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Umbaglo

Chapter 3 Annex C

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Upgrading and Evolution

As mechs are used in combat, they and/or their pilots and/or their maintenance crew tends to find ways to improve their performance through tuning, or use the data to develop entirely new machines and weapons. In the SimChamber, we represent this through Upgrading and Evolution, using a special currency called Unit XP.

Unit XP

Unit XP is a generic, account-wide pool of XP that can be spent on your units to increase their stats and rank, and also potentially unlock new abilities or entirely new forms. When a unit is used in a SimChamber battle, it generates an amount of Unit XP equal to it's Rank (rounded down), which is added to this pool. Some items, spells, and abilities may also grant more Unit XP during battle, and there may also be items to grant players lump sums of Unit XP directly. Regardless of the source of Unit XP, it is kept track of in your CD, showing where it came from for audit purposes.

Upgrading Units

So, once you get some Unit XP, what do you do with it? Unit XP can be taken from your pool and spent on one of your units to increase it's rank and stats in half-rank increments (a half Rank is referred to as a "Kai", Japanese for "Custom"). In order to improve a unit's stats, you must spend twice it's current full Rank (ignoring Kai) worth of Unit XP on that unit. (ie 4 Unit XP is required to upgrade a Rank 2 unit to Rank 2 Kai, and another 4 Unit XP to upgrade it again to Rank 3. To upgrade to Rank 3 Kai, you now need 6 Unit XP.) Due to the way that base stats for a rank is determined, in order to have the unit's stats approximate the new rank it occupies, please use the following chart.

After upgrading a unit a certain number of full Ranks and Kais from it's original Rank, increase the unit's HP, DP, fixed-value reductions (such as Barriers, Thrusters, etc), and weapon damage and accuracy by the listed amount. For example, if you upgraded a Rank 3 unit to Rank 5 Kai, you will have increased it's rank by 2 Kai, so you would increase the stats by 94%, or x1.94.

Note that no unit can achieve a rank higher than Rank 15 Kai through upgrading in this fashion.

[table]Upgrade Chart

Rank Increase Modifier Rank Increase Modifier +Kai 15% / x1.15 +1 30% / x1.3 +1 Kai 50% / x1.5 +2 69% / x1.69 +2 Kai 94% / x1.94 +3 120% / x2.2 +3 Kai 153% / x2.53 +4 186% / x2.86 +4 Kai 229% / x3.29 +5 271% / x3.71 +5 Kai 327% / x4.27 +6 383% / x4.83 +6 Kai 455% / x5.55 +7 527% / x6.27 +7 Kai 622% / x7.22 +8 716% / x8.16 +8 Kai 838% / x9.38 +9 960% / x10.6 +9 Kai 1120% / x12.2 +10 1279% / x13.79 +10 Kai 1485% / x15.85 +11 1692% / x17.92 +11 Kai 1960% / x20.6 +12 2230% / x23.3 +12 Kai 2579% / x26.79 +13 2929% / x30.29 +13 Kai 3383% / x34.83 +14 3837% / x39.37 +14 Kai 4428% / x45.28 [/table]

Upgrade Inheritance

Many units in the SimChamber have various alternate forms. As such, if a unit that you Upgrade has a (Combine), (Transform), (Separate), or a Custom Module that changes it into an entirely different stat block, all Rank and Kai increases carry on to the new form. Units that have a replacement requirement do not have the upgrades carry over, for reasons to be covered in the next post.

Other units are obtained for free when purchasing another unit. For example by buying Getter-1 you receive Eagle Machine, Jaguar Machine, and Bear Machine for free. Unit such as this inherit all upgrades from their parent unit, in this case: Getter-1.

As a result of this, it is only possible to apply upgrades to a purchasable unit (whether obtained through the Hangar or the Bazaar) or one obtained through Remodeling or Replacement (see below). Note that remodeled and replaced units do not inherit their original form's upgrades.

Edited by Umbaglo

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Evolving Units

Many units in the SimChamber get such a significant upgrade or modification that they basically turn into a new unit, from anything from a series of small tweaks to an entirely new body being designed instead. In the SimChamber, we refer to all of these as "evolutions", and there's two main types of evolution: Replacement and Remodelling.

Remodelling

Remodellings are the simplest form of evolution. These units tend to be the result of upgrade projects in their original series; small sets of improvements and additional/changed weapons, or other incremental upgrades. As these units are generally acquired by just swapping parts, the acquisition method for these evolutions tends to involve credits. An example of this type of evolution is as follows:

Remodelling Cost: 20 Credits (ATM-09-ST Scopedog)

To own this unit, simply own the base form as stated in the new unit's Acquisition Method, and then pay the specified amount of credits the new unit requires. The new unit then entirely replaces the base form; unless you buy another copy of the base form, you lose that unit entirely, including any Customize Modules in the event that the base form requires any.

Replacement

As opposed to Remodelling, Replacement tends to be units that take combat data from previous fights to develop entirely new chassis or abilities. Some units even use this combat data to develop or unlock new weapons or abilities on their existing chassis. Since these units are generally acquired using combat data, the acquisition method for these evolutions tends to involve Unit XP. An example of this type of evolution is as follows:

Replacement Requirement: Rank 18 (CONCEPT-X 6-1-2 Turn X)

To own this unit, you need to upgrade the base form to the specified Rank and Kai. Once the base form is up to that level, you may choose to replace it for free with the new unit. The new unit then entirely replaces the base form; unless you buy another copy of the base form, you lose that unit entirely, including any Customize Modules in the event that the base form requires any.

Edited by Umbaglo

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Full Upgrade Bonuses

As higher rank units tend to have more abilities and weapons then ones of lower ranks, players may choose one of the following Full Upgrade Bonuses for every 5 full ranks they upgrade a unit, to help it keep on par with other units of it's rank. Unless stated, any bonus can be chosen multiple times. Any stat bonus adds to the bonus provided by the upgrades themselves. These choices, once made, are permanent and can not be changed.

  • +20% HP
  • +20% DP
  • +20% EN
  • +20% Weapon Damage
  • +20% Weapon Accuracy
  • +1 IS
  • Choose one non-Stockpile item you own. This unit is considered to be equipping that item at all times without taking up an IS. The chosen item is removed from your inventory when you take this bonus. The unit's Rank at the time this bonus is chosen must be at least 4 times the chosen item's Rank. In the event that the chosen item's Rank is increased after this bonus is taken, the item is removed from the unit, and you must pick a different bonus instead.
Edited by Mechalomaniac

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Ranking Down Units

You may choose to selectively rank down a unit that you have upgraded to meet a fight stipulation. If you do so, simply apply the upgrade bonus to the desired rank, as shown above. For example, if you have a Z-01 Lancelot that you have increased to Rank 8, but wish to use it in a Rank 7 fight, you would apply the bonuses as if its were increased by 2 full ranks rather than 3.

Three rules to note when ranking down units:

1) You may not rank a unit down below its original rank through this method.

2) Any rank-unlocked abilities will become locked again if the unit is dropped below the rank required to unlock them (For example, a VF-1A Valkyrie that is dropped below Rank 7 can not make use of Reaction Bombs.)

3) A unit will only retain full upgrade bonuses if its rank is still high enough to qualify for the full upgrade bonus. (Thus a Rank 5 unit would need to be rank 10 in order to retain its full upgrade bonus.)

Edited by Mechalomaniac

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