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Super Robot Wars/OGs/Game Mechanics: Difference between revisions

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Added the Pilot Point Distribution section.
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Added Money Modifiers, reorganized the categories.
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== '''Passive EN Regeneration''' ==
During a scenario, a unit normally regenerates 5 EN per turn. If a unit has the ''EN Regeneration'' [[Super_Robot_Wars/OGs/Mech_Abilities|Mech Ability]], it will stack with the normal EN regeneration rate.
* For example, a unit that has 200 maximum EN and the ''EN Regeneration (S)'' [[Super_Robot_Wars/OGs/Mech_Abilities|Mech Ability]] would gain 25 EN per turn.
== '''Docking''' ==
During a scenario, you can have your units dock on a battleship by moving them onto the square that a battleship is occupying and selecting the "Dock" command. This will immediately reduce the pilot's Will by -5 and end their turn; however, their Will cannot be reduced 100 as a result of docking on a battleship. While a unit is docked they gain the following benefits:
* Their EN and ammo are fully refilled.
* They regain 15% of their maximum HP per turn that they remain docked.
* They cannot be targeted by attacks.
On a subsequent turn, a unit can use all commands as normal except attacking which must be done after deploying from the battleship; however, a docked unit can only join or disband a Twin with another docked unit. You can re-deploy a docked unit by moving them out of the battleship as if they were occupying that square, before or after the battleship has moved and been used.




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Note: [[Super_Robot_Wars/OGs/Game_Mechanics#Containers|Containers]] count as occupying a space and can also block spawns.
Note: [[Super_Robot_Wars/OGs/Game_Mechanics#Containers|Containers]] count as occupying a space and can also block spawns.
== '''Passive EN Regeneration''' ==
During a scenario, a unit normally regenerates 5 EN per turn. If a unit has the ''EN Regeneration'' [[Super_Robot_Wars/OGs/Mech_Abilities|Mech Ability]], it will stack with the normal EN regeneration rate.
* For example, a unit that has 200 maximum EN and the ''EN Regeneration (S)'' [[Super_Robot_Wars/OGs/Mech_Abilities|Mech Ability]] would gain 25 EN per turn.




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During a scenario, predetermined enemy units will drop containers which occupy a square on the map. You can send a unit to these squares to claim the containers and receive either [[Super_Robot_Wars/OGs/Parts|Parts]] or [[Super_Robot_Wars/OGs/Bullet_List|Custom Bullets]]; however, enemy units can also move to these squares and claim the containers which will cause them to be lost forever. Even if you shoot these enemies down, they will not drop any collected containers. If you do not claim these containers then they will be collected automatically at the end of the scenario.
During a scenario, predetermined enemy units will drop containers which occupy a square on the map. You can send a unit to these squares to claim the containers and receive either [[Super_Robot_Wars/OGs/Parts|Parts]] or [[Super_Robot_Wars/OGs/Bullet_List|Custom Bullets]]; however, enemy units can also move to these squares and claim the containers which will cause them to be lost forever. Even if you shoot these enemies down, they will not drop any collected containers. If you do not claim these containers then they will be collected automatically at the end of the scenario.


If you have encountered an enemy unit in battle or used the ''Scan'' [[Super_Robot_Wars/OGs/Spirit_Commands|Spirit Command]] on them, you can check their unit status screen to see if they are equipped with any [[Super_Robot_Wars/OGs/Parts|Parts]]. If they are then they will drop that [[Super_Robot_Wars/OGs/Parts|Part]] in a container after being shot down. There is no way to tell if an enemy unit is carrying a [[Super_Robot_Wars/OGs/Bullet_List|Custom Bullet]].
If you have encountered an enemy unit in battle or used the ''Scan'' [[Super_Robot_Wars/OGs/Spirit_Commands|Spirit Command]] on them, you can check their unit status screen to see if they are equipped with any [[Super_Robot_Wars/OGs/Parts|Parts]]. If they are then they will drop that part in a container after being shot down. There is no way to tell if an enemy unit is carrying a [[Super_Robot_Wars/OGs/Bullet_List|Custom Bullet]].
 
 
== '''Docking''' ==
During a scenario, you can have your units dock on a battleship by moving them onto the square that a battleship is occupying and selecting the "Dock" command. This will immediately reduce the pilot's Will by -5 and end their turn; however, their Will cannot be reduced 100 as a result of docking on a battleship. While a unit is docked they gain the following benefits:
* Their EN and ammo are fully refilled.
* They regain 15% of their maximum HP per turn that they remain docked.
* They cannot be targeted by attacks.
 
