Proposal: Bigger means better
Timed out and failed, 1-5. Josh
Adminned at 11 Dec 2020 20:12:59 UTC
In rule “Pilots and Shells”, subrule “Mods”
Change:
Mechanoids can help assist Pilots in combat or research.
Ownership of any Mechanoids will be tracked on Ansible Hangar. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-”.
More than one Pilot can own the same Mechanoid Type.
Pilots can only assign themselves 1 Mechanoid.
.Fire Mechanoid - No description
.Water Mechanoid - No description
.Wind Mechanoid - No description
.Earth Mechanoid - No description
.Dark Mechanoid - No description
.Electric Mechanoid - No description
.Metal Mechanoid - No description
To:
Mechanoids can help assist Pilots in combat or research.
Ownership of any Mechanoids will be tracked on Ansible Hangar on the Pilot Roster. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-” on the Pilot Roster.
More than one Pilot can own the same Mechanoid Type.
Pilots can only assign themselves 1 Mechanoid.
A Mechanoid has a name (which is flavor text) and an ability, notated as “Name - Ability”
As a Weekly Action, a Pilot may use their Mechanoid’s ability, or change Mechanoid Types and use their new Mechanoid’s ability, but not both in the same week.
.Fire Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 10 Power, gain 10 Attack and gain 10 Defense added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 30 Power, gain 30 Attack and gain 30 Defense added to their Shell’s stats.
.Water Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 10 Power, gain 10 Attack and gain 30 Defense added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 30 Power, gain 30 Attack and gain 10 Defense added to their Shell’s stats.
.Wind Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 10 Power, gain 30 Attack and gain 10 Defense added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 30 Power, gain 10 Attack and gain 30 Defense added to their Shell’s stats.
.Earth Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 30 Power, gain 10 Attack and gain 10 Defense added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 10 Power, gain 30 Attack and gain 30 Defense added to their Shell’s stats.
.Dark Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 40 Power and gain 40 Attack added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 40 Defense added to their Shell’s stats.
.Electric Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 40 Power and gain 40 Defense added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 40 Attack added to their Shell’s stats.
.Metal Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 40 Attack and gain 40 Defense added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 40 Power added to their Shell’s stats.
Doing the math, the average of each Mechanoid gives a profit of +20 Power/+20 Attack/+20 Defense per week. I also tried to make it a weekly action so that way no one is spamming the hell of the rolls. And I also tried to add the the “but not both” thing so that way someone isn’t using it as a bonus to take both as an action.
robotabc773: he/himIdle
Right now I feel like I could read the rules in such a way as to say that the rules have timing restrictions for a Mechanoid’s “ability”, but Mechanoids don’t have anything defined as an ability, so instead they just have associated rules text, which then allows me to spam roles as fast as I want and have arbitrarily high stats. In addition, even if it did say that each Mechanoid has an ability, the ability still seems to be worded such that if I activate my Fire Mechanoid, everyone with a Fire Mechanoid can also role, which I don’t think is the intention.