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Beginnings
Topic Started: Sep 3 2012, 08:44 PM (13 Views)
ReaperOfRandom
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Time for jumbled thoughts on what I can remember of the rulings for That Robot Game or TRG for short. TRG is played on a grid comprising of floors and walls. The objective is for your robot to destroy all the opponent's robots in this maze.

Robots are made up of two arms (Left and Right), Two legs (also left and right), one body, and one head. A robot is considered defeated when its head is destroyed. All seperate body parts have their own HP gauges and can be destroyed or repaired seperately of each other.

From what I recollect the robots used Energy Cells or EC to perform actions. I don't remember if we decided on a system where every body part adds to your total EC or if everything drains EC from a base total that all robots start with making you manage how powerful the parts you use are versus how much EC you have to take action and move.

As for the different parts I remember the arms being broke into sword, gun, and fist classes. I think the legs may have had different classes as well or there may have just been jet legs for a different type of movement. The head had a few different perks if memory serves from making it easier to damage opponents to better EC management. The body was the main part that had its own little abilities in addition to the greatest amount of HP.
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$Fth
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Posting because I can.
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ReaperOfRandom
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I'll try to go a little more in depth on things this time as for how the body is set up and the EC is distributed.

Base EC 50. Every body part has it's own EC cost that subtracts from the base value.

Body part examples:

Jet Booster, Leg, 1EC
Dash, 10EC- Move in a straight line until you hit a wall or enemy. Cost is halved if two jet legs are equipped.

Energy Processor, Head, 0EC
Increases base EC by 10

Rapier, Arm, 3EC
Flurry, 8EC- Attack that rises in power for each successive blow capping at eight. (1,2,4,8,8,8)

RPG, Arm, 5EC
BOOM!, 10EC- Hits every body part. Can only be used once every other turn.

Medic Armor, Body, 25EC
Randomly heals a body part for 5 at the beginning of your turn.

Starting out with a base EC of 50 the head adds 10 so your base is now 60. The body subtracts 25 bringing it to 35. 5,3,1,and 1 for the arms and legs is another 10 making your total EC 25. Every turn you will get 25 EC capping at three times the max meaning you can store up to 75 EC at once.

You can also push opponents for one space to 1EC and on impact with something they will recieve the excess as collision damage. Bash attacks will also cause knockback.
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