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Post by MMM Guide on Feb 4, 2012 15:34:00 GMT -8
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Post by MMM Guide on Feb 10, 2012 14:16:37 GMT -8
i. Battling Overview
Perhaps you read our name! We're the MegaMan Melee: A combat-oriented RP site!
Here at MMM, there are two organized systems, both of turn-based battling. This guide is meant to show you how to get started and do what needs to be done in order to carve your place into the fields of MMM glory.
You've made it here. You've created your navi. Your Navi's approved. You want to battle. First things first, you gotta find someone to battle! You can either PM someone to issue a challenge and wait for them to accept OR you can simply make an "Open battle" topic in which any foe may enter. If you're worried about a high-version battling your low version, or vice-versa, then you can issue your challenge with a limitation on what Version opponents you're willing to fight.
You can post your battle topic here for Stats battles and here for RP battling, but first you oughta know what to do.
ii. RP Battling
See this topic for the essentials of the battling. Once you open your topic and have the necessary information (in the linked topic), you begin. How do you fight? Simple: The person that begins (decided by random dice or choice) makes their opening post. Then the next person responds, counteracting the attacker with all of the grace and grammar and style they can muster to their aid, and so on and so forth until you've both exhausted your will to battle or you've reached your agreed-upon post-limit at which point your judge steps in and grades the combatants individually or together to determine the winner.
Typically, you are constrained to usual RP guidelines, and how well you do at this may be reflected in your judge's scoring of you. See the aforelinked topic for details on grading and battle spoils.
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Post by MMM Guide on Feb 10, 2012 14:25:08 GMT -8
iii. Stats Battling
Stats battling actually utilizes your hard-wrought stats. Now comes the mechanical layout of a battle:
- iii.a. Beginning
Once you have obtained a challenger, and before the battle starts, you both either check yourselves for the program "Initiative" or any other "Priority" effects that allow one to go first (or force one to go last) in battle. If you both have the same priority level, or don't have one at all, then you may or may not have farther turn-choice options. In actual, site-sponsored fights, there is always an absolute order to who goes first in a battle. The first item on the list should always be checked first before moving down the list until one Navi has an advantage over the other:
1: A Navi with a higher level of Initiative (discussed below) goes first
2: If no Navi has a form of turn Initiative, then the Navi who is higher versioned goes first.
3: If both Navis are of the same version, then the Navi with higher total EXP goes first.
4: If both Navis have identical EXP, then the Navi who was created first according to his/her/it's stats page goes first.
At the first point, we mention Initiative. Initiative itself is an advanced way of forcing a Navi to go first regardless of other effects. Initiative can come from multiple sources in the game, and turn-order for multiple sources of initiative can be worked out by calculating just how much initiative a given Navi possesses:
Initiative-Reducing Effects LV minus 7 Initiative
Recon Type LV1 Initiative
Shadow Element LV1 Initiative
Skills that add an Initiative effect along with any other effect LV1 Initiative
"Initiative" program/items that give an initiative effect LV3 Initiative
Programs/items that grant effects that grant initiative that is stronger than a basic "Initiative" program LV5
Skills that add an Initiative effect and nothing else LV7 Initiative
The levels of Initiative are all cumulative, meaning a Navi who is Recon type with Shadow element and an Initiative program would have a total of LV5 Initiative, and would automatically go before any Navi with LV4 or lower Initiative. This same calculation goes for negative initiative as well; a Navi with minus 6 or higher Initiative will always go before a Navi with minus 7 Initiative.
Another method of turn-choice order is the dice roll. Generally you both roll one 100-sided dice to see who goes first.
[roll=1-100]
1-50
51-100
In this case, the second dice is higher, thereby granting the roller the first turn. Now, this is where the real fun begins. Please remember that editing your post after a dice roll makes the roll null and void.
If you happen to roll a perfect one-hundred, not only will you get initiative, but you will also get +10 Exp and +100 Zenny, (This is unaffected by reward modifiers). Note that dice will not be used in official battles unless allowed by the staff member running them.
Beyond these, it's also possible to simply have players involved in a battle choose turn-order themselves. This is perfectly fine given most situations.
- iii.b. Turn Structure
Since it's a turn based system and structure is conducive to frictionless battling, there is a set way to go about your turn (though this may be slightly unintuitive in terms of RP, the RP does not need to reflect the turn in exact terms).
- RP
Some people like to begin their turns with the RP of their actions - though this is not required of stats battling, it certainly sets the mood. We put it here at the beginning of a turn so as not to interrupt the flow of the stats portion of the battle and confuse things, though some people organize it so that the RP falls throughout their turn at the beginning of each phase.
- Defense
The Defense is just that: the phase in which you defend against all incoming attacks. React to each attack separately, take damage after each attack you do not avoid, and be aware of statuses on incoming attacks because they could affect things such as Programs or Armor. You cannot use Stage changing chips or Hyper Modes during this phase of your turn. Important NOTE: Armor is ALWAYS applied before all other multiplicatives [i.e Strengths / Weaknesses] unless otherwise specifically noted] At the end of your Defense, calculate your HP, total the counter damage you've dealt, and figure out what statuses are on you. It's good form to note them down inside your turn so everyone can see what's going on. Once the Defensive Phase is over, we move to the Set-up Phase.
- Set-up
After you defend, and only after, your regeneration (per-turn healing) occurs alongside per-turn Damage effects, in whichever order you prefer. This is also where you use preparatory skills and activate programs prior to the first attack. Though you can use a lot of such abilities during your Attack just before you use the related attacks, it may be more prudent and better form to collect it all in one place so as not to confuse your turn.
- Attack
This is where most non-counter damage is dished out, and this is through attacks. Using your Navi's available Attack Slots, you try to damage your opponent in the hopes of reducing their HP to 0.
- Status
Nothing happens here: You simply tally your HP, your Cooldowns, your Hyper turns, your status, and put it all in a neat compilation for yours/your opponent's convenience. This isn't required, but it's nice to do.
- iii.c. Concluding
You're in a fight, and you're attacking each other, but just how do you win? Well that's easy!....in most cases.
Generally, the only way to defeat/delete your foe is to reduce their HP to 0. This requires your attacks to hit your foe hard enough, smart enough, and fast enough to get through their defenses. Once you've worn them down enough, claim your victory and your spoils!
Now, when I say generally, that means there are exceptions. There are a few navis on the site that have alternate methods of deletion built into their systems to make up for an exceedingly powerful ability. Study your foe wisely, and do your best to claim victory!
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