2D 横版 ACT, 以机甲和远程攻击为主题, 以机甲的自定义和战斗为核心玩法
| Abbr | Explanation | Comments |
| EF | Emergency Feedback | …… |
| CE | Core Energy | …… |
| BE | Body Energy | …… |
| MS | Map System | …… |
| AA | Attack Analyzer | …… |
| SAD | Stability Adjust Duration | …… |
| TC | Thermal Circulation | 温度循环 |
| ERS | Energy Recovering Speed | 能量恢复速度 |
| QB | Quick Boost | …… |
| EEP | Extra Energy Pack | …… |
| ER | Extra Radiator | 额外的散热装置 |
| OAJ | OnAttack Jammer | 干扰器 |
Total ATK[Physic/Heat]
Total DEF[Physic]CE
CE 总和BE[Capacity/Engaged/In Supply]
ERS
Heat Resistance
Cooling[Standard/Emergency]
Weight[Current/Max]
Leg Weight[Current/Max]
Speed[Ground/Boost]Rising Consumption[Energy/Heat]
Stationary Consumption[Energy/Heat]
SAD
Critical Attack 时需要的矫正时间 (时间内无法做出任何操作)Env temperature
Weather
Humanity
Ground Friction
Cooling[Emergency] 的速度持续散热Heat Resistance 的 15% 后返回成 Normal 状态30%ERS 降到 60%TODO
TODO
CEBE[Capacity]Weight[Current/Max]Cooling[Standard/Emergency]DEF[Physic]SADHeat ResistanceERSEF Bonuses
EF Duration[PreBoost/Boosting/In Boost/Cool Down]
CEBE[Engaged]Weight[Current]Cooling[Standard/Emergency]DEF[Physic]Device AnalyzerSADHeat ResistanceERS
Basic: 显示自身 CE, Heat, AmmoAdvanced: 显示 Basic 的所有, 显示 Env StatusMS Range
MS Type
Basic: 显示单色地图Advanced: 显示现实地图EA Range
EA Type
Basic: 显示基本伤害数据Advanced: 显示敌方 CE 剩余量百分比CEBE[Engaged]Weight[Current]Cooling[Standard/Emergency]DEF[Physic]SADHeat ResistanceERSDEF Type
Hold: 将此部件激活才可进行防御Innate: 只要携带此部件无论是否启用都可进行防御DEF Energy
ReCharge[ConsumptionPerSec/Duration]
Radar RangeRadar Max Lock
Radar Lock Interval
Missile Lock AvailableCEBE[Engaged]Weight[Current/Max]Cooling[Standard/Emergency]DEF[Physic]Speed[Ground/Boost]Rising Consumption[Energy/Heat]Stationary Consumption[Energy/Heat]Fall-hit Duration
ERSHeat ResistanceHeat 用于转化成 BE
Overload 状态下将停止转换Transform Percent
QB Speed Bonus[Ground/Boost]
QB 激活状态下对自身速度的提升QB Consumption[Energy/Heat]QB Duration[Boosting/Cool Down]
QB 状态持续时间, 启动后立刻生效Weight[Current]EEPER Cooling SpeedER Type
Overload: 仅在 overload 状态时生效Common: 长期生效, 此条件下 ER Cooling Duration 显示为 0有一定几率忽略所有类似的进攻
OAJ Probability
忽略单次攻击的几率ATK Name
ATK Type
N 说明数量不固定ATK[Physic/Heat]
ATK Consumption[Energy/Heat]
ATK Range
ATK Duration[PreATK/OnATK/PostATK/CoolDown]
Ammo Amount[Current/Max/CostInATK]
Ammo Price
Damage[Physic]
CE 造成被动变化Damage[Energy] -= (Enemy.ATK[Physic] - Self.DEF[Physic])
Heat
Heat Resistance 造成被动变化Shield Set 的部件可以降低自身所受伤害Heat += (Enemy.ATK[Heat] - Self.Shield.DEF[Heat])
当一次伤害的数值满足以下条件
Damage[Energy] >= 0.2 * Self[Energy]
此次伤害被认定为 Critical Hit
承受 Critical Hit 的情况下
SAD 的时间内禁止所有输入, 根据不同部件的 SAD 计时并恢复部件的输入主要分为 4 步:
PreATK
OnATK
PostATK
Cool Down
伤害运算优先度减少运算顺序:
Ground Move 速度快BE
Stationary BoostingStationary Boosting 状态, 机体距离地面一定距离并保持高度, 根据 Stationary Consumption 消耗能量Rising BoostingW 进入 Rising Boosting , 此状态下将续向上飞行, 并根据 Rising Consumption 消耗能量主要分为 4 步:
PreBoost
OnBoost
Stationary Boosting 则在空中悬浮PostBoost
Hit
Normal 状态下 Heat 初始值为 0 Heat +=
(Enemy.ATK[Physic]- Self.DEF[Physic])/5 +
Enemy.ATK[Heat]
Normal 状态下, 角色将按照 Cooling[Standard] 的速度持续散热Normal 状态下, 一旦积蓄的热量超过 Heat Resistance 的情况下立刻进入 Overload 状态所有状态下
热能积蓄优先度减少运算顺序:
CE
CE 造成伤害BE[Capacity/Engaged/In Supply]
BE[Capacity] = sum(Equipments.BE[Capacity])
BE[Engaged] = sum(Equipments.BE[Engaged])
BE[In Supply][Max] = BE[Capacity] - BE[Engaged]
BE[In Supply][Current] = Min(BE[In Supply][Current] + Time * [ERS], BE[In Supply][Max])
BE[In Supply]PreATK 状态
BE[In Supply][Current] 如果比 Consumption 更低则停止对应输入并终止消耗Normal 状态下
ERS 持续恢复Overload 状态下
ERS 将下降| 文章标题 | 游戏策划废案 - Project Uranus |
| 发布日期 | 2024-10-19 |
| 文章分类 | Life |
| 相关标签 | #Game #Game Design |