The ides of a Strategy-Game based on the Gundam Universum is actually running around in my head for some time now... So, yesterday (no actually it was today around 0:30 AM) i got the idea of tranferring the game idea into a Forum Game...
After getting some sleep i now got myself 1 1/2 hours to write down the ruleset and now i'm going to present you the result:
GUNDAMN WAR
Since this game is about trying to guess enemy moves (for SL) and encountering them, actions should be send via PM to me. Same goes for official orders done by the SLs/WLs (since they need to be accounted for teammates to get additional exp for following orders).
Note, that all orders and tactics etc sent to me by the SL/WL will automatically be sent to his teammates via PM. So you don't actually need to tell everyone about your orders. Exception are the members of a wing. They won't get their orders directly by the SL, but by their WL who himself gets orders by the SL.
If this runs very well, i could make a sub-forum in my own forum for this, creating forums for both sides with limited access
[/spoiler]
![[Image: qq2wy9.jpg]](http://i45.tinypic.com/qq2wy9.jpg)
Above you can see the visualized version of what i will describe below:
-Green marks are LMS (Remember: Light Mobile Suits)
-Yellow ones are MMS
-Red ones are HMS
-The black mark is a placeholder for the later-to-add UH MS (Ueberheavy, kinda a mobile superweapon)
-Green squares are special positions for SMS (ye, lolz... but i actually mean Support Mobile Suits)
-The black circles are the spots where the WLs and their wings will be placed.
Now for the details:
CP = Required amount of Commando Points (for SL) to use this formation
L/M/H/S = MS-type avaible for that position
ABCDEF = counted from left to right
Base 3 CP0 LLL
Base 5 CP1 LLLLL
Base 7 CP2 LLLLLLL
Base 9 CP3 LLLLLLLLL
These are special base formations. If the amount of players is to big for (a lvl 1) SL to handle he can use these formations even without fitting the CP requirements.
All formation below can add two wings.
Small CP3 LLLLL
Advanced CP5 LLMLL
Med CP6 MMM
Combined Arms CP7 SLMLS
Striker CP8 LLHLL
Med Army CP10 MMMMM
Full CP12 LMHML
Killer CP17 HHH
Buster CP20 SLULS
![[Image: 29xugzc.jpg]](http://i48.tinypic.com/29xugzc.jpg)
The color code is similar to the one used above.
Though, the new thing is the green circle, which is a placeholder for Fighters (a special type of LMS).
Fighter Wing CP1 FF
Light Wing CP2 LLL
Med MS CP2 M
Med Wing CP4 LML
Support Wing CP5 SSS
Heavy Support CP5 S
Air Superiority CP5 FFFFF
Grande Wing CP7 LLMLL
Red Flank CP10 H
WHERE the different players are placed in the formation is the duty of the SL. The SL himself is always on the mid position of a formation (the "^"). He assigns (after setting up the formation) the players to their positions and can advise them to use a certain kind of MS.
However, which MS the players are using, is up to their own choice: The MS just needs to fit the level of the player and it needs to fits to the position the players is placed on.
A LMS spot can contain any light MS (besides Support Mobile Suits).
MMS spots can contain either med or light MS, HMS spots can contain anything from light to heavy MS. Though it's usually recommended to use the heaviest MS class avaible.
Support MS can only be used on Support slots and no else MS can be placed on these. However, the rules about the class (light, med, heavy) work for support slots same way.
Fighter slots can only be filled with (duh) Fighters.[/spoiler]

Wuu... took me 3 hours to finish this, i hope you enjoyed reading ^^
Now, anyone interested to join?
We can start the first battle with 6,8,10 etc combatants.
Btw, the first 2 people signing up will be assigned for SL positions (since everyone joining has lvl1 atm).
[spoiler
layers]
Shorogan
Level 3, 65/300 exp
Simoneon
Level 2, 100/200 exp
sadbhav
Level 2, 80/200 exp
forgetlatios
Level 2, 25/200 exp
Dummy 3
Level 2, 30/200 exp
Dummy 4
Level 2, 5/200 exp
Dummy 5
Level 1, 0/100 exp
The dummies will be taken over by further joining players.
However, they only gain exp like inactive players.[/spoiler]
PS: Yes, this game seems complicated at first...
But i just written down EVERYTHING to prevent myself from forgetting something... most things won't bother you in the first few battles ^^'
PSPS: Don't wonder about shoro's quick answer... he sat next to me while i was typing some lines of the ones above ^^
edit: Further improved and updated.
After getting some sleep i now got myself 1 1/2 hours to write down the ruleset and now i'm going to present you the result:
GUNDAMN WAR
Basic game idea (Click to View)
Gundam War is a turn-based PvP Game.
It's played in 2 teams consisting of a balanced amount of players, engaging their enemy in a special formation, a special tactic and in different avaible MS (Mobile Suits = big robots).
While doing so, players gather exp (=experience) to level-up and unlock new formations/tactics/MS to use.
The main role in this game is the Squadron Leader (SL).
This position will be awarded to the player with the highest ability (level), though he can choose not to take the SL and pass it on to the guy with the 2nd highest ability.
Before each battle, the SL has to choose the formation his team is going to use for that battle. Each formation contains a different amount of MS. Early formation only include some L (light) MS, later ones mix up L, M (med(ium)), H (heavy) and S (support) MS.
