling, or any of the myriad types that exist. They grant special bonuses (some grant multiple but require selecting one bonus as you can't have more than one). You would be able to take 1-2 specializations when creating a gunpla. The specialization is static, you can not add more than the limit of two on the same gunpla. Some specializations come with natural drawbacks. This is by no means a complete list and if anyone has additions feel free to add them. I'm not going to be exact with statsm, I'll let Tur sort that mess out. Close Combat Specialization: This unit is designed to get in close and use melee oriented weaponry such as axes, swords, lances, and the like of both physical and beam types. Build Grade Options that use these weapons cost 5 less BG than usual, the unit is able to add in an additional attack per instance for 0 extra AP, or the unit is able to add an extra AP to its attacks to make them armor piercing dealing extra damage to shielded and heavily armored opponents. Close combat specialization grants a bonus to power. Cannot equip weapons that operate further than medium range or take long range specialization. Long Range Specialization: This unit is designed to operate at range at maximum efficiency. Whether they be a long range sniper or artillery unit the unit is designed to use high levels of firepower at an extreme range. The unit can engage from a distance and enact a +1 AP penalty to all dodge, block, and movement actions from the enemy so long as they maintain range, they can equip more ranged weapons than the average unit at a reduced BG cost of 5 less, or they can chain more than three attacks per instance at reduced accuracy (-1 AP from dodge and movement actions pertaining to dodge). Long range specialization grants a bonus to offense. Cannot equip close range melee weapons outside of the most basic ones or take close combat specialization. Heavily Armored: This unit is a veritable fortress of a mobile suit. Their armor is heavy and near impregnable and thus they are slower for it. They can block for 1 less AP. They have a control and adaptability penalty but have a bonus to defense and offense. Cannot take the lightly armored specialty. Lightly Armored: This unit shrikes defense for pure speed and dodging capability. A lightly armored unit that zips armored the field but is much worse at taking hits because of it. They can dodge for 1 less AP. They have a defense and offense penalty but have a bonus to control and adaptability. Cannot take the heavily armored specialty. Those are the four I have atm. You may have noticed something going on with dodging, movement, and blocking yeah? That's the other part this suggestion. Certain unit types, based on their stats, should get some bonuses to blocking, dodging, and movement. This is universal regardless of the unit's specialization. This bonuses would come in the form of AP reduction on their actions. For example a unit with high control or high AP might be able to take an extra dodge action per turn, maybe even more. Likewise certain conditions like a higher defense might allow for an extra block or two every turn. These are just a few ideas I have. |
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| Sigma | May 17 2015, 08:22 PM Post #2 |
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The last two sound similar to the Heavy and Light Weight Gunpla under the Build Grade List |
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Hadrian Kurtz - Sturmpanzer Dom - Angriff! "The problem with quotes on the Internet is that you can never be sure if they are genuine." - Abraham Lincoln | |
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| Turinu | May 18 2015, 11:22 AM Post #3 |
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Crazy Mecha Fanatic Admin
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That's fine, as this would be effectively replacing the "Weight" classification and expanding upon it significantly. So having a couple similar to the current weight classifications would be fine. |
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| HeadlessSeeker | May 18 2015, 03:02 PM Post #4 |
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I don't know about this... |
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| Turinu | May 18 2015, 03:58 PM Post #5 |
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Crazy Mecha Fanatic Admin
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I think it's a good concept, with some general tweaking. The idea is to keep things simple, so giving such and such additional attacks per instances or factoring in dodge bonuses or penalties might be a bit much, but not out of reach. It just needs to be laid out in a more simplified manner. It'll work well with the eventual idea to get rid of Model Types, as I'm realizing more and more with how I approve and stat a Gunpla, that they're essentially useless. So it would ultimately just be Build Type and Specialization Type, rather than Model Type, Build Type and Weight Type. |
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| Turinu | Jun 9 2015, 12:06 PM Post #6 |
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Crazy Mecha Fanatic Admin
