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Mechalomaniac

Prototype Skill-based Pilot System

134 posts in this topic

ETA: Removed.

Oh, a) Pressure now allows to chain pressure someone?

b) Why is there a non-psychic pressure?

Edited by Rika

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YES

I AM ANGRY AND YELLING AT YOU AND ALSO YOU'RE A STUPIDHEAD

>:(!!

With the way they're handling attacking and damage reduction now, it seems balanced enough anyway, especially after they modded some fairly cheap items to give a much bigger damage bonus. As it is, most dedicated dodgers take at least ten or so turns to run out of DP, which tends to be a lot more survival than some of the same-caliber tanks I've got.

hmm...

I guess I will have to agree, being that I have no tanking character...

Rika> I am actually happy with the non-psychic pressure...

I think it should be called Intimidation, rather than pressure, and the psychic pressure be called "Psycho Hit"

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Question: Is the gaining an extra counter each turn for Will stuff that Yuusha/Commando used to have totally gone in this system? Because it actually allows you to use stuff much quicker, which is usually pretty nice.

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Of course if you're using those 1 Will abilities, you're not gaining Will for your more expensive ones.

With Countercut/Countershoot costs as they are I wouldn't be surprised if somebody made a pilot whose entire schtick was to spam Thrust and (M) attacks the entire fight. Forcing your opponent to Countercut for 11ap is pretty horrific and awesome. Like I said, Melee/Projectile attacks actually have use now, which I really really like. This kind of thing is just icing on the cake.

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It's gone, Kuro. And with it gone, abilities can be reasonably priced (and on average are made cheaper then they are now). There basically was no way to fairly continue to include that aspect with the way we wanted to make the class design, so it was better to leave it off.

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ETA: Removed.

Oh, a) Pressure now allows to chain pressure someone?

b) Why is there a non-psychic pressure?

1) That should actually be fixed.

2) Because the basis for pressure (that being certain G Generation games) had non-Newtypes doing it as well.

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Minor issue, that'll probably be fixed later... There is no way of recreating the Genius or Vulture classes.

True, you can buy Geniuses B-Save and E-Save, but not PP bonus or Credit bonus... nor the Vulture's weapon improvement ability.

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Vulture's weapon mod ability was decided to be removed entirely. It is now restricted to the items only. As for the PP/Credit bonuses, those are still up in the air.

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There should probably be a Lucky emulator ability somewhere, but with the way PP gain is done now it's way too easy to get a shit ton with little effort; one Great Effort+System Limiter+Learning Computer fight gives you 675 or 810 PP depending on who wins, that's like... two levels of some skills right there.

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Exactly.

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Copy/pasting from the discussion thread in the modbox into here, then tweaked slightly, along with creating a few other pilot builds I just came up with:

Tilus Sorkantar ("Battleship Captain")

- Stats: 4 levels of Defense, 2 levels of Range

- Unit Specialization (Defensive): Battleship

- Guard

- Potential lv3

- Leadership lv3

- Group Mentality lv2

- Counter lv3 or Gunfight lv3

- Will Gauge: Lock On, Defense Pierce, Flawless Defense, Finishing Attack

- Pilot Techniques: Rapid Fire, All-Out Attack, Body Snipe?

- Spirit Commands: Extend, Awaken, Rage, Resupply/Refuel?, Love, Reverence

DR -60% at Potential 2 and Guard active, as well as dealing +75% [+] damage (+105% if Gunfight is taken). This will be my main pilot. I modeled Tilus into a Battleship Captain type character because 1) that's what I've become known for as of late, even more than tanking or piloting Mazingers to great effect, and 2) "Battleship Captain" fits Tilus the RP character better thematically than a "Mazinger Pilot". As such, the techniques and spirit commands were lifted exactly from my current Battleship Captain build, and the Will Gauge abilities (except Lock On) are geared towards battleship vs battleship combat, my specialty.

