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Posted: Wed Feb 15, 2006 4:47 pm
The What and How of Battling
Every pilot wants to have a good battle. This thread will help you understand how to battle and what to do. Just keep reading and you'll soon be on your way to kicking some butt. What is Battling? Battling is when two or more zoids fight. There are two ways that a zoid can fight (explained further down). There are also different types of battles. Each has it's own set of rules that must be followed. Battling also gains you money and experience points depending on who won or not. The winner gains more money and experience points, but the loser of the battle does not leave empty handed.
Battling Thread Index Post one - IntroductionPost two - BattlingPost three - Using Mini Zoids in BattlePost four - Battle ModesPost five - Making Money and Getting Started
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Posted: Mon Feb 20, 2006 8:29 am
Battling Rping As I mentioned before, there are two different ways to have a battle. First, is the classic RP. Using writing skills and zoid knowledge, pilots can dish it out. Of course the turn out of the battle is determined by the pilots in the battle, but there are some guide lines that you must follow. A great example of a Zoid RP battle can be found here.
-Use only the weapons that are found in you Zoid's Index. -No God modding -Keep it PG-13 -Zoids/pilots can?t die unless the owner wishes it to -Don't have the Zoid do something that it can't -Be realistic
Dice System The dice system uses dice to inflect damage, but RP is also involved. (Both battling systems must have some sort of RPing in it.) This battle system is a bit more complicated, but can become very easy once understood. I will use an example to show you how the system works.
These are the stats for the Command Wolf.
1. HP: Zoids Health This is your Zoid's health. Once it reaches 0, your Zoid has lost the battle. 2. EP: Zoids Energy This shows how much energy your Zoid has. Each time you use a weapon it takes away some of your EP. Once it reaches to 0, then the Zoid has lost. 3. AM: Zoids's pure power This is just the Zoid's raw power without a weapon adding to it. Basically it's just how much damage the Zoid does if it were to just ram into another Zoid. 4. DF: Defense Defensive points that come into play when another Zoid attacks your Zoid. 5. Speed How fast your Zoid can go. 6. Attack Name of that certain attack. 7. AT: Weapon's pure power It's the same thing as AM, but it's the weapons power. 8. EP: Energy of Weapon How much energy it takes to use that particular weapon/ability. The stronger the weapon, the more energy it takes to use it. Make sure you keep a close eye on your Zoid's EP. Once it hits zero, you're done.
Here are the stats for a Pteras.Pteras Stat HP: 155 EP: 15 AM: 50 DF: 20 Weapons: 2-Missle -AT: 40 - EP: 1 Ok, now that you know what each thing up there is, lets get down to how to use them. You first roll a 6 sided dice. If it lands on a...: 6 : Double Hit [you only double the weapon's AT] 4-5 : Normal Hit 2-3: Half Damage 1 : Miss
Now, lets say it landed on a 4 (which is a normal hit), and I attacked with Laser Blades. I would add the AM of my Command Wolf (which is 60) to the weapons AT (which is 70). That would give me 130 points of total damage. But, you have to subtract the DF of the Zoid that you are attacking. In this case I'm attacking a Pteras that has a DF of 20. That means that I only do a total of 110 points of damage to the Pteras. I subtract the damage from the Pteras HP, giving it a total of 145 HP left. But we're not done yet. You then have to subtract the EP of the weapon you used from the EP of your Zoid. So now my Command Wolf only has an EP of 15. So make sure you plan your attacks carfully or else your Zoid will run out of energy before the battle is over. To make things easier to understand, I'll show you what changed.
Before the attack Command Wolf HP: 220 EP: 18 AM: 60 DF: 20 Pteras HP: 255 EP: 15 AM: 50 DF: 20 After the attack Command Wolf HP: 220 EP: 15 (changed) AM: 60 DF: 20 Pteras HP: 145 (changed) EP: 15 AM: 50 DF: 20 After the damage has been dealt, it is now the Ptera's turn to attack.
Some Zoids have a special ability that they can use. It is considered a weapon and thus has an EP toll. For example, here are the weapon stats for a Shadow Fox.
Statistics Weapons: 30mm Laser Vulcan Gun -AT: 80 - EP: 2 AZ70mm Electromagnetic Net Gun (Paralyzes opposing Zoid until that person rolls an even number) -EP:7 Strike Laser Claws -AT: 100 -EP: 5 The Shadow Fox's AZ70mm Electromagnetic Net Gun may paralyzes the opponent's Zoid until that person rolls an even number. So until that pilot rolls an even number, it can't attack. Making the Zoid a sitting duck.
Now you are only allowed to perform one action per turn. Meaning that you can't attack and use the Electromagnetic Net Gun in the same turn. This applies to everything, even if it doesn't seem like a weapon. If you accidentally do two actions in one turn, a judge will step in and give you two chooses. You can either change what you did and continue the battle or choose to discontinue the battle. If you do decided to discontinue the battle, then both pilots will not gain any money and this battle will not be added to their Zoid Indexes.
Well, I think I covered the base of the dice system. Now on to different battle modes.
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Posted: Sat Apr 08, 2006 8:23 am
Using Mini Zoids in Battle
Most mini zoids can not be used in battle. The only ones that can, are the ones that have "Battle ready" under their ability list in their cert. Then right under that it'll tell you want that mini zoid does.
Mini zoids can only do three things in battle: Raise your AM, DF, or EP by a certain percent. Now mini zoids have an EP just like regular zoids. Each mini zoid has an EP of 50, unless stated other wise. (Mostly likely the more powerful the mini zoid is, the less EP it'll have.) Mini zoids do not attack other zoids. They give a boost to the owner's zoid. Think of an organoid, but less powerful. When you activate your mini zoid, you may not attack in that same turn. Activating a mini zoid is an action and you're only allowed one action per turn. To maintain your mini zoid, you must give up 10 EP each time one of your turns pass. So that means that your mini zoid last for 5 turns before it runs out of EP. You are able to deactivate your mini zoid and conserve it's energy. Then you can activate it again when you most need it.
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Posted: Fri Apr 14, 2006 1:43 pm
Battle Modes Each battle mode is set in its own rules and guidelines that the pilot(s) must follow. It also must be posted along with who will be fighting (please read one post below).
0973 - Blind-ground mode. This means that the teams are able to hide themselfs from their opponent. It is a maze-like setting. This is commonly used in mountainous areas.
0982 - Each team must battle with the same number of Zoids.
0988 - Shoot-out mode where mostly only Zoids with long range weapons can battle. Each Zoid is limited to only 6 shots.
0992 - One-on-one battle.
0999 - There are no rules in this battle mode, but the losing team will have to give up a something, be it a weapon, money, or item.
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Posted: Sat Dec 02, 2006 5:44 am
Making Money and Getting Started Before starting a battle, you need to post some information and do a few simple things first. Create a new thread in the Zoid's Guild and have "[Battle]" somewhere in the title.
For more information on how to make money in battling, please click on this link. If you do not read and follow the directions in this thread, then you will not get credit for your battle.
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