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How's this sound guys, as an example for the Specialist Type? CQC Specialist (Light) - This unit is a light-weight Gunpla designed with close quarters combat in mind. Paying little attention to armor, this Gunpla puts its focus into speed and offense. Damage received is increased due to lack of durable armor. However, this unit gains an additional chance to dodge per turn; the second dodge performed does not incur a -1 penalty next turn. Units of this type also gain +2 AP per post and are able to perform a second attack per AP spent when using a melee weapon to attack. For instance, melee weapons such as beam sabers typically have one attack per AP spent, but CQC Specialists would have two attacks per AP spent. |
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| Otsdarva | Jun 9 2015, 12:19 PM Post #7 |
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So a lightweight light CCQ specialist will have no armor then? Sounds like suicide. What do you mean by additional chance to dodge? How is the chance to dodge quantified exactly? Is there an Evasion rate percentage we don't see in the site? Do we not dodge on our own if we have the AP necessary to pay for it? |
| [11:42:01 PM] ajax2287: puru is meh | |
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| Turinu | Jun 9 2015, 12:21 PM Post #8 |
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Crazy Mecha Fanatic Admin
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It's an example and as such was roughly written and in this case is being misread. What it pretty much means is that CQC units can dodge twice per post, and that second dodge does not incur the -1 penalty the next turn (The first one still does). No magical evasion percentages or chances. Just need to word it better in the final draft. Edited by Turinu, Jun 9 2015, 12:21 PM.
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| Otsdarva | Jun 9 2015, 12:23 PM Post #9 |
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It's being misread because it was mistyped. Also we can't usually dodge twice in a post if we have the AP to spend on it? |
| [11:42:01 PM] ajax2287: puru is meh | |
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| Turinu | Jun 9 2015, 12:24 PM Post #10 |
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Crazy Mecha Fanatic Admin
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Nope. Normally one dodge per post, two blocks per post, infinite cover. |
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| Otsdarva | Jun 9 2015, 12:25 PM Post #11 |
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| [11:42:01 PM] ajax2287: puru is meh | |
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| Turinu | Jun 9 2015, 12:39 PM Post #12 |
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Crazy Mecha Fanatic Admin
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1 AP to initialize cover, and you can use that cover for as long as you can until it is destroyed or you move it from it. So close enough, ya' picky bastard. |
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| Turinu | Jun 9 2015, 12:45 PM Post #13 |
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Crazy Mecha Fanatic Admin
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CQC Specialist (Medium) - This unit is a mid-weight Gunpla designed with close quarters combat in mind. An increased level of armor shields it better from damaging attacks, however this leads to an increase in weight. As such it is incapable of dodging more than once per turn; however it does not incur the -1 penalty for that dodge. Units of this type gain +1 AP per post and are able to perform a second attack per AP spent when using a melee weapon to attack. For instance, melee weapons such as beam sabers typically have one attack per AP spent, but CQC Specialists would have two attacks per AP spent. CQC Specialist (Heavy) - This unit is a heavy-weight Gunpla designed with close quarters combat in mind. Increased armor and weight makes it difficult to damage with standard physical weapons. Its weight prevents it from dodging more than once per turn. Units of this type gain +2 AP per post. They cannot perform a second attack per AP spent, though if their weapon is a physical weapon, such as a heat sword, it has twice the striking force of a physical weapon; making it easier to break through enemy defenses such as shields by throwing it's weight into the attacks. Edited by Turinu, Jun 9 2015, 12:46 PM.
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| Seraph | Jun 14 2015, 03:56 PM Post #14 |
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So, after careful peer review (and a lot of resounding noes) specialization has been deemed something that isn't going to fly. We all know model type is going to go because its completely useless. That leaves a pretty large BG gap and Tur is worried that that can be abused. Specializations were always meant to be minor bonus granting things. As some have pointed out there are a lot of things that cover what specializations could do; like improved thrusters giving better speed and control for example. So let's keep it simple instead. Instead of a lot of pre-set specializations why not make a list of minor performance granting tweaks like Improved Armor, Improved Thrusters, Improved Close Ranged Combat, ect ect, each costing 5-15 BG? Further more set a limit on how many of these little performance tweaks you can take at the start when you first make your gunpla. This way you can't start gaming the system right out of the gate. I think 2-3 is a comfortable cap on how many of these you can start with. Thoughts? Ideas? |
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