01-12-2009, 03:38 AM
THIS GAME IS IN BETA! BY PARTICIPATING, YOU ACKNOWLEDGE THAT RULES AND PART SPECIFICATIONS MAY BE CHANGED FOR BETTER BALANCE, AND YOU WILL NOT RECEIVE AFTER-THE-FACT VICTORIES OR REFUNDS!
This is something I'm wanting to set up.
1.0: Introduction
The year is 3050 AD. Mankind is on the brink of extinction, as a result of alien oppressors looting the planet for its resources.
A secretive government program has created gigantic, heavily armed robots known as Agile Weaponry for their impressive agility, considering the load being carried. The AW units are only partially mechanical, however; large portions of their internal systems are organic and semi-sentient, capable of reforming themselves after a battle in order to increase their own power. Combined with intelligent upgrading of mechanical components, the AW units could be key to eliminating the aliens...
However, AW units cost millions to produce; it's not an option to allow them to develop against the aliens, where many will be lost. So, a decision was made. The best pilots across the world will be given AW units, and made to do battle; a referee is to ensure that certain rules are adhered to, to prevent excessive damage to either unit. Through these battles, it is expected that, eventually, ten AW units will reach their apex of potential, and a squadron can be formed to go to the alien spaceship and destroy it...
2.0: Battle Rules
2.1: Stats
Each AW has seven stats.
Shield: The AW's shield energy. Once it's brought to 0, further damage will cause harm to the AW; thus, the AW must leave battle at 0 Shield.
Projectile: Strength of projectile weaponry. This is added to the strength of an individual weapon being fired.
Melee: Strength of melee weaponry. This is added to the strength of an individual melee weapon being used.
Speed: AW's speed, in km/h. Higher speed allows the AW to move before the foe. Additional gear will detract from speed, with the exception of thrusters. In the event of a tie, flip a coin.
Agility: AW's speed for shorter actions such as dodging an attack or punching. Higher Agility increases dodge rate, accuracy, and moves per turn. Agility cannot drop below 5.
Accuracy: AW's ability to hit a non-stationary target. Is subtracted from foe's dodge rate when dodging.
Dodge Rate: AW's ability to evade attacks. Dodging is automatic, unless it's specified that you DON'T want to try to dodge an attack. Maxes at 50, discounting parts.. Percent chance of dodging.
2.2: Standard Ruleset
1. The Referee must terminate battle when one AW reaches 0 shielding. If he/she fails to do so, he/she must split the damaged AW's repair fees with the "victorious" combatant.
2. If the Referee fails to terminate battle, the winner may take over and do so. This will result in doubled payout, the additional money being courtesy of the Referee.
3. The winner of a battle will receive 15 XP per opponent level. The loser will receive 5 XP per their own level.
4. The bank will issue $500 per opponent level to the winner of a battle.
5. No civilians can be harmed or placed in harm's way, lest the guilty party's AW be revoked.
6. Damage is anywhere from 85% to 105% of the total weapon power.
7. Each AW has four moves per turn. Two of these can be linked, giving the opponent no chance to move between them. Every 10 Agility adds 1 move per turn, 2 accuracy, and 2 dodge rate.
8. Flight increases attack options significantly by increasing potential angles of attack, and adds 10 to dodge rate against groundbound melee attacks.
9. Levels are gained at doubling amounts of XP- level 2 is at 10, level 3 is at 20, level 4 is at 30, and so on. Each level adds 3 to all stats, and 3 to all part bonuses.
10. It is only possible to have one weapon of a given type (projectile/melee) and subtype (scattershot, homing, etc...) equipped at one time. Thrusters do not add to speed, but instead replace current thrusters. Likewise applies to armor.
11. For each 5 km/h subtracted by part weight, subtract 1 Agility.
2.3: Battle Setup
The Referee must use this template to provide an overview of the current state at the first post in a battle and at the beginning/end of each round:
Pilot Card 1 (challenger)
vs.
