Thursday, July 14, 2022

Proposal: More weapons to the pile

Reaches quorum with 8-1 and is enacted -SingularByte

Adminned at 15 Jul 2022 04:22:16 UTC

In BotScript, reword “A Bot can only move into an empty space: if an individual move step would take the Bot into an occupied space, the Bot remains in its position instead and takes Scratch Damage. If the occupied space was occupied by a Bot, that Bot also takes Scratch Damage. If a Bot ever ends its turn in a space that is not In Bounds, they are said to have Fallen Out of Bounds and take Scratch Damage.” to

A Bot can only move into an empty space: if an individual move step would take the Bot into an occupied space, the Bot remains in its position instead and takes Scratch Damage. If the occupied space was occupied by a Bot, that Bot also takes Scratch Damage. This act of moving into a bot in this way, or being moved into in this way, is referred to as Bumping. If a Bot ever ends its turn in a space that is not In Bounds, they are said to have Fallen Out of Bounds and take Scratch Damage.

Add the following systems to the rule Systems:

| Taser || ₩1,500 || 400 || 1 ||  If the opponent is within six spaces, they take Scratch Damage and the system that loses condition from this scratch damage (or the engine if the chassis loses condition) is affected by Shock damage: it is treated as if it had a condition of 33 fewer percentage points than it actually has (to a minimum of 0) until the end of the Bout. Shock Damage is permitted to stack with itself. Scratch Damage from the Taser increases Tally as if it wasn’t Scratch Damage.
| Mound-Shaped Body || ₩800 || 0 || 0 || Passive: If a bot with this system would gain the Flipped status, they do not. Due to being a larger target, any condition loss that any systems of the bot with this system would recieve is also recieved by its chassis.
| Spikes || ₩1,100 || 0 || 2 || Passive: Scratch Damage opponents take which is caused by Bumping that involves this bot is multiplied by 15, and increases Tally as if it wasn’t Scratch Damage. This has no effect on damage from shoving.
| Cow Catcher || ₩1,200 || 0 || 3 || Passive: When moving into or past an opponents space from any distance away, the excess move beyond the amount that it would take to move adjacent to the opponent is treated as a shove. This effect cannot cause the actor to move futher than their script declared that they would move.
| Grapple || ₩1,400 || 160 || 1 || Melee weapon. Scratch Damage from Grapple increases Tally as if it wasn’t Scratch Damage. When used, this system causes Scratch Damage to the opponent and until the end of the bout, the system is treated as if it instead had the effect “Passive: Any time the opponent would move to be more than three spaces away from the bot with this system, the bot with this system moves in that direction until it is three spaces away from the opponent. Reactions that use this system are not resolvable.”

Reword the effect of Ram to:

Passive: Scratch Damage dealt to opponents by this Bot as a result of Shoving is multiplied by ten. This scratch damage increases tally as if it isn’t scratch damage.

This is intended to benefit a number of strategies. Spikes for ramming into opponents that repeatedly retreat from melee range, grapples so you can latch onto opponents and ride them around the map for free while hitting them with melee weapons, tasers to act as powerful ranged attacks at the cost of extreme energy usage, some anti-flipper tech that makes you far more vulnerable to most other weapons, and of course a little support for shoving.
I’ve also added a little bit to make scratch damage increase tally where applicable for weapons, since if you’re ramming them all over the place or blasting them with weapons, it’s not quite the same ignorable incidental damage that a slight nudge would have.

Comments

Trapdoorspyder: he/him

14-07-2022 05:16:06 UTC

The downside to the anti-flipper seems a little extreme. Not sure what else it could be though.

SingularByte: he/him

14-07-2022 05:20:01 UTC

Honestly that’s intentional. It’s going to inevitably be a common weapon, so I’m trying to make this something that only certain builds might have value for. If the downside is too little, it stops being a choice and becomes a must-have.

Snisbo: she/they

14-07-2022 06:20:39 UTC

Gonna have to vote against because taser seems far too powerful

SingularByte: he/him

14-07-2022 06:37:07 UTC

You’re free to, but I’m just curious, what makes it so powerful in your eyes? Is it that it does more damage than other systems (at the downside of double energy requirements compared to most weapons and vastly cheaper opponent repair costs), or is it the range factor (which still takes a turn to get to the right initial range like any weapon?)

Josh: Observer he/they

14-07-2022 08:59:26 UTC

for I like a lot of these. Could use a balance pass but I’d encourage other players to propose to tweak values.

Raven1207: he/they

14-07-2022 10:18:47 UTC

for

Lulu: she/her

14-07-2022 10:58:45 UTC

for

Kevan: he/him

14-07-2022 15:53:34 UTC

for

thundershrike:

14-07-2022 16:02:39 UTC

for

Snisbo: she/they

14-07-2022 16:32:36 UTC

@SingularByte, it’s the fact that it can stack. I’ll put up a balance patch or something if it seems too strong for

Trapdoorspyder: he/him

14-07-2022 17:26:14 UTC

for

Brendan: he/him

14-07-2022 17:26:45 UTC

against because I think you were right the first time, SNSB.