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Post by Avi_Protocol on Nov 14, 2006 22:50:26 GMT -5
I would like to suggest the idea of chip speeds. Basically, it and the Speed of our Navis determine how likely we can dodge an attack.
For Example, A Defender Navi uses a Cannon. Inreality, the Navi and the Chip's eecution time being kind of slow, the overal action would be kind of slow. So, taking that the chip's speed is 3 (Moderate Speed) the speed of the entire action would be 4. Which could semi-likely be dodged by a Speed Navi. However, the actions performed in direct succession to the first chip would gain a +1 Speed for each action used.
Maybe this idea is quite unacceptable but I do wish to see all of your oppinions! Thank you all!
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Post by Dalent Ω on Nov 14, 2006 22:56:38 GMT -5
For chip's like Cannon, were their firing speed does not actually have to do directly with the navi, speed would be appropriate to show how fast the attack actually moves. As for chips like WideSword, they wouldn't have a speed because their movement depends solely on the navi using it.
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Post by Avi_Protocol on Nov 14, 2006 22:58:47 GMT -5
Oh wait, your right! Sorry, I was just trying to remove any sense of God-Moding. I guess it was not needed.
Thank you, Dalent!
EDIT: I beg for all your forgiveness! I've posted this in the wrong board. Sorry...
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Zero2.0
Novice Netbattler
Posts: 16
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Post by Zero2.0 on Mar 9, 2007 20:15:52 GMT -5
i think that using a conon or any rgged chip shuold some ho evect the firing speed or how fast they pull the triger
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Zero2.0
Novice Netbattler
Posts: 16
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Post by Zero2.0 on Mar 9, 2007 20:16:20 GMT -5
but thats just me ;D
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Post by Aran on Mar 9, 2007 22:00:57 GMT -5
Dont Double Post....Edit please.
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Post by Dalent Ω on Mar 10, 2007 11:02:58 GMT -5
There's no trigger for a Cannon chip...
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Ray Za
Beginning Netbattler
.cubia//PROJECT_G.R.
Posts: 64
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Post by Ray Za on Mar 10, 2007 11:03:55 GMT -5
Well, like I said, something needs to be done to the speed system. First, imposing a maximum +Speed limit on Navis should be done. Something like limiting the max Speed of Navi's to [base+5].
Then steps should be taken to reorganise Chip speeds. Instead of looking at the relative "level" of the chip (as with Cannon, High Cannon, Mega Cannon and Giga Cannons), the Battlechips speed in the actual games should be taken into account. Obviously, making things completely linear as far as the execution speeds for chips go (all swords swinging at the same speed) would be boring, but it's painfully obvious (literally) that the likes of Spreader have the highest execution speeds in the game. The current Speed of 6 it's been given hardly reflects that when you look at Giga Cannon, one of the more difficult to hit with attacks (although this is due to set-up time), having a Speed of 20 (which, by the way, is plain stupid, missing with PAs is a mistake that is easily made, and requires skill to avoid).
Now, with a limit of Speed-class Navis at 10 Max Speed, and the average being 8 Max Speed, Spreader series should be placed at about 9 or 10, Vulcan series at about 9, and Airshot at about 6. This is assuming a player-controlled Rockman (in the GBA games) is capable of moving at an average of 5 Speed in this game and that most enemy Navis at higher versions are moving at between 7-10 Speed. Of course, these are chips with the highest speed. Wideshot can be moved round at Rocky's Speed, so it and anything about that Speed would be about Speed 4. 'Instant Hit' Chips like Sensors should probably be at about 12-15 Speed.
Now, Chips with Speeds dependent on other factors. Chips which require actual physical contact (Melee, i.e. Guts Punch) should be classed either at the Navi's Speed or at the very most +1. Swords and other weapons swung like this should be going at an average of X+2 (Sword/ElemSword/Blade Series'), but might be going up to X+3 or possibly 4 for the likes of Machine Sword and Hero Sword. Projectile speeds should be based on a fairly constant Speed of about 3 to 6 (as they're thrown at about the same speed by most Navis), Power Navis getting a +1 to all Projectile Speeds, since it just makes sense (although why they don't get a double PWR buster like Guts-type transformations for Rock gets me).