Additional, with a high enough level, the SL can add "wings" to his formation. Besides the basic ones, every formation can be equipped with 2 wings. The wings itself are (kinda) smaller formations that are lead by a Wing Leader (WL). The use of wings is the ability to split up the entire squadron (into three parts) to use more advanced tactics then just with one big core wing (>the main formation).
A battle will consist of a series of rounds and will end when one side gets defeated.
In each round, both teams will engage (regarding to their tactic) the enemy and attack (usually 1on1) enemy MS. The result of these fights will be calculated by some basic stats explained further below.
If this runs well i could even add a "War Mode", which would take place on a premade map. Each battle would result in the "frontline" to move to either side and setting the fight to a new terrain. If the frontline is pushed to the edge of the map, the war is over and the one side has won.
It's played in 2 teams consisting of a balanced amount of players, engaging their enemy in a special formation, a special tactic and in different avaible MS (Mobile Suits = big robots).
While doing so, players gather exp (=experience) to level-up and unlock new formations/tactics/MS to use.
The main role in this game is the Squadron Leader (SL).
This position will be awarded to the player with the highest ability (level), though he can choose not to take the SL and pass it on to the guy with the 2nd highest ability.
Before each battle, the SL has to choose the formation his team is going to use for that battle. Each formation contains a different amount of MS. Early formation only include some L (light) MS, later ones mix up L, M (med(ium)), H (heavy) and S (support) MS.
Additional, with a high enough level, the SL can add "wings" to his formation. Besides the basic ones, every formation can be equipped with 2 wings. The wings itself are (kinda) smaller formations that are lead by a Wing Leader (WL). The use of wings is the ability to split up the entire squadron (into three parts) to use more advanced tactics then just with one big core wing (>the main formation).
A battle will consist of a series of rounds and will end when one side gets defeated.
In each round, both teams will engage (regarding to their tactic) the enemy and attack (usually 1on1) enemy MS. The result of these fights will be calculated by some basic stats explained further below.
If this runs well i could even add a "War Mode", which would take place on a premade map. Each battle would result in the "frontline" to move to either side and setting the fight to a new terrain. If the frontline is pushed to the edge of the map, the war is over and the one side has won.
What you have to do? (Click to View)
Fight'n'kill'n'die! ^^
As SL you will have to read this entire post, try to understand the game mechanics and (later) have to think of a good tactic to beat the enemy SL and his team with your own guys.
The WLs have to listen to their SLs commands and use their own tactical knoweledge to order their wingmates do support their team in whatever way possible.
If you're "just" a mere MS-pilot, your job is to follow orders of your SL/WL. Of course your free not do so, but usually listening will help your team more AND will give you more exp.
The battles will be done turn-based:
Every player has to set an action, after 24 hours the turn will be calculated and the preparation for the next turn begins.
However, if most (or even all) players set their actions i won't wait for lagging players. Not setting any action will set you to inactive state automatically.
[spoiler
ossible actions are:]
Attacking xyz
Yes, you can choose whom to attack. Though it's usually recommended to engage 1on1 the guy up ahead of you.
Withdrawing
If you're not battling against an opponent with a higher Agility, you can withdraw from battle. However, if your Agility is not 5 points higher then your enemies, he will still be able to attack you for that round your withdrawing in.
After withdrawing you will stay behind the actual battle, capable of rejoining immeadeatly. Sometimes you will even by ordered to withdraw to prepare another attack with a special tactic.
Pursueing
After an enemy withdrawed, you can pursue him.
This will actual prevent him from effectively redrawing, but will make you loosing contact with your team, giving you the seperated state.
However, if you're just about to finish up a weak enemy, this is may a smart move.
This action can be done whenever an enemy tries to withdraw.
Defending
Instead attacking you can concentrate on your defense (most likely for tactical reasons). It will give you +1 Defense and increase your Agility by 50% for one turn.
Command
SLs and WLs can order their teammates to do certain action whenever they feel to do so.
Additional, SLs can order the team to use a special tactic against the enemy, however, this is only possible if the team is not in direct combat (so: Before battle, after withdrawing or in addition after a combo-able tactic).
Flanking
As a part of a tactic, wings can try to flank enemys to ignore their defense abilitys for an attack.
Seperate
You can try to seperate an enemy MS if you're either outnumbering the enemy wing or got him disorganized.
Guard/Protect
As a part of a tactic, you can (be ordered to) take a defensive position, guarding other (weaker/artillery/important) MS of your side.
However, this will usually cause you to get attacked by multiple enemys at once.
Land/Start
Any player can, whenever he likes to, additional to his normal action, set his flying state to a grounded one or vice versa.
Of course only normal MS can "land" and only MS with remaining airtime can start again.
Landing can be done to save airtime for whatever reasons.
Countless other possible actions
As SL you will have to read this entire post, try to understand the game mechanics and (later) have to think of a good tactic to beat the enemy SL and his team with your own guys.
The WLs have to listen to their SLs commands and use their own tactical knoweledge to order their wingmates do support their team in whatever way possible.
If you're "just" a mere MS-pilot, your job is to follow orders of your SL/WL. Of course your free not do so, but usually listening will help your team more AND will give you more exp.
The battles will be done turn-based:
Every player has to set an action, after 24 hours the turn will be calculated and the preparation for the next turn begins.
However, if most (or even all) players set their actions i won't wait for lagging players. Not setting any action will set you to inactive state automatically.
Inactivity (Click to View)
Inactive players will keep fighting.
However, they will ONLY do whatever their orders are.
Additional, they don't get any exp besides for killing enemys and even here they just get 50% of the normal exp.