Protesia Naito ("Fierce Attacker")

- Stats: 4 levels of Attack, 1 level of Melee, 1 level of Range

- Attacker

- Guts lv3

- Infight lv3

- Gunfight lv3

- Critical lv3

- E-Save lv3

- Will Gauge: Will Power, Defense Pierce, Finishing Attack, Fast Combat

- Pilot Techniques: Ultimate Attack, Barrier Punch, Rapid Fire?

- Spirit Commands: Concentrate, Sure Hit, Duty, Charge, Hot Blood/Spirit, Resupply

With offense making at least an attempt at a return, Protesia's back to cut you into tiny tiny bits. =P While not the "master of the Ryune Offense and the Chouta Offense" she was back in SCv2, as both have effectively been watered down into nonexistance, she does have aspects of both her SCv2 Personal Trooper Pilot self as well as Viction the Brave Pilot in SCv3, mixed with more offense and a dash of evasion (it's easier for you to stack ally evasive effects than it is to stack ally defensive effects, thus Guts over Potential). Once she gets going, she can pull off +145% damage on a critical attack.

Curial Fenezza ("Ally Support")

- Stats: 4 levels of Evade, 2 levels of Skill

- Engineer lv3

- Logistics Support lv3

- Concentration

- SP Boost lv3

- Anima Spiritia Boost

- A-Class Jumper

- Will Gauge: Flawless Barrier, Flawless Evasion, Boson Jump, Evasive Maneuver

- Pilot Techniques: Song Memory x2, Quick Repair

- Spirit Commands: Trust, Prayer, Hope, Honor, Resupply, Resurrection

The exact same support character I've had from way back in SCv1. I'm using Curial over Shomaia the Genius (whom I've used in SCv1 and SCv2) because of the slight tint of Martian Successor-ness in her ability list. Just like now, she's got all the support abilities she could ever want, on top of Anima Spiritia Boost (and thus my SES-specific specialist pilot will go poof). Her main goal is to support allies while dodging the frequent enemy attacks coming at her.

Aurelia Halegoode ("Evasion/+TDC Psychic")

- Stats: 4 levels of Accuracy, 2 levels of Evasion

- Newtype

- Guts lv3

- Recognition

- Attacker

- Gunfight lv3

- Fighting Spirit

- Will Gauge: Newtype Flash, Barrage, Psychic Pressure, Focused Attack

- Pilot Techniques: Steady Shot, Throw Weapon, Leg Snipe?

- Spirit Commands: Sure Hit, Concentrate, Greater Duty, Refuel, Boost, Hot Blood

Again, almost entirely the same as the SCv2 and SCv3 character, focused on increasing her unit's +TDC to astronomical heights (with just her own pilot abilities, she can have a constant +70% TDC with all pilot abilities active, with the ability to bring that up to +100% every other turn or +170% every fifth) and then throwing high powered attacks that must be dodged. Fighting Spirit is there as between Recognition, Attacker, the Will Gauge, and unit inherent systems such as Biocomputer and Zero System that she'll be frequently using, reducing the initial activation time of all those abilities by a turn really helps out.

Halis Cleria ("Defense/Damage Psychic")

- Stats: 4 levels of Attack, 2 levels of Defense

- Newtype

- Telekinesis

- Guard

- Infight lv3

- Potential lv3

- Meikyo Shisui

- Will Gauge: Thrust, Flawless Barrier, Flawless Body, Miracle

- Pilot Techniques: Hyper Charge, Barrier Punch, Mega Smash

- Spirit Commands: Greater Perseverance, Iron Wall, Refuel, Spirit, Belief, Direct Attack

This one is mostly toying around with an damage/tanking Psychic pilot as opposed to Aurelia's Dodging/+TDC build. I'm a little hesitant about this one, and so it could undergo a bit of tweaking before this would be added to my ARC. While he's moderately good at reducing damage straight up, his main skill is being good at reducing damage through barriers, namely the TK Field.

Still to come is a pure evasion focused pilot of some nature, an all around balanced pilot not focused on any one thing, and specialists galore, oh my!

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so when you create a new character, how much are you going to give?

