Post by Col. Raven on Oct 15, 2006 16:25:53 GMT -5
Battle Codes and Arena Conditions
Battle Codes
Multiple battles codes can be designated for a battle.
0099- Standard challenge, normal rules apply.
0812- Close range combat only
0752- Long range only
0992- All weapons expected
0192- No defensive add-ons (Includes armor coatings)
0410- Box Mode (No in-battle changes. E.g. you can't change armors)
0257- Cloak Mode (50% hit rate. Judge announces hit)
0384- Flag Battle (Judge announces a "flag" zoid for each team. First team to destroy the other's flag wins)
0901- Salvage Rights (Under this code specific weapons can be targeted and severed, the winning team or individual can than claim those parts as salvage. Also any zoid that suffers a system freeze is subject to salvage right)
0631- Ground Zoid's only
0353- Air Zoid's only
0294- Water Zoid's Only
0347- Speed reduced by 50%
9999- Practice match nothing is lost or gained.
Arena Conditions
> Your battles can take place in one or more of the following locations and or elements.
Water, Air, Land
> The standard arena type is a desert like area covered with small to large rocks and dust filled air.
> Also there could be rain or other weather conditions, and for even more fun there is the possibility of such things as muddy terrain, and choppy water. The important thing is that the conditions be creative and fun.
Winnings
Class A:
8000 points per battle, 1100 credits for the team.
Class B:
4000 points per battle, 1000 credits for the team.
Class C:
2000 points per battle, 900 credits for the team.
Class D:
1000 points per battle, 800 credits for the team.
Class E:
500 points per battle, 300 credits for the team.
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- Class S: 1200 points per battle, 1300 credits for the team.
- Class O: 2200 points per battle, 1700 credits for the team.
For Mercenaries
- See teams and classes rules for how a merc gains credits.
> Weapon accuracy is reduced to 20% when targeting air
based zoid's from the ground.
> Taking out your opponents legs first
will insure that your zoid remains/becomes the fastest.
> The quickest way to victory is using weapons that invoke a system freeze
rather than wearing down your opponents armor.
Zoid System Status Types
Normal Operations - All the zoids systems are functioning correctly.
Permanent System Freeze- The zoids combat systems have ceased functioning, the zoid can no longer continue in combat. This is only caused by a complete loss of armor on either the body section, head section or both.
Temporary System Freeze- The zoids combat systems have momentarily locked up do to some sort of stress. A zoid with this status must pause for one move, it can not attack or defend unless the effects of a previous action remain active.
Overheating- The zoids heat threshold as been reached and has caused a temporary system freeze.
Battle Codes
Multiple battles codes can be designated for a battle.
0099- Standard challenge, normal rules apply.
0812- Close range combat only
0752- Long range only
0992- All weapons expected
0192- No defensive add-ons (Includes armor coatings)
0410- Box Mode (No in-battle changes. E.g. you can't change armors)
0257- Cloak Mode (50% hit rate. Judge announces hit)
0384- Flag Battle (Judge announces a "flag" zoid for each team. First team to destroy the other's flag wins)
0901- Salvage Rights (Under this code specific weapons can be targeted and severed, the winning team or individual can than claim those parts as salvage. Also any zoid that suffers a system freeze is subject to salvage right)
0631- Ground Zoid's only
0353- Air Zoid's only
0294- Water Zoid's Only
0347- Speed reduced by 50%
9999- Practice match nothing is lost or gained.
Arena Conditions
> Your battles can take place in one or more of the following locations and or elements.
Water, Air, Land
> The standard arena type is a desert like area covered with small to large rocks and dust filled air.
> Also there could be rain or other weather conditions, and for even more fun there is the possibility of such things as muddy terrain, and choppy water. The important thing is that the conditions be creative and fun.
Winnings
Class A:
8000 points per battle, 1100 credits for the team.
Class B:
4000 points per battle, 1000 credits for the team.
Class C:
2000 points per battle, 900 credits for the team.
Class D:
1000 points per battle, 800 credits for the team.
Class E:
500 points per battle, 300 credits for the team.
------------------------------------------------------------------
- Class S: 1200 points per battle, 1300 credits for the team.
- Class O: 2200 points per battle, 1700 credits for the team.
For Mercenaries
- See teams and classes rules for how a merc gains credits.
> Weapon accuracy is reduced to 20% when targeting air
based zoid's from the ground.
> Taking out your opponents legs first
will insure that your zoid remains/becomes the fastest.
> The quickest way to victory is using weapons that invoke a system freeze
rather than wearing down your opponents armor.
Zoid System Status Types
Normal Operations - All the zoids systems are functioning correctly.
Permanent System Freeze- The zoids combat systems have ceased functioning, the zoid can no longer continue in combat. This is only caused by a complete loss of armor on either the body section, head section or both.
Temporary System Freeze- The zoids combat systems have momentarily locked up do to some sort of stress. A zoid with this status must pause for one move, it can not attack or defend unless the effects of a previous action remain active.
Overheating- The zoids heat threshold as been reached and has caused a temporary system freeze.