If the battle is over, inactive players will be removed from the actual teams (though, not deleted, duh!).
However, they will ONLY do whatever their orders are.
Additional, they don't get any exp besides for killing enemys and even here they just get 50% of the normal exp.
If the battle is over, inactive players will be removed from the actual teams (though, not deleted, duh!).

Attacking xyz
Yes, you can choose whom to attack. Though it's usually recommended to engage 1on1 the guy up ahead of you.
Withdrawing
If you're not battling against an opponent with a higher Agility, you can withdraw from battle. However, if your Agility is not 5 points higher then your enemies, he will still be able to attack you for that round your withdrawing in.
After withdrawing you will stay behind the actual battle, capable of rejoining immeadeatly. Sometimes you will even by ordered to withdraw to prepare another attack with a special tactic.
Pursueing
After an enemy withdrawed, you can pursue him.
This will actual prevent him from effectively redrawing, but will make you loosing contact with your team, giving you the seperated state.
However, if you're just about to finish up a weak enemy, this is may a smart move.
This action can be done whenever an enemy tries to withdraw.
Defending
Instead attacking you can concentrate on your defense (most likely for tactical reasons). It will give you +1 Defense and increase your Agility by 50% for one turn.
Command
SLs and WLs can order their teammates to do certain action whenever they feel to do so.
Additional, SLs can order the team to use a special tactic against the enemy, however, this is only possible if the team is not in direct combat (so: Before battle, after withdrawing or in addition after a combo-able tactic).
Flanking
As a part of a tactic, wings can try to flank enemys to ignore their defense abilitys for an attack.
Seperate
You can try to seperate an enemy MS if you're either outnumbering the enemy wing or got him disorganized.
Guard/Protect
As a part of a tactic, you can (be ordered to) take a defensive position, guarding other (weaker/artillery/important) MS of your side.
However, this will usually cause you to get attacked by multiple enemys at once.
Land/Start
Any player can, whenever he likes to, additional to his normal action, set his flying state to a grounded one or vice versa.
Of course only normal MS can "land" and only MS with remaining airtime can start again.
Landing can be done to save airtime for whatever reasons.
Countless other possible actions

Since this game is about trying to guess enemy moves (for SL) and encountering them, actions should be send via PM to me. Same goes for official orders done by the SLs/WLs (since they need to be accounted for teammates to get additional exp for following orders).
Note, that all orders and tactics etc sent to me by the SL/WL will automatically be sent to his teammates via PM. So you don't actually need to tell everyone about your orders. Exception are the members of a wing. They won't get their orders directly by the SL, but by their WL who himself gets orders by the SL.
If this runs very well, i could make a sub-forum in my own forum for this, creating forums for both sides with limited access
.gif)
Leaders&Command (Click to View)
Actually this part does only ned to be read by the SLs and may the later WLs.
In basic term, the ability of the SL limits the ability of the entire team. Therefore the player with the highest level should usually take the SL position.
For the use of formations, wings and tactics CP (=Command Points) are used. A SL has an amount of CP equal to his level (though, the amount of CP can be increased on other ways).
The first step for commanding is to choose the formation.
As SL you ALWAYS MUST choose a combination of formations and wings that allows ALL players of your team to join the fight. For this reason you can (exspecially in the first few battles) take one of the base formations (>next spoiler) even without fitting the CP requirements.
After you chose a formation and spent the amount of CP required, you can use the remaining CP to add wings to that formation. Wings require CP the same way as formations do.
As next step, you need to choose WLs (=Wing Leader) for (if you got them) two wings. Keep in mind, that the WLs CPs must fit for their wings (you can't place a lvl1 as WL and give him a high-lvl wing).
Most likely there will be empty spaces in your formation.
To fill up these spaces, you can use "bots".
Bots are auto-controlled teammates, following the orders given to them, but not doing anything else.
Adding bots takes an amount of CP equal to the lvl of the bots MS.
Now you've set up your team and may even have some more CP to spend.
These CP can now be used for improving your teams performance:
You can "buy" the first upgrade with 5 CP, every fuirther upgrade requires 10 CP. Each upgrades allows you to rise one of your teams stats by 1 (for more info about stats check the stats-spoiler in the "Mobile Suit"-section), though you cannot raise the same stat multiple times.
All now remaining CP can be used for tactics.
But however, besides all the things described above which last for an entire battle, tactics only last a few, sometimes only a single round. The CP will be paid, though.
Therefore running out of CP will prevent you from using any tactics, giving your team a serious disadvantage.
![[Image: n3xh85.jpg]](http://i45.tinypic.com/n3xh85.jpg)
Everyone ranting about this bad paint-made pic will be eggsecuted!
Lvl = The required SL level to use this tactic
CP = Commando Point cost
Color = Red are offensive tactics, green are defensive, yellow are special ones
Line Lvl0 CP0 Basic combat tactic, no special effects.