500 pp won't exactly get you anything to start with other than a real empty template pilot (which I guess represents a novice pilot, but that is harsh for those who are trying to gain skills)

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so when you create a new character, how much are you going to give?

500 pp won't exactly get you anything to start with other than a real empty template pilot (which I guess represents a novice pilot, but that is harsh for those who are trying to gain skills)

Since you get 6 free skills from the start, it isn't that bad.

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so when you create a new character, how much are you going to give?

500 pp won't exactly get you anything to start with other than a real empty template pilot (which I guess represents a novice pilot, but that is harsh for those who are trying to gain skills)

Since you get 6 free skills from the start, it isn't that bad.

but compared to our character system we have right now?

sure it's better than novice, but the it still is weak

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so when you create a new character, how much are you going to give?

500 pp won't exactly get you anything to start with other than a real empty template pilot (which I guess represents a novice pilot, but that is harsh for those who are trying to gain skills)

It could be possible that we might amp up the starter PPs (in which, then we must up the requirements for the Base Defense Duty Side-Mission), for now, we're sticking with 500 PPs.

And Kold, er... y'know that these Pilot set-ups here are for testing. Once we switch over, all your PPs'll be resetted back and you can redistribute however you wish for that pilot.

ETA:

but compared to our character system we have right now?

sure it's better than novice, but the it still is weak

That's not weak, Akita. The new pilot deals we're doing now can be equal to the Yuusha or Commando pilots we currently have, and they can be even better!

Edited by Gyrus Mackings

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Um, really, the majority of existing classes actually end up inferior in some degree to what you're going to start with here. As said on the first page, though, you can't compare this to -all- of them, since some of the current ones are just outrageous, and we'd have slashed them at the knees anyway.

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Alright, I'm gonna try this...

Alan Thompson ( Yuusha-type build )

SP Count: 100

Countercut Cost: 5 AP

Countershoot Cost: 6 AP

Stats:

Melee Level 2:

[F]-type Damage +25%, Countercut Cost -1

Defense Level 3:

Damage Received -15%

Skill Level 1:

Countercut/shoot Cost -1, Shield Usage +2

===================

Seishins:

1) Iron Wall: 40 SP to cast. Gain Damage Received -75%.

2) Greater Perserverance: 50 SP to cast. Recover all HP.

3) Resist: 15 SP to cast. Gain Damage Received -25% .

4) Recharge: 50 SP to cast. Recover all EN.

5) Sure Hit: 25 SP to cast. Target Dodge Cost +50% and disable all Evasive Secondary Defenses.

6) Courage: 80 SP to cast. Gain the effects of Accelerate, Charge, Sure Hit, Resist, Hot Blood and Direct Attack

==========

Skills:

1) Unit Specialisation (Defensive): Braves (Level 3)

When in a Brave unit, gain the following bonuses:

- Damage Dealt +30%, Damage Received -10%, Target's Dodge Cost +15%

2) Bodyguard (Level 3):

When Support Defending, gain the following bonus:

- Damage Received -20%

3) Infight (Level 3):

- [F]-type Weapons gain Damage Dealt +30% and Target's Dodge Cost +10%

4) Final Attack:

- When you receive a fatal attack, receive it, and gain an additional attack phase with Weapon Damage +50%

5) Potential (Level 3):

- While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%.

- While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20% instead.

6) Guard:

- Gain Damage Received -15% when activated. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

===============

Pilot Techniques:

1) Shin Hissatsu Ougi: Ultimate Weapon technique

2) Hyper Charge: Hyper Charge technique

3) Rapid Fire: Rapid Fire technique

===============

Will Gauge:

- Will Power: Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Will for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific pilot skill (such as Psychic Energy, Meikyo Shisui, etc.) that you do not have

- Miracle: Costs 6 Will. Negate up to 20000 damage from the first attack phase you receive this turn (resolved before any other pilot abilities).

