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1. Map Battle System movement and attacking

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1. Map Battle System movement and attacking

Post by B.R.O. on Thu Feb 11, 2010 6:49 pm

One of the things that sets MSL apart from the other Gundam RPGs is its map battle system. Conceived way back in 2006 and derived from Super Robot War's gameplay, the Map allows players to simulate battle strategy during missions.

Here is a sample of how it works:

The MAP is formed by coordinates. On the left side, you can see letters. On the top, there are numbers. It's like a multiplication table. The point where a letter and a number meet is a coordinate. For example, that blue dot over there represents a Nimbus and he is at [3-F]


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Re: 1. Map Battle System movement and attacking

Post by B.R.O. on Thu Feb 11, 2010 6:54 pm

MOVING ACROSS THE MAP



If you check the Nimbus' data in "In Game Mecha, AEO Mobile Weapons" section, you will see that it can move up to three spaces. The blue squares around the Nimbus represents its range of movement.

The purple dot represents a Chrome MS, say a Prawn. You want to attack it, but you can't reach it. So you move three spaces closer to it. Look at the illustration below.



The Nimbus moves to [6-F]. Now the Prawn is in range.

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Re: 1. Map Battle System movement and attacking

Post by B.R.O. on Thu Feb 11, 2010 6:59 pm

SELECTING A TARGET and ATTACKING

The Nimbus carries a machine gun that has a range of around 3 spaces. The Prawn is 2 spaces away from us, so we should be able to aim at it. The red area is our range of attack.



The MAP system is quite easy to master. You may need to use MS paint on your own if you want to think up a good strategy. The MAP in this exercise is only a small one; you'll see much, much larger maps as the RPG goes on. For more information, see the Battle Mode Tutorial.

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Re: 1. Map Battle System movement and attacking

Post by Isshin on Fri Aug 06, 2010 12:17 pm

Hit or Miss

The success of your attack will vary the Hit Calculator Dice. Before you post your attack, you must select the Dices roll tab and select Hit Calculator (Melee or Range)> then input the correct number of rolls depending upon the number of attacks you made.

picture tutorial:
Spoiler:

You can counter as many attacks as you wish simply by increasing the number of dice rolls. But remember not to exceed the correct number of replies.

Critical will deal 75% more damage. This means you have to take [total damage of your attack, Multiply it by 1.75 and that will be the total critical damage.] Criticals cannot be blocked or parried.

Melee attacks have a higher chance of hit compared to Range attacks. They both have their own separate dice, use them wisely.

All melee attacks, even defense ignore types, can be parried.


Last edited by Isshin on Mon Aug 23, 2010 3:51 pm; edited 1 time in total
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Assist System

Post by Isshin on Mon Aug 23, 2010 3:51 pm

Assist System

The Assist system allows you to team-up during a map battle and will enable you to do certain combination attacks; or for defensive purposes. To initiate the Assist Mode you must have acquired the following conditions:

1. You must have a group or team leader with command ability.

2. All units that will assist must be inside the command area. (The limit is 1 to 4 assisting units, making 5 units in total if you include the command unit.)

3. All Assisting Units must have not attacked yet during this turn. (After the combination attack, the assisting units who have not moved or attack yet can move and attack. The units who have already moved cannot move but can still attack.)

4. Target enemy unit must be within the command unit's range. (Only the Command Unit can initiate the attack.)

Take note:
When the enemy counter attacks, it can only target the command unit. However, any of the assisting units may block the enemy counter attack if they choose to do so. Only 1 unit can block.

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