Arrowhead Lvl1 CP1 +1 Attack, -2 Agility, will cause a brawl situation afterwards
Scatter Lvl1 CP1 No own attack, +1 Agility, if used against an Arrowhead tactic +4 Agility, prevents brawl situations, +
Flanking Lvl3 CP2 The core wing attacks, wings flank enemy, will work exspecially well against tactics
Hardpoint Lvl4 CP3 +1 Defense, -2 Agility, prevents enemy flanking, +
Rotation Lvl5 CP3 +1 Attack, +1 Agility, prevents brawl situations, team will engage the enemy in two groups changing after each battle round
Search&Destroy Lvl5 CP3 +1 Attack, -1 Defense, will instantly cause a brawl situation
Castle Lvl7 CP4 +1 Defense, -3 Agility, per two fighting MS a single MS can be covered (can't be attacked)
Core Attack Lvl7 CP4 Wings attack together with the core wing, targets enemy SL first
Flying Circus Lvl10 CP5 -2 Attack, +4 Agility, 50% chance to disable enemy tactics, +
Wingfight Lvl10 CP5 The wings attack the enemy core wing, own core wing will go into instant brawl with enemy core wing, tactic will fail if enemy is using a tactic
Double Layer Lvl10 CP5 +1 Defense, -1 Agility, only MS chosen for the 1st layer can be attacked, prevents enemy flanking, +
Counter Lvl10 CP5 +1 Attack, can only be used on desorganized enemy (enemy without SL or enemy after disabled tactic)
Every tactic with a "+" can be ended and instantly replaced by another tactic after any round.
Note, that the special effects do NOT apply for MS being seperated from your team.
In basic term, the ability of the SL limits the ability of the entire team. Therefore the player with the highest level should usually take the SL position.
For the use of formations, wings and tactics CP (=Command Points) are used. A SL has an amount of CP equal to his level (though, the amount of CP can be increased on other ways).
The first step for commanding is to choose the formation.
As SL you ALWAYS MUST choose a combination of formations and wings that allows ALL players of your team to join the fight. For this reason you can (exspecially in the first few battles) take one of the base formations (>next spoiler) even without fitting the CP requirements.
After you chose a formation and spent the amount of CP required, you can use the remaining CP to add wings to that formation. Wings require CP the same way as formations do.
As next step, you need to choose WLs (=Wing Leader) for (if you got them) two wings. Keep in mind, that the WLs CPs must fit for their wings (you can't place a lvl1 as WL and give him a high-lvl wing).
Most likely there will be empty spaces in your formation.
To fill up these spaces, you can use "bots".
Bots are auto-controlled teammates, following the orders given to them, but not doing anything else.
Adding bots takes an amount of CP equal to the lvl of the bots MS.
Now you've set up your team and may even have some more CP to spend.
These CP can now be used for improving your teams performance:
You can "buy" the first upgrade with 5 CP, every fuirther upgrade requires 10 CP. Each upgrades allows you to rise one of your teams stats by 1 (for more info about stats check the stats-spoiler in the "Mobile Suit"-section), though you cannot raise the same stat multiple times.
All now remaining CP can be used for tactics.
But however, besides all the things described above which last for an entire battle, tactics only last a few, sometimes only a single round. The CP will be paid, though.
Therefore running out of CP will prevent you from using any tactics, giving your team a serious disadvantage.
Tactics (Click to View)
![[Image: n3xh85.jpg]](http://i45.tinypic.com/n3xh85.jpg)
Everyone ranting about this bad paint-made pic will be eggsecuted!
Lvl = The required SL level to use this tactic
CP = Commando Point cost
Color = Red are offensive tactics, green are defensive, yellow are special ones
Line Lvl0 CP0 Basic combat tactic, no special effects.
Arrowhead Lvl1 CP1 +1 Attack, -2 Agility, will cause a brawl situation afterwards
Scatter Lvl1 CP1 No own attack, +1 Agility, if used against an Arrowhead tactic +4 Agility, prevents brawl situations, +
Flanking Lvl3 CP2 The core wing attacks, wings flank enemy, will work exspecially well against tactics
Hardpoint Lvl4 CP3 +1 Defense, -2 Agility, prevents enemy flanking, +
Rotation Lvl5 CP3 +1 Attack, +1 Agility, prevents brawl situations, team will engage the enemy in two groups changing after each battle round
Search&Destroy Lvl5 CP3 +1 Attack, -1 Defense, will instantly cause a brawl situation
Castle Lvl7 CP4 +1 Defense, -3 Agility, per two fighting MS a single MS can be covered (can't be attacked)
Core Attack Lvl7 CP4 Wings attack together with the core wing, targets enemy SL first
Flying Circus Lvl10 CP5 -2 Attack, +4 Agility, 50% chance to disable enemy tactics, +
Wingfight Lvl10 CP5 The wings attack the enemy core wing, own core wing will go into instant brawl with enemy core wing, tactic will fail if enemy is using a tactic
Double Layer Lvl10 CP5 +1 Defense, -1 Agility, only MS chosen for the 1st layer can be attacked, prevents enemy flanking, +
Counter Lvl10 CP5 +1 Attack, can only be used on desorganized enemy (enemy without SL or enemy after disabled tactic)
Every tactic with a "+" can be ended and instantly replaced by another tactic after any round.
Note, that the special effects do NOT apply for MS being seperated from your team.
Battle situations (Click to View)
There are different kind of situations caused by different kind of tactics and having different (dis)advantages:
Standard
A standard situation will include two clearly defined frontlines with MS battling each other 1on1. This is the situation at the beginning of each battle and it doesn't have any special effects.
Flanked
A wing trying to flank can gain an immense advantage against an enemy not watching his flank.
MS with an Agility of 6 or higher can flank enemies instantly, slower MS need to use one full round (so they can't attack instantly) to flank an enemy.
Attacking a flanked enemy will automatically ignore his Defense and Agility. Additional, flanking units won't be attacked in their first attack round.
