(as "Shachou Eiyuuden: The Eagle Shooting Heroes")
Shachou Eiyuuden: The Eagle Shooting Heroes
มังกรหยก
Platform:
Battle System
Battle System - aka How this game works in the DL
In simple terms, rock paper scissors. The entire game's combat engine revolves around the trinity between the three move categories, each of which beats but also loses to another. The three categories are as follow:
- Wai Gong or Outer Strength. This is basically physical attacks such as swords or palm strikes
- Nyoi Gong or Inner Strength. Attacks of this category are often either distance types or rely on Chi
- Qing Gong or "Light weighted-ness" Strength. For the purpose of this topic, we will call it Agility (not an actual speed stat!). These attacks involve the attacker often leaping straight at the opponent or running in quickly to strike before the enemy can retaliate.
There's also a fourth type - Healing (coloured green). However, it loses to all types of attacks. The on benefit they have though is that the healing tech will go off first. The attacker has a guaranteed 100% chance of hitting with their selected attack.
The triangle works as follows - Outer Strength < Inner Strength < Agility < Outer Strength. In game, they are represented by the colours red, yellow and blue respectively. If two attacks are of the same colour, then the character with the higher attacking power will win the trade in the case of yellow and blue ties. Red ties are different in that the two opponents will have an uneven exchange of attacks, up to a maximum of three strikes in total. Mashing seems to improve the player's chances of scoring a hit, though for DL purposes, this is irrelevant.
Overall, this means there are a few ways you can view the system DL wise. Most physical attacks are obviously Red attacks. Ranged attacks/Magic attacks are likely Yellow attacks. As for blue attacks, Trancey and I discussed this briefly and we came to the conclusion that attacks that have priority are probably Blue. This works in a turn based setting (which the game itself is); so Quick Attack = probably Blue, but something like Assault Buster won't. Converting this into CTB is a pain in the rear which I haven't thought out yet. So the other alternative is to just throw this whole rock/paper/scissors thing out the window and call it a day. Something tells me this game isn't really DL rankable :o
There are also passive skills and skill transformations (which Trancey will hopefully be able to get for me), but outside of a few specific skills, most of them are storebought, so they aren't unique. Also, the game is full of temps. The only character who you can consistently control for most of the game is Guo Jing. As such, expect this topic to be a giant WIP as we trudge through and deduce stats of other characters and what not.
In simple terms, rock paper scissors. The entire game's combat engine revolves around the trinity between the three move categories, each of which beats but also loses to another. The three categories are as follow:
- Wai Gong or Outer Strength. This is basically physical attacks such as swords or palm strikes
- Nyoi Gong or Inner Strength. Attacks of this category are often either distance types or rely on Chi
- Qing Gong or "Light weighted-ness" Strength. For the purpose of this topic, we will call it Agility (not an actual speed stat!). These attacks involve the attacker often leaping straight at the opponent or running in quickly to strike before the enemy can retaliate.
There's also a fourth type - Healing (coloured green). However, it loses to all types of attacks. The on benefit they have though is that the healing tech will go off first. The attacker has a guaranteed 100% chance of hitting with their selected attack.
The triangle works as follows - Outer Strength < Inner Strength < Agility < Outer Strength. In game, they are represented by the colours red, yellow and blue respectively. If two attacks are of the same colour, then the character with the higher attacking power will win the trade in the case of yellow and blue ties. Red ties are different in that the two opponents will have an uneven exchange of attacks, up to a maximum of three strikes in total. Mashing seems to improve the player's chances of scoring a hit, though for DL purposes, this is irrelevant.
Overall, this means there are a few ways you can view the system DL wise. Most physical attacks are obviously Red attacks. Ranged attacks/Magic attacks are likely Yellow attacks. As for blue attacks, Trancey and I discussed this briefly and we came to the conclusion that attacks that have priority are probably Blue. This works in a turn based setting (which the game itself is); so Quick Attack = probably Blue, but something like Assault Buster won't. Converting this into CTB is a pain in the rear which I haven't thought out yet. So the other alternative is to just throw this whole rock/paper/scissors thing out the window and call it a day. Something tells me this game isn't really DL rankable :o
There are also passive skills and skill transformations (which Trancey will hopefully be able to get for me), but outside of a few specific skills, most of them are storebought, so they aren't unique. Also, the game is full of temps. The only character who you can consistently control for most of the game is Guo Jing. As such, expect this topic to be a giant WIP as we trudge through and deduce stats of other characters and what not.