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Post by Leto - The Weird Prince on Mar 11, 2013 1:47:48 GMT -5
When dealing with anything mechanized or robotic, there generally comes a very complex and confusing system to go with it. Here at GRP, we favor a fair, simple and easy to understand method to define and separate the capabilities and limitations of the various mobile suits that will be at your disposal, as a pilot. Below, you will find the universal template with a description of what each section means.
Edition: All mobile suits essentially fall into one of three categories: Stock, Limited, and Prototypes, which each having their own pros and cons. For instance, a Stock mobile suit (considered a Mass Produced Unit) will cost you far less to repair, while Limited and Prototype suits will cost far more.
Unit: The type of unit a mobile suit falls into varies with its capabilities. A suit that can function equally as easy on land as it can when submerged in water would be a “hybrid” suit. However, a suit that would suffer drawbacks (such as slower movements while underwater) more than likely falls into one of these categories: ground, aerial, or aquatic.
Height: This is rather obvious. However, it should be noted that a mobile suit’s height directly correlates to their weight in most situations. A suit that is taller than the average mobile suit should, by default, weight more as well (and thusly, more than likely, more slower).
Weight: This, too, is rather obvious. However, it should be noted that a mobile suit’s weight directly correlates to their height in most situations. A suit that is heavier than most are, generally, taller than other suits. However, a suit’s weight can also be augmented by additional armor and weaponry.
Armor: Your mobile suit’s armor is essentially their health points, and slowly deplete as they take damage. It is for this reason that repairing your mobile suit is very important, as the state of your armor is constant from thread to thread. This means that if you have 2,000 armor and lose 500 armor in a thread, in the next thread you join (presuming you do not have your suit repaired) your suit will still have 1,500 armor. It should be noted that your general armor number is divided into five categories (arms [2], legs [2], torso\head [1]). This means that a suit with 2,000 armor would have 500 armor distributed to each section of their body, and so on.
Thrusters: The number associated with your mobile suit’s “thrusters” is simply used as a method to compare how fast or slow they are when placed next to another mobile suit. This will help define what a suit can or can’t do, in terms of their velocity (moving in a direction) and agility.
Damage Output: The number associated with your mobile suit’s “damage output” is, as the name suggests, used to compare how strong your mobile suit is compared to another. This will play a heavy roll in situations where one suit tries to overpower another, either with a weapon or their hands. Furthermore, this will also be used to determine how much a suit can lift.
Weaponry: Every mobile suit has a standard “weapon pack” which they start out with. However, these suits are capable of carrying more weapons than they start with (these are your weapon slots), which allow each pilot to customize their suit’s arsenal to their liking. Each tier of suits have their own amount of slots, with the higher tiers being more advanced and capable of holding more weaponry, while the lower-tier suits have lesser options.
Customization: Upgrading your mobile suit will, at one point or another, probably save your life. Every mobile suit is capable of being upgraded with a variety of helpful auxiliary augmentations, from additional boosters to more reliable alloy. However, as you might imagine, lesser-tier suits have fewer customizing slots than higher-tier suits do.
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