Seperated
Ordered by either the SL or a WL, the (core) wing can try to seperate a single MS from the enemy group (most likely the enemy SL or a HMS).
Seperating MS from the main core is only possible if the seperatng team has 2x MS then the enemy or if the enemy is desorganized. Same can apply on seperating a wing with a wing.
Additional, a flanking wing can seperate a flanked MS instantly.
Seperated MS will loose all their Defense and Agility against incoming attacks and cannot join their team for any tactic.
Brawl
A brawl situation can be the effect of various offensive tactics.
In a brawl MS can engage each other ONLY in 1on1 fights. This means any numerous advantage will be nullified.
Additional, Brawler MS (MS with melee weapons) can be used in brawl situations.
While involved in a brawl situation both sides cannot use any tactics.
Desorganized
A squadron can enter the desorganized state after either loosing their SL or after their tactic getting disabled by the enemy.
While being desorganized, MS can be seperated more easier and no tactics can be used. Additionally the squadron looses 1 Attack and 1 Agility.
Standard
A standard situation will include two clearly defined frontlines with MS battling each other 1on1. This is the situation at the beginning of each battle and it doesn't have any special effects.
Flanked
A wing trying to flank can gain an immense advantage against an enemy not watching his flank.
MS with an Agility of 6 or higher can flank enemies instantly, slower MS need to use one full round (so they can't attack instantly) to flank an enemy.
Attacking a flanked enemy will automatically ignore his Defense and Agility. Additional, flanking units won't be attacked in their first attack round.
Seperated
Ordered by either the SL or a WL, the (core) wing can try to seperate a single MS from the enemy group (most likely the enemy SL or a HMS).
Seperating MS from the main core is only possible if the seperatng team has 2x MS then the enemy or if the enemy is desorganized. Same can apply on seperating a wing with a wing.
Additional, a flanking wing can seperate a flanked MS instantly.
Seperated MS will loose all their Defense and Agility against incoming attacks and cannot join their team for any tactic.
Brawl
A brawl situation can be the effect of various offensive tactics.
In a brawl MS can engage each other ONLY in 1on1 fights. This means any numerous advantage will be nullified.
Additional, Brawler MS (MS with melee weapons) can be used in brawl situations.
While involved in a brawl situation both sides cannot use any tactics.
Desorganized
A squadron can enter the desorganized state after either loosing their SL or after their tactic getting disabled by the enemy.
While being desorganized, MS can be seperated more easier and no tactics can be used. Additionally the squadron looses 1 Attack and 1 Agility.
Formations (Click to View)
![[Image: qq2wy9.jpg]](http://i45.tinypic.com/qq2wy9.jpg)
Above you can see the visualized version of what i will describe below:
-Green marks are LMS (Remember: Light Mobile Suits)
-Yellow ones are MMS
-Red ones are HMS
-The black mark is a placeholder for the later-to-add UH MS (Ueberheavy, kinda a mobile superweapon)
-Green squares are special positions for SMS (ye, lolz... but i actually mean Support Mobile Suits)
-The black circles are the spots where the WLs and their wings will be placed.
Now for the details:
CP = Required amount of Commando Points (for SL) to use this formation
L/M/H/S = MS-type avaible for that position
ABCDEF = counted from left to right
Base 3 CP0 LLL
Base 5 CP1 LLLLL
Base 7 CP2 LLLLLLL
Base 9 CP3 LLLLLLLLL
These are special base formations. If the amount of players is to big for (a lvl 1) SL to handle he can use these formations even without fitting the CP requirements.
All formation below can add two wings.
Small CP3 LLLLL
Advanced CP5 LLMLL
Med CP6 MMM
Combined Arms CP7 SLMLS
Striker CP8 LLHLL
Med Army CP10 MMMMM
Full CP12 LMHML
Killer CP17 HHH
Buster CP20 SLULS
Wings (Click to View)
![[Image: 29xugzc.jpg]](http://i48.tinypic.com/29xugzc.jpg)
The color code is similar to the one used above.
Though, the new thing is the green circle, which is a placeholder for Fighters (a special type of LMS).
Fighter Wing CP1 FF
Light Wing CP2 LLL
Med MS CP2 M
Med Wing CP4 LML
Support Wing CP5 SSS
Heavy Support CP5 S
Air Superiority CP5 FFFFF
Grande Wing CP7 LLMLL
Red Flank CP10 H
WHERE the different players are placed in the formation is the duty of the SL. The SL himself is always on the mid position of a formation (the "^"). He assigns (after setting up the formation) the players to their positions and can advise them to use a certain kind of MS.
However, which MS the players are using, is up to their own choice: The MS just needs to fit the level of the player and it needs to fits to the position the players is placed on.
A LMS spot can contain any light MS (besides Support Mobile Suits).
MMS spots can contain either med or light MS, HMS spots can contain anything from light to heavy MS. Though it's usually recommended to use the heaviest MS class avaible.
Support MS can only be used on Support slots and no else MS can be placed on these. However, the rules about the class (light, med, heavy) work for support slots same way.
Fighter slots can only be filled with (duh) Fighters.
Mobile Suits (Click to View)
Of course now comes one of the most important parts:
The different MS avaible for use to the players!
lvl = Required level to use this MS
G = This MS is a ground unit, incapable of flying
S = This MS is a support unit and can only be used in formations with support slots
F = This MS is a fighter unit, therefore ALWAYS flying and can be used in fighter wings
Colored name = Light, med or heavy MS
xxxxx = Attack Defense Armor Agility Airtime Stats for the MS (the effect of stats is explained further below)
G-Type Lvl1 32543
Zaku Lvl1 41454
F Corefighter Lvl1 2038inf.
