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
CE
BE[Capacity]
Weight[Current/Max]
Cooling[Standard/Emergency]
DEF[Physic]
SAD
Heat Resistance
ERS
EF Bonuses
EF Duration[PreBoost/Boosting/In Boost/Cool Down]
CE
BE[Engaged]
Weight[Current]
Cooling[Standard/Emergency]
DEF[Physic]
Device Analyzer
SAD
Heat Resistance
ERS
Basic
: 显示自身 CE
, Heat
, Ammo
Advanced
: 显示 Basic 的所有, 显示 Env Status
MS 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CE
BE[Engaged]
Weight[Current]
Cooling[Standard/Emergency]
DEF[Physic]
SAD
Heat Resistance
ERS
DEF 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 Range
Radar Max Lock
Radar Lock Interval
Missile Lock Available
CE
BE[Engaged]
Weight[Current/Max]
Cooling[Standard/Emergency]
DEF[Physic]
Speed[Ground/Boost]
Rising Consumption[Energy/Heat]
Stationary Consumption[Energy/Heat]
Fall-hit Duration
ERS
Heat Resistance
Heat
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]
EEP
ER Cooling Speed
ER 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 Boosting
Stationary 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 Boosting
W
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 |