On a subsequent turn, a unit can use all commands as normal except attacking which must be done after deploying from the battleship; however, a docked unit can only join or disband a Twin with another docked unit. You can re-deploy a docked unit by moving them out of the battleship as if they were occupying that square, before or after the battleship has moved and been used.




== '''Repair Costs''' ==
== '''Money Modifiers''' ==
Whenever one of your units is shot down (reduced to 0 HP), they can no longer be used for the remainder of the scenario. At the end of the scenario, you are automatically deducted an amount of money equal to the ''Cost'' of the unit. If you do not have enough money, the unit is repaired at no cost to you.


Whenever you shoot down an enemy unit, you will be awarded a specific amount of money which is equal to the ''Cost'' stat of the unit. You can increase the amount of money that an enemy unit gives you by having one or more of the following modifiers when you shoot down the enemy unit:
* ''Luck'' [[Super_Robot_Wars/OGs/Spirit_Commands|Spirit Command]] (x2.0 or 200%).
* ''Fortune'' [[Super_Robot_Wars/OGs/Pilot_Skills#Unique Skills|Pilot Skill]] (x1.2 or 120%).
* The pilot who shot down the enemy unit is an ''[[Super_Robot_Wars/OGs/Ace_Bonuses|Ace Pilot]]'' (x1.2 or 120%).
* The pilot who shot down the enemy unit has a money-related ''[[Super_Robot_Wars/OGs/Ace_Bonuses|Ace Bonus]]'' (multiplier is pilot-dependent).
* Your [[Super_Robot_Wars/OGs/Game_Mechanics#Difficulties|difficulty]] is set to ''Normal'' (x1.2 or 120%) or ''Easy'' (x1.5 or 150%).


== '''Making Money''' ==


Coming soon.
All modifiers stack with each other except for ''Luck'' which doesn't stack with any other modifier. When you stack multiple modifiers together, they are multiplied by each other. For example, if you were playing on ''Normal'' difficulty and had Kyosuke (who is an ''Ace Pilot'') shoot down an enemy unit that would give you 2000, the total amount of money you would gain would be calculated as follows:
# The normal amount of money from shooting down an enemy: 2000 (100%).
# Multiplied by ''Normal'' difficulty: 2400 (120%).
# Multiplied by Kyosuke's ''Fortune'' [[Super_Robot_Wars/OGs/Pilot_Skills#Unique Skills|Pilot Skill]]: 2880 (144%, or 120% x 1.2).
# Multiplied by Kyosuke's ''[[Super_Robot_Wars/OGs/Ace_Bonuses|Ace Pilot]]'' status: 3456 (172.8%, or 144% x 1.2).




== '''Pilot Point Distribution''' ==
== '''Pilot Point Distribution''' ==


Whenever one of your pilots shoot down an enemy unit, they are awarded a certain amount of Pilot Points (PP). This amount varies depending on whether they are the main unit pilot of a Twin, the sub unit pilot of a Twin, a co-pilot of the main or sub unit pilot of a Twin, or a sub-pilot of the main or sub unit pilot of a Twin.
Whenever you shoot down an enemy unit, the pilot is awarded a specific amount of Pilot Points (PP) which is dependent on the enemy unit which was shot down. This amount varies depending on whether they are the main unit pilot of a Twin, the sub unit pilot of a Twin, a co-pilot of the main or sub unit pilot of a Twin, or a sub-pilot of the main or sub unit pilot of a Twin.




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'''Note''': when calculating PP, the game truncates any decimals instead of rounding them up or down to the nearest whole number. As a result of this, the minimum number of PP that an enemy unit will award is 1 PP.
'''Note''': when calculating PP, the game truncates any decimals instead of rounding them up or down to the nearest whole number. As a result of this, the minimum number of PP that an enemy unit will award is 1 PP.
== '''Repair Costs''' ==
Whenever one of your units is shot down (reduced to 0 HP), they can no longer be used for the remainder of the scenario. At the end of the scenario, you are automatically deducted an amount of money equal to the ''Cost'' stat of the unit. If you do not have enough money, the unit is repaired at no cost to you.