G Crusader Lvl1 4263-
G-Type M Lvl2 33632
Zaku II Lvl2 51463
F Corefighter X Lvl3 2039inf. 1xRocket 2
M-Type Lvl4 43732
Teyho Lvl4 51644
S A-Type Lvl5 41331 Long-ranged, ground attack only
S Zaku-Sniper Lvl5 21452 Long-ranged, armor-piercing
M-Type S2000 Lvl6 43632 1xFrontshield
Teyho-H Lvl6 42733
G-Type Striker Lvl7 32554 3xRocket 1
Zaku-R Lvl7 -0565 4xRocket 5
G AA-Guntank Lvl7 4264- +2 and halved enemy Agility against flying targets
S Eye-Type Lvl8 22555 Radar
S Zaku-C Lvl8 31462 Stealth
G S A-Type RA Lvl9 7252- Long-ranged, rocket attack (ignores enemy Agilityupon normal attack), needs 2 turns to fire once
S Spotbot Lvl9 32534 Radar, jammer
C-Type Lvl10 641211
Comet Lvl10 631023 50% armor-piercing
M-Type Milennium Lvl10 2(7)2743 Brawler (2nd value)
Zaku-K Lvl10 71463 Brawler
The different MS avaible for use to the players!
lvl = Required level to use this MS
G = This MS is a ground unit, incapable of flying
S = This MS is a support unit and can only be used in formations with support slots
F = This MS is a fighter unit, therefore ALWAYS flying and can be used in fighter wings
Colored name = Light, med or heavy MS
xxxxx = Attack Defense Armor Agility Airtime Stats for the MS (the effect of stats is explained further below)
G-Type Lvl1 32543
Zaku Lvl1 41454
F Corefighter Lvl1 2038inf.
G Crusader Lvl1 4263-
G-Type M Lvl2 33632
Zaku II Lvl2 51463
F Corefighter X Lvl3 2039inf. 1xRocket 2
M-Type Lvl4 43732
Teyho Lvl4 51644
S A-Type Lvl5 41331 Long-ranged, ground attack only
S Zaku-Sniper Lvl5 21452 Long-ranged, armor-piercing
M-Type S2000 Lvl6 43632 1xFrontshield
Teyho-H Lvl6 42733
G-Type Striker Lvl7 32554 3xRocket 1
Zaku-R Lvl7 -0565 4xRocket 5
G AA-Guntank Lvl7 4264- +2 and halved enemy Agility against flying targets
S Eye-Type Lvl8 22555 Radar
S Zaku-C Lvl8 31462 Stealth
G S A-Type RA Lvl9 7252- Long-ranged, rocket attack (ignores enemy Agilityupon normal attack), needs 2 turns to fire once
S Spotbot Lvl9 32534 Radar, jammer
C-Type Lvl10 641211
Comet Lvl10 631023 50% armor-piercing
M-Type Milennium Lvl10 2(7)2743 Brawler (2nd value)
Zaku-K Lvl10 71463 Brawler
Stats explanation (Click to View)
Attack
Attack determines the raw firepower of a MS.
The basic dmg of a MS is equal to his Attack.
Defense
Defense is a conclusion of plating and defensive equipment. Any damage dealt by enemies will first be reduced by the Defense value of a MS.
The damage cannot be reduced below 1 this way.
Armor
The amount of Armor is the amount of HP (=Health Points) a MS has.
Any damage taken will reduce the MS' HP. On reaching 0 the MS is destroyed.
If the HP of a MS drop below 25% of his Armor value, the Agility of the MS will drop to 25% of it's value, too.
Agility
If a MS has a higher Agility then his opponent, he will evade damage.
If the difference is 1, the MS has a 50% chance to reduce the dmg (=damage) taken by 1.
A difference of 2 will ALWAYS reduce the dmg by 1.
If the difference of Agility values is higher then 2, the dmg taken will be reduced by a random number between 1 and the difference value.
The damage can be reduced to 0 with Agility.
Airtime
This value determines how much energy the anti-gravity-engine of a MS can hold. A MS can only stay flying for an amount of rounds equal to his
Airtime value.
If the limit is reached the MS will turn into a Ground unit and looses 2 Agility (this only apply for units capable of flying, but forced to land).
All Units on ground will receive a -1 penality when attacking flying units.
Attack determines the raw firepower of a MS.
The basic dmg of a MS is equal to his Attack.
Defense
Defense is a conclusion of plating and defensive equipment. Any damage dealt by enemies will first be reduced by the Defense value of a MS.
The damage cannot be reduced below 1 this way.
Armor
The amount of Armor is the amount of HP (=Health Points) a MS has.
Any damage taken will reduce the MS' HP. On reaching 0 the MS is destroyed.
If the HP of a MS drop below 25% of his Armor value, the Agility of the MS will drop to 25% of it's value, too.
Agility
If a MS has a higher Agility then his opponent, he will evade damage.
If the difference is 1, the MS has a 50% chance to reduce the dmg (=damage) taken by 1.
A difference of 2 will ALWAYS reduce the dmg by 1.
If the difference of Agility values is higher then 2, the dmg taken will be reduced by a random number between 1 and the difference value.
The damage can be reduced to 0 with Agility.
