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RukoSanada1

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Oct 4th, 2015
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  1. n Valkyria chronicles when Units pass an enemy unit's view they perform attacks on them as long as they keep moving within their range and vision. Although the accuracy of these attacks are way worse than normally attacking.
  2. Mangmod: Yeah
  3. Mangmod: "Interception Fire" if I'm not wrong
  4. Ruko: Correct.
  5. Mangmod: I'm sending you the "class sound" for the Lancer, which I'm going to use in the Trailer
  6. Ruko: Now to balance that accordingly in the tabletop it can be another action.
  7. Ruko: Instead of attacking, you can instead go into standby position, in which you will fire at any unit that moves past your line of sight and in range with 25% less accuracy
  8. Ruko: That action will stay intack until another order is issued to that unit to cancel it
  9. Mangmod: Like XCOM's "Overwatch" mode, right?
  10. Ruko: Yes something similar to that
  11. Ruko: I'd say for everyone 2 additional spaces beyond the intial one moved within line of sight and range you can make more Interception fires.
  12. Ruko: Also maps are 30x30
  13. Ruko: Your biggest building is 10squares wide.
  14. Mangmod: I wanted to make them more accurate, but due to the resize issues
  15. Mangmod: I cannot
  16. Ruko: The range and movements on units should be slight just slightly increase. not only does this improve speed of game. It also improves playability of classes and better usage of Interception fire.
  17. Ruko: For example
  18. Ruko: http://prntscr.com/8nkfsh
  19. Ruko: Let's say interception fire was a thing. That shock trooper of 2 - 3 range wouldn't even be able to stop a scout from contesting spawn point control directly infront of him
  20. Ruko: He'd have to completely leave his cover advantage to contest
  21. Mangmod: Keep writing those suggestions, I'm going to have lunch now, I'll read them ASAP
  22. Ruko: If the building is the size of 10 squares and the snipers range is 6. That's pretty much a sniper can't even fire down a hallway. Again I'm safely assuming all maps will be around 30x30
  23. Ruko: I was testing around different ''First and second turn'' movements
  24. Mangmod is now Away.
  25. Ruko: If everyone's based movement was increased by three you would better simulator their actual movement in game.
  26. Ruko: Change the movement penality for consistent activation from -1 movement to -2 movement
  27. Ruko: That means it would take a scout to reach from one end of the map to the other end about 3 and a half turns
  28. Ruko: In VC Scouts could indeed travel across maps around this sort of time frame, but it isn't practical
  29. Ruko: Tanks will still proceed at virtually slow speeds
  30. Ruko: Even more so with their sizes being 4 squares.
  31. Ruko: If you did find a way to show which direction units are facing tanks can require 1 whole move just to turn into a full 90 degrees.
  32. Ruko: Cause tanks did use movement even when rotating, with only 1 move this cannot be done, however increasing everyone's move by three brings the game that much closer to it's actual movement and you've also sped the game up by just that much more in terms of mobility
  33. Mangmod is now Online.
  34. Ruko: I tested if rushing camps would be possible with the placements you had on the newest map. By spawning a scout in the further square it possibly can from it's spawn point and attempted to rush to another spawn point
  35. Mangmod: That's awesome man
  36. Mangmod: Really, thank you for those improvements
  37. Ruko: now in terms of capturing spawn points
  38. Ruko: Let's lower the spawn radius to 2x2
  39. Ruko: and the capture radius to 1x1
  40. Ruko: If there's a wall that isn't a trench or something that can be jumped over between you and the spawn point you shouldn't be able to capture it even if you are within the raidus
  41. Ruko: Again based off your first map
  42. Ruko: sorry second map*
  43. Ruko: That would mean the player would need to waste CP or wait a second turn to capture one of the closest spawns points to the intial base
  44. Ruko: Now that's for movement, spawning, and capturing
  45. Ruko: Lancers will still be able to outrun a tank by just 1 square.
  46. Ruko: Previously in my test runs I found myself ignoring any character with 2 or less movement and they never left base even if I needed them
  47. Ruko: Becauase it soaked up way to much CP to get proper use out of them
  48. Ruko: You draw 12 cards and then discard 4 and keep 8 correct.
  49. Ruko: With a deck you put alot of time into of 2000+ cards we should make better use of that
  50. Ruko: The default base squad size in VC is 20.
  51. Ruko: Draw 20 cards each. Pick 8 for your starting squad. the rest will go into your reinforcement pile
  52. Ruko: Now how to make use of this reinforcement pile is quite simple actually.
  53. Ruko: When a unit dies, we'll still follow your rules however.
  54. Ruko: The unit will stay incapacitated on the field where they died one square away from the position they were incapacitated at in the opposite direction they were facing for 2 turns.
  55. Ruko: So if a unit was facing forward and they're killed they are knocked back one square. [Like how in VC when a unit dies they litterally go flying back for no reason at all]
  56. Ruko: Ignore this rule completely if it's a tank
  57. Ruko: And ignore the knockback portion if there's something blocking your way.
  58. Ruko: In order to save that unit you need to make contact with that unit with another friendly unit within a 1x1 radius.
  59. Ruko: Which in that case the unit is sent back for healing and is placed in your wounded section in which it cannot be used in your squad until it's respawn timer has fully expired.
  60. Ruko: In the event that you do not make it to that unit within the 2 turns it's unfortunate but your unit has died permnantly from your squad and should be removed from the game. Draw a new card from the character deck and place it in the wounded section depending on it's rarity it cannot be added to the reinforcement section until it's timer is up [So pretty much treat the new unit you recieved as if it died] This is to keep people from forcing their units to die in search of better units you'll be punishing yourself
  61. Mangmod is now Away.
  62. Ruko: Now another way your unit can die permnantly from the squad is if an enemy unit makes contact with your incapacitated unit in again a 1x1 radius which in that case the unit has been executed. You still get kill points for taking out a unit but not for executing instead for executing a unit you increase the respawn timer of all wounded units the other player currently has by 1.
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