Post by Andrew on Mar 30, 2007 1:32:31 GMT
ZUO Battle Rules
ZUO now has a new battling system.
- All battles will be watched by the Judge (staff member). The judge will make a post at the end of each battle, telling you the exp gained/lost and the prize money.
- NO ONE is invincible. It is no fun if you keep dodging/blocking attacks, unless you have a shield.
- If some one battles outside the forum, and you say that you beat your opponent, and your opponent says the same thing, the battle will not count.
- This goes with the above rule. People who battle outside the forum, via online chat, etc.. Those battles must be sent by both players.
- The remaining armor of each Zoid must be posted on every turn.
Q: How to use a shield?
A: Shields can be activated anytime in the battle. If a shield is activated, then the person has to subtract the damage of the previous attack from the shield's armor.
Q: How many weapons can we use in one turn?
A: In one attack, you can use all your available weapons and your normal attack.
Below shows the Base Prize Money given for each battle, dependant on the player's class.
Class | Win | Loss | Tie |
S | $10,000 | $2,000 | $5,000 |
A | $5,000 | $1,000 | $2,500 |
B | $3,500 | $700 | $1,650 |
C | $1,500 | $300 | $750 |
D | $1,000 | $200 | $500 |
Below shows your Pilot's ranking. This is determined by your Pilot's amount of EXP, which can be seen in your mini profile.
EXP is... | Your Ranking: |
0 > EXP <150 | D |
151 > EXP <300 | C |
301 > EXP <600 | B |
601 < EXP | A |
(You dont have to worry about the formulas below, this is what the judge of the battle does for you.)
Formulas used in battle (for winner):
EXP: [# of Attacks] + [Winning Zoid's remaining armor ÷ 1,000] (Rounded Up to the nearest Whole Number)
Money: [EXP × 100] + [Class Win Prize Money]
Formulas used in battle (for loser):
EXP: [# of Attacks] + [Winning Zoid's remaining armor ÷ 1,000] (Rounded Up to the nearest Whole Number)
*NOTE: This EXP is Subtracted from your EXP.
Money: ([EXP(as a positive #) × 100] + [Class Loss Prize Money]) ÷ 2
Forest: Complete forest. Few natural openings. Hard to move around, unless you possess an aerial zoid.
Forest Edge: Half plains, half forest. Pilots are able to use the forest for protection in most 0988 battles.
Plains: Pure plains, with little trees. Wide Open area.
Mountain Cliff: A mountain cliff, with plains surrounding it.
Mountain slope: Aerial Zoid advantage. Rough slopes make the battle harder for land zoids.
Plateaus: A series of Plateaus for land zoid advantage.
Beach: Half shallow water, half sand. Good for preventing fires on zoid.
Ocean: Mainly used for aqua-type zoids (Mosasledge, aquadon, etc.). Hard to fight with land zoids.
Streets: Be careful as there are always civilians here. Missing the target could cause you to injure/kill civilians, which would make you take damage (usually 200 damage).
Desert: Random gusts and dust from sands blowing can cause one's accuracy to go down.
0982 - this battle mode means you can only fight with a stipulated number of Zoids, and there are no restrictions on weapons and arsenals. This is the most common battle type.
0988 - "An old fashioned shoot out limited to long range weapons." Six shots a piece, the only way to win this battle is to take out the opposing team with the six shots you have, or to draw them into close-rage combat.
0973 - Battle mode that limits the battle to Zoids that are not airborne, often taking place in confined areas (such as an abandoned city).
0992 - A one-on-one match with no restrictions whatsoever on weapons and arsenals.
6690 - Shooting Challenge, used in arcade games. Allowed mid-battle entries into the fight.
0999 - Backdraft's battle mode. there are no rules; there are no rules whatsoever. All you have to do is win.
0990 - The ZBC's equivalent to 0999, but with some rules for safety etc.
1001 - The Royal Cup. Held only once every 4 years and is open to all Class A teams. The first to earn 5 wins, locate, and make to the hidden goal is the winner and is promoted to Class S.
Battle Judge - Enforcer and regulator of these battle modes (except 0999).
Dark Judge - Backdraft's version of the Battle Judge to oversee their unsanctioned battles.
Die roller determining if attacks hit or not the attacking opponent must roll the die for each attack they use. the defending opponent then must roll higher then the attacker. If it is a melee attack and the defender rolls a 6 he/she may be able to counter that attack. If the attacker rolls a number and the defense rolls the same number, the defense will re-roll the dice.
Determining Turns: Each Player will roll a 6-sided die when they post their stats. The higher of the two die will go first. If the two die have the same number, the joining person will re-roll their die.
Attacking: People can only use up to 3 types of attacks in one turn (firing, Special, normal) The firing attack can be used more then once during that turn but only if its a multi shooter gun. Special attacks are when you use attacks such as Sabor claws. These may only be used once per turn. Normal attack is something small such as a ram or scracth or something. Those can be used twice in a turn, but will not allow you to normal attack the next turn.
Flinching: If you are to defend against your opponent on one of the melee attacks (excluding the last), then the other attacks are cancled do to the flinched zoid.
For Example, Person "A" attacks three times (three die are rolled, the numbers are 3, 4, and 5)
Person "B" (defender) rolls a 2, 6, and a 1. Person "B" is hit by the first attack, but the second/third attacks are blocked to to a 6 on a roll.
Critical Hits: If the attack rolls a 6 and the defender rolls a 1 then the attack was a critical hit. Adding 1,000 more damage to the attack.
Example
Bio Raptor fires a beam 1,000 damage at Liger. Rolls 6
Liger rolls a 1. The attack is now 2,000.
Countering: if you counter it can only be with a normal attack and you attack phrases is ended but not your turn. This gives you the chance to run to mid range
Ranges: Long range to close range= 2 turns whole turns (counting both you and your opponent.)
Long range to Mid Range= 1 turn
Mid range to Close range= 1 turn
For Example, If The defense rolls a higher number than the offense, they can counter if they choose. If not, they will just dodge the attacks.
EXP: When the battle ends, the winner gains EXP. The loser will only lose half of EXP gained by the winner. This way, players can progress through the levels easier.
Money: Money will remain the same as before. Money gained from a battle will include the EXP of that pilot plus the prize money for their class.
For Tag Team or regular team battles, The EXP and Money will be doubled.