Airtime
This value determines how much energy the anti-gravity-engine of a MS can hold. A MS can only stay flying for an amount of rounds equal to his
Airtime value.
If the limit is reached the MS will turn into a Ground unit and looses 2 Agility (this only apply for units capable of flying, but forced to land).
All Units on ground will receive a -1 penality when attacking flying units.
Special Abilitys (Click to View)
Rocket
This unit can perform additional rocket attacks. Rocket attacks can be launched once per turn, but against any target, even against covered MS and even against a different target then for the MS' main attack.
The number "?xRocket" determines how often this unit can perform this ability in a battle. The ? determines the strength of the rocket attack.
Rocket attacks are calculated like normal attacks, however, they are NOT affected by enemy Agility.
Long-ranged
Long-ranged MS can stay on a distance behind the frontline, preventing them from getting attacked while their teams main core is still fighting. Flanking enemies can still attack this units, though.
Long-ranged attacks are inaccurate and have a chance to miss, based on the enemys Agility:
For each point of Agility there is a 10% chance to miss. Targets with Agility 10 or above cannot be attacked long-ranged.
In redo, the Agility does not reduce dmg taken from a successfull hit (though
Defense still applies).
Ground attack only
MS with this "ability" can only attack targets on ground, not flying ones.
Armor-piercing
Attacks with this ability ignore the enemy Defense on dmg calculation.
A % in front of Armor-piercing means, the armor-piercing effect will only trigger in a % chance.
Radar
A SL with a Radar MS can see the enemy formation once before the start of a battle and can change his formation or the positions of his teammates to encounter the enemy better (however, the TYPE of MS used by players can NOT be changed).
Additional, a Radar MS will disable any Stealth advantages of the enemy in his own (core) wing.
Stealth
Stealth MS cannot be targeted while being stealthed.
Upon attack, a stealthed unit will loose it's "stealthed" state, but ignore the enemys Defense and Agility for one attack.
A unstealthed unit can go back to stealth mode if it is not included in fights for one round.
Jammer
A jammer MS will disable enemy advantages gained by a radar MS.
However, if there is a jammer on both sides, neither of the teams will get a radar advantage.
Brawler
Brawler MS with melee weapons can only attack targets in brawl situations.
Flying targets can only be attacked if the MS is flying itself.
Additional, brawler MS can only attack targets which don't have a higher Agility then themselves.
This unit can perform additional rocket attacks. Rocket attacks can be launched once per turn, but against any target, even against covered MS and even against a different target then for the MS' main attack.
The number "?xRocket" determines how often this unit can perform this ability in a battle. The ? determines the strength of the rocket attack.
Rocket attacks are calculated like normal attacks, however, they are NOT affected by enemy Agility.
Long-ranged
Long-ranged MS can stay on a distance behind the frontline, preventing them from getting attacked while their teams main core is still fighting. Flanking enemies can still attack this units, though.
Long-ranged attacks are inaccurate and have a chance to miss, based on the enemys Agility:
For each point of Agility there is a 10% chance to miss. Targets with Agility 10 or above cannot be attacked long-ranged.
In redo, the Agility does not reduce dmg taken from a successfull hit (though
Defense still applies).
Ground attack only
MS with this "ability" can only attack targets on ground, not flying ones.
Armor-piercing
Attacks with this ability ignore the enemy Defense on dmg calculation.
A % in front of Armor-piercing means, the armor-piercing effect will only trigger in a % chance.
Radar
A SL with a Radar MS can see the enemy formation once before the start of a battle and can change his formation or the positions of his teammates to encounter the enemy better (however, the TYPE of MS used by players can NOT be changed).
Additional, a Radar MS will disable any Stealth advantages of the enemy in his own (core) wing.
Stealth
Stealth MS cannot be targeted while being stealthed.
Upon attack, a stealthed unit will loose it's "stealthed" state, but ignore the enemys Defense and Agility for one attack.
A unstealthed unit can go back to stealth mode if it is not included in fights for one round.
Jammer
A jammer MS will disable enemy advantages gained by a radar MS.
However, if there is a jammer on both sides, neither of the teams will get a radar advantage.
Brawler
Brawler MS with melee weapons can only attack targets in brawl situations.
Flying targets can only be attacked if the MS is flying itself.
Additional, brawler MS can only attack targets which don't have a higher Agility then themselves.
Experience gain (Click to View)
List of exp-gain:
10exp / Round (yes, you gain exp by just being in a battle)
50exp for following orders of your SL in a battle
10exp / Dmg dealt
20exp*lvl for fully fighting a battle (no inactivity, doesn't matter if you win)
20exp*lvl for winning a battle
+-100 exp / Killing an enemy (the value will change depending on your and your enemys lvl)
10exp for giving an order as SL
10exp / Players obeying your orders
20exp for giving good orders (if you're telling your guys to do crap you won't get this bonus)
WLs get 50% of the exp for giving orders (to their wingmembers) and 50% of the exp for following SLs orders
For leveling up you need an amount of exp calculated by
Level*100 (the higher your level is, the more exp you need to level up)
However, to prevent people from ueberleveling within a single battle, "unused" (if you have 120 exp, but need 100 to level up, the 20 are "unused") exp gained in a battle will be halved.
In fact this means if you want to level up from level 1 to level 4 you can either make 600exp in 3 battles or 1100 exp in 1 battle.
[spoiler
erks]On reaching level 5 you can choose a special perk, giving you an advantage in battle.
