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Author Topic: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars J)Current Series: Voltes V  (Read 101698 times)

Seriyu

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #30 on: April 01, 2012, 08:42:40 pm »

And finally, the end of my enormous string of consecutive posts, the ROBOT ROLL CALL is up in the second post. It has information about how units perform in SRW J, the music that plays when they are in battle, and most importantly, VIDEOS OF THEIR BATTLE ANIMATIONS. I can't say this enough, the animation in super robot wars is FANTASTIC. You NEED to watch these videos, they really show off why people love this series way better then screenshots. The music is pretty nice too. A particular favorite it's tekkaman blade's music, "Reason".

Also, the results of favorites
Gundam seed 2
Tekkaman 2
Mazinger 3
brainpowerd 1
G gundam 3
Originals 2

Three way tie for third place, I'll go ahead and say gundam seed since I haven't favorited them yet.

SO
Mazinger
G Gundam
Gundam Seed
« Last Edit: April 01, 2012, 08:48:44 pm by Seriyu »
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Seriyu

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #31 on: April 02, 2012, 04:53:12 pm »

And I'm skipping today as far as updating so people can get caught up.

With that said, does anyone have any criticisms you'd like me to improve on? Talking too much? Not talking enough? (pfffaaahaahaahah) Issues with how screenshots/dialogue is handled?

Lemme know! The story takes a little bit to get into the whole "six plotlines from seperate shows at the same time" stage, but it's coming.

Furtuka

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #32 on: April 02, 2012, 05:20:04 pm »

I would kinda like it if more dialogue is directly lifted into the text. I mean like script format.
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Seriyu

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #33 on: April 02, 2012, 05:35:50 pm »

hhhhmmmmmmmm, I've been thinking about just transcribing all of it...

Because you're right, a lot of the dialogue is fairly nice, interactions between the series and whatnot, and frankly just summarizing it has proven to be less work then I thought, so...

I think I'll give transcribing the entirety of the first mission dialogue, since I'm going through it again to pick favorites anyway (and replace the current posts with it, obviously), and see how that goes. This might result in slower updates, but frankly I feel I've been updating pretty quick anyway so that's probably not a huge loss. :P

EuchreJack

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #34 on: April 02, 2012, 05:51:31 pm »

I wonder if the suggestion was instead to replace the screenshots of dialog with text, to reduce the size of the updates and decrease page load times.

I'm really curious and excided to hear about unit updating (which I assume is where you left off).  :D

Seriyu

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #35 on: April 02, 2012, 06:02:21 pm »

You would be correct! It's largely what keeps things fresh through different playthroughs, it's a nice little system.

And I can do that too. That actually ends up with less work (read, uploading fifteen screenshots and fiddling with image tags) for me, so I'm  happy to do that. I.. think I'm gonna transcribe more of the text anyway, and maybe just summarize the fluff, though. I'm really happy with how the battle stuff turned out text/dialogue wise.

Nontheless if anyone feels differently about how I should present the pre and post mission dialogue/battles let me know! I'd like to get this nailed down as soon as possible, and after all you're the guy's reading this stuff in the end.

EDIT: Incidentally I'm about to upload a "pure transcribing" example in the third post, first story segment. Take a look if you like!
« Last Edit: April 02, 2012, 06:04:03 pm by Seriyu »
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Furtuka

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #36 on: April 02, 2012, 06:03:36 pm »

My suggestion was unrelated to screenshot frequency. You got it right the first guess
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Seriyu

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #37 on: April 02, 2012, 06:26:45 pm »

Alrighty! With that said, is there anyone here that is concerned with screenshot frequency? Because I have an idea for that.

It... doesn't lower the screenshot frequency PERSAY, but it does result in you being able to read the update irregardless of if the images have loaded.

Seriyu

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #38 on: April 02, 2012, 09:29:08 pm »

Alright, updated the pre-mission dialogue. tomorrow, I'll update the post mission dialogue to the new format, and throw out a mini update of the intermission screen. Along with a new (Very simple to begin with, getting more involved as we progress through the game.) decisions or two for you guys to make. But we'll see them tomorrow.

Seriyu

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #39 on: April 03, 2012, 06:38:23 pm »



Annnnnd we're baaaaack.

I'll just go down the list here.


Pilot stats - Just take a look at pilots stats. Let's take a look at Hyoma's stats.