Revision as of 20:50, 4 August 2021

Difficulties

OGs has a variable difficulty system where the difficulty changes throughout a playthrough depending on the percentage of Skill Points that you have acquired:

Easy
  • You must currently have 30% or less of the total SR points in your playthrough.
  • Enemy units will give 50% more money when shot down (x1.5 modifier). This does not stack with the bonus from the Normal difficulty.
  • Your pilots will gain +5 Will at the start of each scenario.
  • Whenever a pilot is force-deployed during a scenario (i.e. you can't deploy them at the start), they will sometimes deploy with more Will.
Normal
  • You must currently have between 30% and 79% of the total SR points in your playthrough.
  • Enemy units will have no upgrades on their mechs or weapons (except special cases).
  • Enemy units will give 20% more money when shot down (x1.2 modifier).
Hard
  • You must currently have 80% or more of the total SR points in your playthrough.
  • Enemy units will have three upgrades in all stats on their units and weapons, at a minimum.
  • Enemy units will give the standard amount of money when shot down (which is equal to their Cost stat, some exceptions aside).
Notes
  • Difficulties are separate from the Game Modes that you can access after finishing a playthrough of the game and loading your "clear data" file to start a new playthrough.
  • The difficulty also determines the stats of a number of the final bosses in each game.


Pilot Training

Instead of spending Pilot Points (PP) on Pilot Skills, you can instead spend PP to increase a pilot's stats or increase their Terrain Rating.

Stats

For every 10 PP you spend, a pilot's stat increases by one. All stats have a cap of 400.

Terrain Ratings
Terrain Rating C → B B → A A → S
Required PP 40 50 60


Unit Spawn Order

Whenever an enemy unit appears on the map after the scenario has already started, they will always spawn in set positions or in relation to the position of some of your units (usually story-related). If you occupy a position with your own unit that an enemy unit will spawn in, you can force the enemy unit to spawn in a different position. The spawn order follows this pattern (1 = north):

25
13 26
Etc. 24 9 14 27
38 23 5 1 6 15 28
37 22 12 4 0 2 10 16 29
36 21 8 3 7 17 30
35 20 11 18 31
34 19 32
33

If a unit is set to spawn in position 0 but that position is occupied then the game will check if the next available position (or ascending number) is occupied. If it is not occupied, the unit will spawn there. If it is occupied, the game will continue to check subsequent positions (or ascending numbers) until it comes across an unoccupied position where it will spawn the unit.

Note: Containers count as occupying a space and can also block spawns.


Passive EN Regeneration

During a scenario, a unit normally regenerates 5 EN per turn. If a unit has the EN Regeneration Mech Ability, it will stack with the normal EN regeneration rate.

  • For example, a unit that has 200 maximum EN and the EN Regeneration (S) Mech Ability would gain 25 EN per turn.


Containers

During a scenario, predetermined enemy units will drop containers which occupy a square on the map. You can send a unit to these squares to claim the containers and receive either Parts or Custom Bullets; however, enemy units can also move to these squares and claim the containers which will cause them to be lost forever. Even if you shoot these enemies down, they will not drop any collected containers. If you do not claim these containers then they will be collected automatically at the end of the scenario.

If you have encountered an enemy unit in battle or used the Scan Spirit Command on them, you can check their unit status screen to see if they are equipped with any Parts. If they are then they will drop that part in a container after being shot down. There is no way to tell if an enemy unit is carrying a Custom Bullet.


Docking

During a scenario, you can have your units dock on a battleship by moving them onto the square that a battleship is occupying and selecting the "Dock" command. This will immediately reduce the pilot's Will by -5 and end their turn; however, their Will cannot be reduced 100 as a result of docking on a battleship. While a unit is docked they gain the following benefits:

  • Their EN and ammo are fully refilled.
  • They regain 15% of their maximum HP per turn that they remain docked.
  • They cannot be targeted by attacks.

On a subsequent turn, a unit can use all commands as normal except attacking which must be done after deploying from the battleship; however, a docked unit can only join or disband a Twin with another docked unit. You can re-deploy a docked unit by moving them out of the battleship as if they were occupying that square, before or after the battleship has moved and been used.


Money Modifiers

Whenever you shoot down an enemy unit, you will be awarded a specific amount of money which is equal to the Cost stat of the unit. You can increase the amount of money that an enemy unit gives you by having one or more of the following modifiers when you shoot down the enemy unit:

  • Luck Spirit Command (x2.0 or 200%).
  • Fortune Pilot Skill (x1.2 or 120%).
  • The pilot who shot down the enemy unit is an Ace Pilot (x1.2 or 120%).
  • The pilot who shot down the enemy unit has a money-related Ace Bonus (multiplier is pilot-dependent).
  • Your difficulty is set to Normal (x1.2 or 120%) or Easy (x1.5 or 150%).


All modifiers stack with each other except for Luck which doesn't stack with any other modifier. When you stack multiple modifiers together, they are multiplied by each other. For example, if you were playing on Normal difficulty and had Kyosuke (who is an Ace Pilot) shoot down an enemy unit that would give you 2000, the total amount of money you would gain would be calculated as follows:

  1. The normal amount of money from shooting down an enemy: 2000 (100%).
  2. Multiplied by Normal difficulty: 2400 (120%).
  3. Multiplied by Kyosuke's Fortune Pilot Skill: 2880 (144%, or 120% x 1.2).
  4. Multiplied by Kyosuke's Ace Pilot status: 3456 (172.8%, or 144% x 1.2).