The next perk can be choose on level 10 or 15. If you want to upgrade your old perk (perks can be upgraded up to level III) you can do this on level 10, choosing a new perk can only be done on level 15.
However, you can only do ONE of these things.
On level 30 you can again either upgrade (one of) your perk(s) or choose a new one.
Avaible Perks
x/y/z means, you get x for perk level I, y for perk level II and z for perk level z
Commander +3/5/10 CP at the start of a battle (lvl 30 SL with this perk on level III will have 40 instead of 30 CP)
Tactican Using tactics as SL in a battle will cost 1/2/4 CP less then it would usually do.
Dogfighter While in air you gain 1/1/2 Agility, if you're using a fighter, you will gain 2/3/4 Agility
Melee specialist In brawl situations you gain 1/1,1/1,1,1
Sniper The miss-chanche on your long-ranged will be reduced by 25%/50%/100% of it's miss-value (if the enemy has 5 Agility, you have a 50% miss chanche... with a Sniper perk II, the miss chanche will be reduced to 25% (the half of 50%))
Wingleader The CP-Cost for adding a wing with yourself as WL will be reduced for you and your SL by -1/2/4 CP. Additional, your wingmates (not yourself) gain 1/1/2 Agility
Engineer Your Airtime for normal MS (no G,F,S or long-ranged units) is increased by 2/5/inf. On perk level III you additionally gain 1 Agility
Repairing Genius If you're not attackign, nor being attacked, you can restore 1/2/2 HP each round. If you have this perk on level III, there is a 50% chanche of restoring 1 HP each round, regardless whether you're fighting or not.
Gunner Agility difference bonus' will be reduced by 33%/66%/66% for your attacks. Additionally you gain +1 Attack for having this perk on level III.
10exp / Round (yes, you gain exp by just being in a battle)
50exp for following orders of your SL in a battle
10exp / Dmg dealt
20exp*lvl for fully fighting a battle (no inactivity, doesn't matter if you win)
20exp*lvl for winning a battle
+-100 exp / Killing an enemy (the value will change depending on your and your enemys lvl)
10exp for giving an order as SL
10exp / Players obeying your orders
20exp for giving good orders (if you're telling your guys to do crap you won't get this bonus)
WLs get 50% of the exp for giving orders (to their wingmembers) and 50% of the exp for following SLs orders
For leveling up you need an amount of exp calculated by
Level*100 (the higher your level is, the more exp you need to level up)
However, to prevent people from ueberleveling within a single battle, "unused" (if you have 120 exp, but need 100 to level up, the 20 are "unused") exp gained in a battle will be halved.
In fact this means if you want to level up from level 1 to level 4 you can either make 600exp in 3 battles or 1100 exp in 1 battle.
[spoiler

The next perk can be choose on level 10 or 15. If you want to upgrade your old perk (perks can be upgraded up to level III) you can do this on level 10, choosing a new perk can only be done on level 15.
However, you can only do ONE of these things.
On level 30 you can again either upgrade (one of) your perk(s) or choose a new one.
Avaible Perks
x/y/z means, you get x for perk level I, y for perk level II and z for perk level z
Commander +3/5/10 CP at the start of a battle (lvl 30 SL with this perk on level III will have 40 instead of 30 CP)
Tactican Using tactics as SL in a battle will cost 1/2/4 CP less then it would usually do.
Dogfighter While in air you gain 1/1/2 Agility, if you're using a fighter, you will gain 2/3/4 Agility
Melee specialist In brawl situations you gain 1/1,1/1,1,1
Sniper The miss-chanche on your long-ranged will be reduced by 25%/50%/100% of it's miss-value (if the enemy has 5 Agility, you have a 50% miss chanche... with a Sniper perk II, the miss chanche will be reduced to 25% (the half of 50%))
Wingleader The CP-Cost for adding a wing with yourself as WL will be reduced for you and your SL by -1/2/4 CP. Additional, your wingmates (not yourself) gain 1/1/2 Agility
Engineer Your Airtime for normal MS (no G,F,S or long-ranged units) is increased by 2/5/inf. On perk level III you additionally gain 1 Agility
Repairing Genius If you're not attackign, nor being attacked, you can restore 1/2/2 HP each round. If you have this perk on level III, there is a 50% chanche of restoring 1 HP each round, regardless whether you're fighting or not.
Gunner Agility difference bonus' will be reduced by 33%/66%/66% for your attacks. Additionally you gain +1 Attack for having this perk on level III.

Wuu... took me 3 hours to finish this, i hope you enjoyed reading ^^
Now, anyone interested to join?
We can start the first battle with 6,8,10 etc combatants.
Btw, the first 2 people signing up will be assigned for SL positions (since everyone joining has lvl1 atm).
[spoiler

Shorogan
Level 3, 65/300 exp
Simoneon
Level 2, 100/200 exp
sadbhav
Level 2, 80/200 exp
forgetlatios
Level 2, 25/200 exp
Dummy 3
Level 2, 30/200 exp
Dummy 4
Level 2, 5/200 exp
Dummy 5
Level 1, 0/100 exp
The dummies will be taken over by further joining players.
However, they only gain exp like inactive players.[/spoiler]
PS: Yes, this game seems complicated at first...
But i just written down EVERYTHING to prevent myself from forgetting something... most things won't bother you in the first few battles ^^'
PSPS: Don't wonder about shoro's quick answer... he sat next to me while i was typing some lines of the ones above ^^
edit: Further improved and updated.
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Alblaka