Main ThreadOOC Thread and Game Mechanics
PLEASE READ MECHANICS: BASIC and PARTS AND DEVELOPMENT for an idea how this works and how to submit attacks for a tournament round.
Combat works as thus:
When it is time to fight, you send a PM to me in this format:
Attack Preference
A1. Ranged: Assault Rifle
A2. Melee: Impactor
A3. Ranged: Missile Canister-
Defense Preference
D1. Tank damage (+25% Defense ratings/stats)
D2. Dodge (+20% Dodge Value)
D3. Dodge (+20% Dodge Value)
Jamming (if any)
J1: Jam D1
J2: Jam J1
J3: N/A
This works like rock-paper-scissors; A1 corresponds to Attack Round 1. Robots will attack with whatever command is assigned on A1. Robots will defend whatever attack A1 is on with D1.
Jamming takes precedence: You may jam any command on any round and it will happen 1/Jam Resist chance of the time, but you may not jam the same command twice.
Attacks
The game runs like rock-paper-scissors, so naturally each attack type has a natural advantage and disadvantage to another type. It is as follows:
Barrage/Heavy -> Ranged -> Melee -> loop around
When enemies attack on A1 and one is attacking with Melee and the other with Barrage, the Melee user gains a 25% bonus in ALL of his stats, minus weapon damage, weight capacity, HP and any of the jamming stats. The Barrage user loses 25% in ALL of their stats minus the same as above on the same round of attacking when using going disadvantaged.
Like Fire Emblem, of course, there are also inverted weapons, but those weapon types will be further developed as the tournament goes.
Game is calculated with a D100, and if you roll lower than your stat maximum, you succeed the roll. Likewise, if you roll higher, you fail the roll.
Jamming reduces an affected command's success rate by 50%. Jamming Criticals mean that the command is perfectly incapacitated; that is to say they automatically fail the roll. Jamming, however can be resisted by Jam Resist. That includes critical hits.
You may build Scanner-type items starting on the semi-finals: These take a Jam slot, but always succeed unless an opponent is jamming your scanner command. Scanners allow you to analyze an enemy's specific command on whichever slot it was assigned to so you can plan around it.
(e.g J1: Scan A2, I will then send you a PM detailing what an enemy's A2 is. You are then allowed to send me a revised command list so you can counter said enemy's A2.)
The winner of each round may improve a part on the Parts Repository page (yes, that means your opponents also gain the bonus). Since each improved part also gains weight, it means that you may be able to shunt enemies off certain setups by intentionally upgrading items until they weigh more than an enemy can carry them.
You may also develop new parts and use them instead. They start at +15 weight each. To make them gain weight, improve them.
You may not improve weapons. Weapons are developed at the end of each quarter.
You may change your loadout after each combat round. If doing so, please post a new character sheet in the Submissions Hall, with the rest of your bio/name options intact. Mark changes as red.
Your attack scores are put against your opponent's dodge scores. (e.g 50 dodge - 17 melee = 33 dodge) Dodge multipliers are calculated last, rounded off to the nearest integer. (... = 33 dodge +20% = 39.6 or 40)
If at the end of a combat round both of you and your are enemy still alive, both of you may submit another command sheet. You may not change loadouts at this point.
Perks (via parts) will be introduced at some point.