FINALLY! I've been working on damage calcs and set designs for Blue Ace, Salavoir, Kingdrom, and Rad3n, so I finally have time now.
~ Battling ~
AS I HAVE STATED BEFORE, YOU ARE NOT A ONE MAN ARMY. Never think that you can go into a battle alone and expect to win unless you have amazing amounts of power. The point is to works with your teammates and overcome your opponent, as in with the real game. You and your team need to work as one, otherwise a strategized team can and will defeat you (just cause you guys are in the rpg, don't expect to win every round). You must have balance and individual power in your team, as in a Substance user may have to switch to using an Energy or Physical attack at some point in order to help out the party or fulfill a role that another party member has failed to do (fainted, cancelled, missed, etc.).
Each role in the team has already been posted, but here is a quick overview:
Energy - Offense, Support
Substance - Defense, Support
Physical - Offense, Defense
As stated, each team needs balance in order to win. With a lot of Physical users, your team will have some difficulty with Substance users, etc. A BASIC team is comprised of this (the / means or, not and):
- 2 Bulky Physical users/3 Speedy Physical users
- 2-3 Defensive Substance users/2 Support Substance users
- 2 Speedy Energy users/1-2 Support or Charge Energy users
*The Break Factor*
The Breaking Factor is simply a basic term of when to call a siege, which will ALWAYS be decided by Physical users, as they are the first to go in. In other words, this is the turning point of the battle. When you "Break" an opponents' team, that means you have done one of three things:
1. One of your teammates has reached the back line of opponents team.
2. Two or more of your teammates have breached defenses.
3. Your team has eliminated all Physical, Substance, or Energy users.
Now some of these may kind of make sense to some of you, however some would like an explanation. Allow me to do so:
(1) When it Works - If atleast one of your teammates has reached the back of the opponents team or has gotten behind them, they can call a siege if they feel the time is right. This strategy means you can hit all the opponents from both sides, and if they choose to defend against one side over the other, they will be in a tight spot. This is generally called early in the battle to attempt to 'sweep' the opponent. The most common way to do this is to support one of your main Physical users and then slip them past the front line, where a speedy user can attempt to bolt to the back line. Once called, the team will loose hell on the opponent and unleash as much as they have to blow through the frontline. The one who penetrated the defenses should once again be quick as to evade attacks that have missed your opponent.
(1) When it Doesn't Work - If you teammate or mates who have gotten behind your opponent lack sufficient power or health. If they cannot fend for themselves for atleast thirty seconds, DO NOT call the siege. Thirty seconds would be the maximum about of time it should ever take for the front line or two to be mowed over. If they cannot last this long, this plan can backfire hard. Not only can your teammate be defeated incredibly quickly, but it will have accomplished nothing. This would drop your Breaking Factor signifigently in both defensive and offensive aspects. This should not be called if your teammates do not have sufficient power or health. If your team cannot get to your teammate, then the strategy has failed and the opponent can easily bypass your front line and, in fact, call a siege on you. This should not be called if your opponent is more defensive than your team is offensive. If the opponents can hold off your attack, you will have wasted huge amounts of energy to try and pierce them, and if you fail, it all goes to naught. This will quickly lead to the downfall of your team.
(2) When it Works - This tactic works when a two or so of your teammates manages to penetrate your opponents first line. The reason it needs to be two or more, where as the first tactic is only needs a single user, is that this is a much more stable attack plan. If the penetrating team is caught by the opponent and you can't call a siege, two or more teammates have a far higher chance of returning to their side than a lone wolf. It is simply the domino effect from here on out. Once this happens, a team of any two different users can overcome any Substance user and thus cripple your opponents defense in one shot. This should be aimed at either the main player or the opponent with the most health/energy at the second line, as to leave a much bigger dent in your opponent than taking out a weakened user. It is a guerrila style tactic, for once they have taken out one, two at max, they need to retreat back fast. Think of it simply as a blitz tactic to take out one main player. Since you have breached your opponents' defenses, they will have to be far more defensive than before. This means you no longer have to play defense and can go full force offense. At this point, you can overwhelm your opponent with a siege and attempt to wipe them out. Instead of the first option where you hit at both sides, this tactic is to be like a wave that smashes your opponents remaining defenses.
(2) When it Doesn't Work - This is strategy does not work if you lack sufficient offense. If your team lacks the power to blow through the remainder of your opponents, you will have wasted too much energy to defend yourself against the opponent, who can then counter with a siege of thier own. This will also fail if the opponents have defensive capacity than your team can push through, as they can wall your onslaught. However, this can simply be avoided by proceeding to attempt this tactic again and weaken their defenses further.
(3) When it Works - This is the simply the best way to defeat the opponents' team: take out all their users of a singular type. Once they have completely lost either their Physical, Substance, or Energy users, overrunning the team is far easier. This is the most common way battles tend to end as it is the least risky strategy and it is by far the easiest to pull off near the end of a battle. Focusing your power on one of the waining defenses will quickly cripple and defeat it and allow your team a prime opportunity to siege without fear of being hit by all sides.
(3) When it Doesn't Work - If your side doesn't have the advantageous type power, the siege should be postponed until you have softened the opponent up more. The advantageous type is determined by the type of users you have defeated and the type of user that was weak to the defeated players. For an example, if you defeated all the Physical users, Energy players from your team would have free rayn over your opponent.