- Finishing Attack: Costs 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%

- Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

EDIT:

I decided to use the Brave Pilot class as a basis for this build. Starting from this, I put Defense at Level 3 and Melee at Level 2, because most of the Braves I use have mostly [F] or [H] Weapons. With one Stat Point left, I decided to use it in Skill for the Shield usage.

For the Skills, I took the 4 skills of my Yuusha plus Potential and the other skill I wanted but that I couldn't have due to no space. This makes for a melee-type Super Robot pilot with lots of defense.

LATER: I realised I could have techniques. So I went and chose one in each of them, so this build would be versatile, because it would work well with any type of weapons. And I also realised, later, that seishins could be had in the Prototype test.

Edited by Lone Wolf

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Um, really, the majority of existing classes actually end up inferior in some degree to what you're going to start with here. As said on the first page, though, you can't compare this to -all- of them, since some of the current ones are just outrageous, and we'd have slashed them at the knees anyway.

hence the reason why I keep losing...

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This system seems pretty killer, me likey. However, it seems like the Skill stat will get no love, and why isn't there a Unit Specialization (Offensive)? Also, taking Range and Melee 1seems to be a better idea than taking Attack at all except in certain circumstances (balanced attack).

Nick Lilton (DC-based Psychic)

SP: 100 CC: 7 CS: 6

Stats:

Evade ** (DC -10%)

Acc** (TDC +15, CS cost -1)

Melee * ([F] Weapon damage +20%)

Range * ([+] Weapon damage +20%)

Tension Gauge:

Barrel Roll (2)

NT Flash (2)

Strafe (5)

Psychic Pressure (5)

Skills

Guts L3

Recognition

NT

Lucky/Leadership/Toukon

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Unit Spec already gives you bonus damage. Besides, the separation is supposed to be "RR" and "SR". Whether a unit is a good damage dealer is still just a subset of whether they can dodge well or tank well.

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This new system looks pretty good. Everyone having a will gague makes things more unpredictable.

Anyway, here's my attempt at a fairly balanced Real-type pilot with a slight bias towards accuracy with a complete skill list.

Name: Velfarre Gray

Pilot Class: RR Hero

Max SP: 100

Skills & Abilities:

- Dodge Cost -10% [Evade Lv2]

- Countercut Cost: 5 AP [skill Lv2]

- Countershoot Cost: 5 AP [skill Lv2]

- Shield Usage +3 [skill Lv2]

- Weapon Damage +10% [Attack Lv1]

- Target's Dodge Cost +10% [Accuracy Lv1]

Skills:

- Counter

- Recognition

- SEED Mode

- Critical

- E-Save

- Gunfight

Will Gague:

1 Will

Thrust Charge: Costs 1 Will. Your first attack phase this turn gains Target's Countercut Cost +50%.

2 Will

Barrel Roll Jump: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

3 Will

Defense Pierce Foul Play: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

5 Will

Iron Will Plot Armour: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead.

Edited by Velfarre Gray

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cool

a thought for [H] weapons why not make it that the highest stat affects it. If say you got 20% for [F] and 10% [+] then the [F] bonus will affect [H] only and vice versa

as for stats here's my remade Sniper

SP: 200

CC: 6

CS: 5

Stats:

Level 1 Attack

Level 1 Range

Level 2 Accuracy

Level 1 Evade

Level 1 Skill

Skills:

1) Critical Lvl 3

2) Gunfight Lvl 3

3) Concentration

4) Lucky

5) Recognition

6) Sniper

Seishin:

1) Intuition

2) Concentrate

3) Snipe Attack

4) Greater Duty

5) Belief

6) Awaken

Technique

1) Leg Snipe

2) Body Snipe

3)

Will

1) Missile Lock

2) Barrel Roll

3) Lock On

4) Focused Attack

Still thinking of what to do with technique but basicaly it makes you think twice before dodging, also would like to comment that the Beam Countercut/shot thing needs to be updated, i think it still uses the old version

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what happened to the skill that gives you 2 additional Will Gauge abilities?

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It was only mentioned, not actually written out. I'll do that later though.

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