Pilot Card 2 (challenged)
Battlefield State: (initial state specified by challenger; adjust for changes during battle)
3.0: Errata
All rules here are supplanted by rules added by parts.
This is something I'm wanting to set up.
1.0: Introduction
The year is 3050 AD. Mankind is on the brink of extinction, as a result of alien oppressors looting the planet for its resources.
A secretive government program has created gigantic, heavily armed robots known as Agile Weaponry for their impressive agility, considering the load being carried. The AW units are only partially mechanical, however; large portions of their internal systems are organic and semi-sentient, capable of reforming themselves after a battle in order to increase their own power. Combined with intelligent upgrading of mechanical components, the AW units could be key to eliminating the aliens...
However, AW units cost millions to produce; it's not an option to allow them to develop against the aliens, where many will be lost. So, a decision was made. The best pilots across the world will be given AW units, and made to do battle; a referee is to ensure that certain rules are adhered to, to prevent excessive damage to either unit. Through these battles, it is expected that, eventually, ten AW units will reach their apex of potential, and a squadron can be formed to go to the alien spaceship and destroy it...
2.0: Battle Rules
2.1: Stats
Each AW has seven stats.
Shield: The AW's shield energy. Once it's brought to 0, further damage will cause harm to the AW; thus, the AW must leave battle at 0 Shield.
Projectile: Strength of projectile weaponry. This is added to the strength of an individual weapon being fired.
Melee: Strength of melee weaponry. This is added to the strength of an individual melee weapon being used.
Speed: AW's speed, in km/h. Higher speed allows the AW to move before the foe. Additional gear will detract from speed, with the exception of thrusters. In the event of a tie, flip a coin.
Agility: AW's speed for shorter actions such as dodging an attack or punching. Higher Agility increases dodge rate, accuracy, and moves per turn. Agility cannot drop below 5.
Accuracy: AW's ability to hit a non-stationary target. Is subtracted from foe's dodge rate when dodging.
Dodge Rate: AW's ability to evade attacks. Dodging is automatic, unless it's specified that you DON'T want to try to dodge an attack. Maxes at 50, discounting parts.. Percent chance of dodging.
2.2: Standard Ruleset
1. The Referee must terminate battle when one AW reaches 0 shielding. If he/she fails to do so, he/she must split the damaged AW's repair fees with the "victorious" combatant.
2. If the Referee fails to terminate battle, the winner may take over and do so. This will result in doubled payout, the additional money being courtesy of the Referee.
3. The winner of a battle will receive 15 XP per opponent level. The loser will receive 5 XP per their own level.
4. The bank will issue $500 per opponent level to the winner of a battle.
5. No civilians can be harmed or placed in harm's way, lest the guilty party's AW be revoked.
6. Damage is anywhere from 85% to 105% of the total weapon power.
7. Each AW has four moves per turn. Two of these can be linked, giving the opponent no chance to move between them. Every 10 Agility adds 1 move per turn, 2 accuracy, and 2 dodge rate.
8. Flight increases attack options significantly by increasing potential angles of attack, and adds 10 to dodge rate against groundbound melee attacks.
9. Levels are gained at doubling amounts of XP- level 2 is at 10, level 3 is at 20, level 4 is at 30, and so on. Each level adds 3 to all stats, and 3 to all part bonuses.
10. It is only possible to have one weapon of a given type (projectile/melee) and subtype (scattershot, homing, etc...) equipped at one time. Thrusters do not add to speed, but instead replace current thrusters. Likewise applies to armor.
11. For each 5 km/h subtracted by part weight, subtract 1 Agility.
2.3: Battle Setup
The Referee must use this template to provide an overview of the current state at the first post in a battle and at the beginning/end of each round:
Pilot Card 1 (challenger)
vs.
Pilot Card 2 (challenged)
Battlefield State: (initial state specified by challenger; adjust for changes during battle)
3.0: Errata
All rules here are supplanted by rules added by parts.