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Mech Combat Balancing Thread (Looking for testers to help!) Goto Page: 1 2 3 [>] [»|]

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T3rran

PostPosted: Mon Jan 31, 2011 5:40 pm
For all who are curious, this is a balancing sheet for a Roleplay that will become active once I feel the Mech's are balanced. For those who wish to know the timeline, here you go:

Time line:

2450: Samuel Hawkins invents the first bipedal robot effective for wartime use. This new war machine was called a Mech.

2453: World War III breaks out, with mechs as the new medium for war, those countries without are eliminated within the first few months.

2460: World War III ends in a truce between countries, an agreement that was found through a ravaged Earth no longer capable of sustaining human life. And as such, the human race leaves, expanding to the far reaches of the Galaxy.

2790: Scientists on the research station, Lumina, begin to notice small pockets of flora regrowing on Earth.

3025: Earth is back to life as it was in 2450, except there are no humans planet side, as human life cannot be sustained.

3110: The mechs that had been inactive since WWIII found a new use. With Earth as the medium, a new game emerged: Mech Combat. A fast past, gladiatorial game that can take place anywhere on planet Earth (except the deepest oceans) This game quickly spreads like a plague, and becomes popular fast.

3115: There is not a soul in the galaxy that does not know about Mech Combat. It's such a common thing to hear about, and it greatly affects life. There are games based on Mech Combat, cartoons, an actual show, and even movies. There is nothing more popular than Mech Combat.

3230: Earth reaches it's one hundredth orbiting space station designed for Mech Combat housing, shopping, garages, and others.

3235 (present day): Mech Combat is the single most deadly sport in the whole galaxy, despite the precautions taking place. There are tons of pilots. One of them is you. Will you be an ace pilot, becoming the best and most wanted? Maybe a team captain, leading your team to the top of the ranks? Or you're just a pilot who was unfortunately drafted, and you're just finish your contract so you can go home?  
PostPosted: Mon Jan 31, 2011 5:41 pm
Current Formula's:


Hit: Base roll + pilot skill = Hit

Dodge: Hit – (base roll + pilot skill) = Dodge.
If Dodge > 0, attack hits. Proceed to attack formula
If Dodge < 0, attack misses, no damage taken.

Attack: All weapons attached added, divided by 2 = Damage.

Defense: Armor+Hull= Health.

Battle: Damage - Health= New Health.
If New Health < 0, begin Survive Roll.
.

Survive Roll: Roll 1-12 the number rolled equals Survive.
If inverse of hull > Survive, pilot dies
If inverse of hull < Survive, pilot lives.
Example: -3 health. Roll a 4. 3<4, pilot lives.

((These are for my purposes and as of now are not the final formulas.  

T3rran


T3rran

PostPosted: Mon Jan 31, 2011 5:43 pm
Current Pilots:


Allan: Walker pilot. Basic weaponry (Melee, Ballistic). Skill: 20

Sam: Medium pilot. Basic weaponry (Melee, Ballistic, Beam) Skill: 20

Dean: Transformer pilot. Basic weaponry (Ballistic, Missiles). Skill: 20

Jason: Heavy pilot. Basic weaponry (Heavy Ballistic, Heavy Missiles, Heavy Beams). Skill: 20.

This pilot set is testing for a perfect combat situation.

((Test pilots I create will go here. I will also accept other test pilots with user created stats. It'll greatly help me out.))  
PostPosted: Mon Jan 31, 2011 5:45 pm
Current Mech Stats:


Walker: Starting Armor: 15 Hull: 25 Melee, Ballistic, Beam, Missile. No heavy. Weapon slots: 3

Medium: Starting Armor: 30 Hull: 40 Weapons: Melee, Ballistic, Beam. No Heavy. Weapon Slots: 4

Transformer: Starting Armor: 25 Hull: 35 Ballistic, Beam, Missile. May equip Heavy Missiles. Weapon Slots: 3

Heavy: Starting Armor: 35 Hull: 70 Cannot equip Melee. Weapon Slots: 5

These are the current Mech stats. They can be adjusted by upgrades, though I have not thought up the upgrade intervals, nor the prices, nor how many intervals.  

T3rran


T3rran

PostPosted: Mon Jan 31, 2011 6:07 pm
Current Weapons


XXXXXXXXXXXXXXXMeleeXXXXXXXXXXXBallisticXXXXXXXBeamXXXXXXMissile

Basic: XXXXXXXXXX5XXXXXXXXXXXXXXXX8XXXXXXXXXXX10XXXXXXXXX15

Reliable:XXXXXXXX7XXXXXXXXXXXXXXX13XXXXXXXXXXXx15XXXXXXXXx25

Advanced: XXXXXx12XXXXXXXXXXXXXXx20XXXXXXXXXXX23XXXXXXXXx40

Experimental: XXX15XXXXXXXXXXXXXXX41XXXXXXXXXXXx45XXXXXXXx55

Prototype: XXXXXX20XXXXXXXXXXXXXXx50XXXXXXXXXXx55XXXXXXXXx75



For Heavy weapons, add 10. to the Weapon number for the Heavy Weapon Levels.  
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