Lastly, you've gone stupid when writing Program Advances. Speed Navis with the right Folder and fire off Program Advances every other turn, and just let rip with high-damage chips and evade on the other turns. 1) [1,2,3,4] Charge PA. 2) [1] Use PA; [2,3,4] high power/effect chips/combos 3) [1,2,3,4] Charge PA, etc You get the idea, stuff dies fast, and PAs as they are are nigh-unavoidable. Reworking them as their non-PA counterparts +1 to 4 Speed might be a good start. Then, Gregar comes down to 10-15 Speed, because right now, it moves far, far too fast for anything to hit it, except Hyper Burst PA, Destruction Pulse PA and Timefreezing Chips, even despite it's large size.
Attack Speed = Navi Speed, attack moves at the same Speed as the Navi. Able to evade at 'average' range but difficult. An attack fired from a further distance should be reasonable to evade with normal evasion skills.
Attack Speed = Navi Speed +1, attack barely moves faster than the Navi. Very difficult to evade at 'average' range, but is still possible. Fired from a further distance it becomes easier to dodge, like an equal Speed attack at 'average distance'.
Attack Speed = Navi Speed +2 to 3, attack moves considerably faster than the Navi. It's extremely and almost impossibly difficult for the Navi to dodge at 'average' range. If it was a +2 Speed attack fired from a considerable distance, it becomes only as difficult as a +1 attack at 'average' distance.
Attack Speed = Navi Speed +4 or higher, attack moves way too fast for the Navi to evade at an 'average' distance. From a further distance, +4 Speed Chips become only just (with some luck) evadable like +3 Speed attacks at 'average' distance. As a rule of thumb, these are impossible to evade.
Attack Speed = Navi Speed -1, attack moves just slower than the Navi, and so is reasonable to try and evade at 'average' range. From a further distance, it becomes fairly easy to evade when trying.
Attack Speed = Navi Speed -2, attack moves at a speed which is fairly easy to avoid at it's 'average' range. From a distance it becomes very easy to dodge.
Attack Speed = Navi Speed -3, attack most slow enough to easily avoid, but still requiring some basic skill at 'average' range. At a distance, it starts to become a bit of a joke.
Attack Speed = Navi Speed -4, attack is just too slow to hit the Navi. It wouldn't usually be worth trying anything that would result in a Speed matchup like this. At a distance, you'll just get laughed at. A lot.
These being a sort of general idea as how the system with smaller numbers would play out. Of course, these would vary a lot depending on the attacks used (despite being far slower than a Buster, Wide Shot is still difficult to evade), and the state of the combatants and battlefield. If you jumped on someone, they'd have a bit of a problem trying to evade as you activated a Sword and it just went straight through them as it appeared.
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Post by Dalent Ω on Mar 11, 2007 17:47:10 GMT -5
You, my friend, are making me strongly go against what I stand for. Stongly. But that's good for you. I don't stand for letting a new member be staff. I hate doing that. Made that mistake a few times before, and it resulted in 1.) a bad/dead site, and 2.) missing staff. But you're one of the few I've seen that are promising from the get go (like Physics Breaker was in the old NBR).
Long story short, are you willing to join the Omega Psi Sigma (aka the admin team), and help the site?
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Ray Za
Beginning Netbattler
.cubia//PROJECT_G.R.
Posts: 64
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Post by Ray Za on Mar 13, 2007 17:51:01 GMT -5
I'm flattered that you'd ask me to be a member of staff, but as I said, I've got too much on at the moment (I'm pretty much typing this right before I go to bed after doing some schoolwork.) If the position is still open at a later date when I'm not slowly draining my energy reserves into levels where I supposedly shouldn't be able to function, (like 3 days running with no sleep,) then I'll gladly accept and give you a hand sorting the Chip Speeds and NPC Navi Speeds (just Slashman, I think - 14's too high), etc. if you haven't gotten around to it by then.
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Post by Twilight on Apr 6, 2007 18:46:25 GMT -5
Great idea I must say. Nice chart of descriptions by Ray Za there, too.
:poofty:
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