Fairly standard stats for a super, although defense is a bit low, as we covered. As a side note, stat defense does not effect the damage reduction from a barrier in any way. They are entirely seperate, IE, it applies the defense of the unit, then applies the barrier reduction. On his second page, however, we have a special skill. "Potential Lv3". Potential is a VERY good skill for ANY pilot, and super robots tend to get it more then real robots what with the burning passion and whatnot. What it does is it raises all of your defensive stats and critical rate when your HP is low. If you get lucky and hit like 20 HP, this can get pretty amazing. Higher level is better, AND, since this is a natural skill, it will level up with the pilot. Pretty spiffy. Let's move on.

[Pilot Training]

Pilot training - Add points to the pilots stats. I'm fairly sure a level bumps up all the stats by a fairly hefty margin, but I've never actually looked. Let's take a look. Hyoma got 2 levels, so he has 2 points, akito has 1, so he gets one. Basic.





I won't be adding any stats right now. You'll know why at the end of the post!

[module screenie]

Modules - Modules are in essence equips for pilots. Usually raise stats, occasionally give a rank in a specific skill. Can be handy. Do note a skill gained via module will not level up naturally.

Transfer - Here's where things get interesting. You can swap some pilots around to different robots. Unfortunatly this is not one of the game where you can switch a pilot to a robot out of their series. So only Switching people inter series. Still has some interesting possibilities. There are more limitations, like only pilots with IFS being able to pilot aestivalises.

Unit stats - same as pilot stats, but with robots! How bout that. Let's look at akito's aestivalis.


(The 4 aesties here are all 4 of it's frames. We'll look at the space frame.)



Terrain is general performance on that terrain. A is Air, G is Ground, W is Water, S is Space. The 0G frame does well in water and space. A B rank in a terrain isn't the end of the world, a C rank implies much lower movement speed, lowered hit/dodge rates, and general terrible things. Most units have a C rank in water, so, keep them out of the water. S ranks implied upgrade movement speed in that area, increased rates, and general good things! They do not occur naturally, but we'll get to that later. Mobility and armor do what you'd think. Movement same. SIZE! Size is interesting. An Aestivalis is S (Small). This means it gets hit rate bonuses against anything above small size, and damage penalties on anything above small size. Vice versa for anything below small size. For reference, Your average gundam is Medium sized, and a human is Extra Small (SS) Now, looking down. They also have abilities! (We'll get to parts later). Exchange is the capacity to be swapped out while loaded in a battleship with another unit that isn't currently on the field, not that any of our battleships have that ability yet. Distortion Field is the field we saw last mission, and G. Wave Antenna will be easier to explain next mission. Onwards! To the interesting part.




UPGRADES! The main way our units are going to stay competitive as the enemies scale up! EN is the cheapest to upgrade, starting at 1000 a pop, and ending at 6000, which is good because the majority of units use EN for SOMETHING at least. (IE, first pip costs 1000, last pip costs 6000). Most expensive is mobility, starting at 5000, ending at a whopping 30 thousand. I'd say these are all fair values, as any unit with good mobility is in essence invisible because they haven't invented aim correction in these games yet. (A little reference for the cool kids.) I will not be upgrading anything yet. You may know what your decisions are now! We'll get to that later. For now, math. The way stats work is this. Your total evasion rate is evasion stat x robot evasion value. So in this sense, if you've upgraded your robot a lot, a single point can make an enormous difference. This works similarly for armor, and weapons, multiplying defense value by armor value and melee/ranged value by the weapon power. Moving on.



WEAPON UPGRADES! Same as the other upgrades, but for offense. You upgrade all of the weapons simultainiously, so this is fairly expensive, starting at 8000, and ending at an enormous 54000. As of now our weapons are doing perfectly fine, I see no reason to upgrade them. But you're in charge. (at the end of this post)



Parts - Parts provide various bonuses like modules, except for robots. As of now we only have two consumable parts which are useless, and worth 5000 funds, which is way more then I value them at. I'll be selling them. Aside from that when we get parts and modules you'll be picking them too. ONWARD.



Unit Variants - How you switch frames on aestivalises. There are more units that use this later, including the gundam seed units, but overall it's at a minimum, for the best really. The menu is a nightmare to navigate without sixty hojillion units that use it. The next mission is in space so I'll be keeping the 0G frame on. I'll detail the different frames as we use them.

Change BGM - Changes the BGM for some units into BGM's for other units. I feel most of the music in this game is pretty good, so I won't be using it, and it's fairly inconsequential for you given that this is a screenshot LP anyway.

Save Data - If you don't know what this is, you may not know what a video game is and I'm kind've wondering how you got here at B12 to begin with.

Sell Items - You can sell parts for cashes. The better the part, the more money. Standard. Ends up the value for the propellant tanks and such is only 500. STILL more then I value them at.

