| System Aid; Let's get this thing started. | |
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| Tweet Topic Started: Apr 16 2009, 11:27 AM (51 Views) | |
| ZombieJuro | Apr 16 2009, 11:27 AM Post #1 |
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System wanted: Seeing as complicated systems tend to cause trouble and yet going free form can cause large arguments to break out over small details, I was thinking of a sort of combination of the two. I have outlines for the two parts of it, but I need help to make it really good and polished. Part 1: The Pilot. The pilot is the key component to the RPC seeing as it will be the one that controls who the MS and interacts. I know a lot of people like making physical and mental strengths for their rps, but I find them rather silly. In real life, a person's strengths and weaknesses aren't balanced that way. As such, I made it so that they are all put into one group with a sort of pyramid scheme of strengths. Things that directly effect the character's piloting skill are giving strength over other things since all fighting is done via mobile suits(unless it's for story telling). Sub groups like Jupe and Newtype count as strengths and are dealt with the same way(only Jupe has a weakness that goes right with it). More can be found in the character creation section. Part 2: The Mecha. The mecha is a very important part in the game play mechanics since almost all missions, battles, and story line events rely on them. There are three "groups", but most characters will only have access to one. These groups are Mobile Suits, Mobile Armors, and Gundams. Mobile Suits: Cheap, versatile, easily customizable, and can equip almost anything with enough room. They also tend to have different packs for certain types. Mobile Armors: A bit stronger than mobile suits, but with less tiers than both suits and gundams(2 compared to their 3). They have little space, but can equip any gear that can fit and have strong built in weaponry and defenses. They are expensive, but cheaper than Gundams. They can be switched between Mobile suits any time with little hassle if they work for it. Gundams: Test beds for almost any new technology or are relics from the old wars refurbished. Either way they are going to be given in very small groups and to people who have proven they can handle them without using them as a tool for god modding. In general statistics, they are stronger than a mobile suit, but not overly powerful. Their main strength comes to their gear which each gundam is solely designed for. This makes them unique, but very specialized and they cannot equip additional weaponry and only gear that can only compatible with Gundams. In short, you trade versatility for specialization and special equipment. They are VERY expensive seeing as all money goes to upgrading it than getting new weapons. You also can't choose which gundams you can get since we will try to be using mostly unique ones instead of ones used in the actual stories(so we don't get Kiras and Heeros). The system for determining is broken into a few categories with stats that determine how high or low it is. Power: This is energy available at once. How many beams, how big the gear you can use and how long you can use special systems is all related to this stat. Low power means long charge times and using only the crudest of beam weaponry and energy systems. Speed: How fast a suit can go. This is the suit itself and not weapons, bullets and bits. This can be used to escape, but it's more for closing gaps and dodging simple attacks like bullets and sword swinging. Speed is double edged because you need good reaction time for higher levels since speed doesn't mean going to dodge everything. Armor: This is the defense of the suit. If a suit has high armor, things like bullets, missles, and even lesser beam weaponry won't work on them very well. Certain gear is designed to get past armor, but they are mostly close range. Also, armor effects how big a wallop a unarmed punch does(extra weight can do alot of damage) Space: The storage space for the suit. It determines how much you can carry with you. This includes additional systems, upgrades, weaponry, and tools. Regular Mobile suits tend to have very high storage. Special: This is very important and can function as what makes the mobile suit truly unique. Special weapons, special gear, transformation, bits, interchangeable parts all go here. The higher it is, the better the stuff they carry. This usually goes against space. |
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8:45 AM Jul 11