Reference - The in game glossary. Handy, but not really relevant to the person viewing obviously.

Weapon Names - We can name the weapons on our original mech. It is coming, don't worry. I'll show the names off later, in the process of .

Puzzle Robo - A little minigame kinda thing that gives you a specific layout of units at a specific health value, with hit rates always at 100%. It's neat, but I'm terrible at it. I play it anyway because it gives out cash and parts. (Gives out more consumable parts right now so.) A new one unlocks every stage that's completed.

Next Map - Move on to the next map.

And that's that. Now, tell me what to upgrade, and what stats to upgrade on the pilots.

Don't worry about overshooting our cash, although do try to get as close as possible obviously. We currently have 14300 cash, after selling those parts and doing puzzle robo. If you want to save it up for some reason, mention that. Everyone gets a vote, be as complex or as simple as you like. Here are the specific values for each pip. Cost is per pip, not total.

As Boksi brought up If you just wanna say "upgrade this guy, and that guy", that's fine too. If you wanna go in depth, feel free! Complexity is not required, but if you enjoy going in depth, go nuts!

HP
1st pip = 2000
2nd pip = 4000
Goes up by 2000 each pip.

EN
1st pip = 1000
2nd - 3rd = 2000
1st pip is 100, from there on every two pips it goes up by 1000.

Mobility
1st pip = 5000
2nd pip = 8000
3rd = 10000
4th = 13000
5th 15000
Every first pip goes up by 3000, second pip by 2000, 3rd by 3000, etc. Alternates.

Armor
1st pip = 3000
2nd pip = 8000
3rd = 8000
4th = 10000
5th = 15000
6th = 20000
7th = 25000
Increases linearly from there.

Weapons.... are all over the place, depending on how many weapons they have. Just ask to upgrade weapons, specify before or after normal upgrades and if possible I'll throw it in. I'd save a about 15 thousand even for just the initial upgrades.

Anyway. MAKE YOUR CHOICES!

If you want to see specific stats, values for anything really, lemme know who you want to see them for, pilot or robot. I'll be keeping an eye on this thread for said request. Also note, upgrades to any of akito's frames carry over to the other frames. You have until tomarrow when I start the update. GO
« Last Edit: April 03, 2012, 07:47:06 pm by Seriyu »
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Boksi

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #40 on: April 03, 2012, 07:17:18 pm »

To be honest, asking for such detailed interaction is a bit much for a simple LP. It'd probably be better for people to give more general commands, like 'Upgrade Nelly and Hime Brains' or 'Sink all our money into Boss Borot'.

And at this point, I don't think you even need to upgrade anything, so I'm not going to suggest anything.
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Seriyu

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #41 on: April 03, 2012, 07:34:11 pm »

Yeah, if people don't want to go all indepth for specific pip amounts and whatnot, just say, like boksi said, "upgrade that guy and the other guy". You don't really need to go indepth if you don't want!

I just put all the values up there just in case.

EuchreJack

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #42 on: April 03, 2012, 07:35:04 pm »

Nah, I think the DF community can handle complexity!    :D

But to be honest, the LP thus far leads me not to want to put any money into our current units.  I'd like to save up for a truly good pilot/robot combo.  What I'd like to know is what are will we have to use a lot.

That being said, could be see the info for the Nadesico and Yurika?

I'm sort of tempted to dump a lot of money on the cook.  My desire to powergame matches my desire to prop up the underdog.

Seriyu

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #43 on: April 03, 2012, 07:44:55 pm »

You got it!

Yurika

Melee-93  Defense-95 Evade-90
Range-144 Ability-173 Hit-128

Annnd, she has the skill "Command" at level 1, which raises the stats of units within two tiles of her, which isn't really a big concern as far as upgrades go, as it doesn't depend on her stats at all, but I figured I'd get it out there anyway. :P

Annnnnd The Nadesico.

HP-13800 EN-280

Terrain ratings Air: A Space: A

Mobility:65 Armor:1200

It has a distortion field, same as the aesties, annnd it'll regen a small amount of it's energy per turn. However, most of it's weapons and the defensive field it uses all use energy. The gravity blast uses 40, and the MAP attack version (What it used at the end of the first chapter, basically an AOE) uses 60.

The field reminds me, I forgot to mention in the update, the damage reduction from any defensive fields is not effected by stats or lack thereof in any way. It applies the normal defense of the robot, then the barrier, entirely seperately from one another.
« Last Edit: April 03, 2012, 07:49:01 pm by Seriyu »
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EuchreJack

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Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« Reply #44 on: April 03, 2012, 07:55:32 pm »

What does the "ability" stat do?
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