Pilot Point Distribution

Whenever you shoot down an enemy unit, the pilot is awarded a specific amount of Pilot Points (PP) which is dependent on the enemy unit which was shot down. This amount varies depending on whether they are the main unit pilot of a Twin, the sub unit pilot of a Twin, a co-pilot of the main or sub unit pilot of a Twin, or a sub-pilot of the main or sub unit pilot of a Twin.


Co-Pilots and Sub-Pilots

A co-pilot is a pilot who can swap positions with the current main pilot (in the case of a unit which transforms) or can act as an independent pilot in their own unit (in the case of multiple units which can combine into one unit and separate back into multiple units):

  • Rai (SRX)
  • Aya (SRX)
  • Grungust Type 3
  • Bullet (RyuKoOh)
  • Kusuha (KoRyuOh)
  • Shouko (G-Compatible Kaiser)


Sub-pilots are considered to be a crew member of a unit rather than an actual pilot: they are never a main pilot; they don't have stats, Terrain Ratings, or a Twin Spirit Command; and they have a very shortened Pilot Skill list that they can learn from:

  • Tetsuya (Hagane)
  • Eita (Hagane)
  • Sean (Hiryu Custom)
  • Tsugumi (Astelion AX)


Distribution Values
  • Main unit pilot: 100% PP
  • Co-pilot of the main unit pilot: 100% PP
  • Sub-pilot of the main unit pilot: 50% PP
  • Sub unit pilot: 75% (100% with the Learner Pilot Skill)
  • Co-pilot of the sub unit pilot: 75% (100% with Learner)
  • Sub-pilot of the sub unit pilot: 37.5% (50% with Leaner)


MAPWs reduce the amount of PP that your pilot is awarded by 50%:

  • Main unit: 50% PP
  • Co-pilot of the main unit: 50% PP
  • Sub-pilot of the main unit: 25% PP
  • Sub unit: 37.5% (50% with the Learner)
  • Co-pilot of the sub unit: 37.5% (50% with Learner)
  • Sub-pilot of the sub unit: 18.75% (37.5% with Leaner)


Note: when calculating PP, the game truncates any decimals instead of rounding them up or down to the nearest whole number. As a result of this, the minimum number of PP that an enemy unit will award is 1 PP.


Repair Costs

Whenever one of your units is shot down (reduced to 0 HP), they can no longer be used for the remainder of the scenario. At the end of the scenario, you are automatically deducted an amount of money equal to the Cost stat of the unit. If you do not have enough money, the unit is repaired at no cost to you.


Game Over Trick

If you fulfill the Defeat Conditions for a scenario and achieve a Game Over, the scenario will automatically restart from the pre-scenario text. You will not have access to the intermission screen (as if you had loaded your game). When you arrive at the pre-deployment menu on the battle map, the following elements will have carried over:

  • Any changes made to a pilot or unit during the previous pre-deployment menu will be reset and they will be returned to the state they were in during the previous intermission screen.
  • Pilots will keep all experience points (and levels gained as a result) and kills that they gained prior to the Game Over.
  • You will keep any money earned prior to the Game Over.

However, any PP, Parts, or Custom Bullets will not be carried over. More importantly, you will not be able to acquire the Skill Point for that scenario. If you had already acquired the Skill Point prior to the Game Over, you will lose it and will not be able to acquire it again.

You can use this trick to repeat the same scenario multiple times to gain levels and earn kills and money. Prior to doing so, be sure to prepare your units as much as possible during the previous intermission screen in order to reduce the amount of setup you have to do during the pre-deployment menu on the battle map; however, you can use the pre-deployment menu to temporarily upgrade your pilots and pilots knowing that they will be reset once you achieve a Game Over. This makes Pilot Skills such as Mechanic, Resupply, EXP Up, or SP Up very valuable in conjunction with the trick because they can be used to full effect during the scenario but you will be refunded the PP afterwards. The same applies to upgrading a unit's stats or weapons which you will be using throughout the scenario as part of the trick.

It is recommended to do this on scenarios whose Defeat Conditions are easy to fulfill:

  • If you must shoot down a specific enemy, shoot them down on purpose.
  • If you must prevent a specific ally from being shot down, let them be shot down on purpose.
  • If the scenario has a time limit, exceed that time limit on purpose.


Recommended Scenarios in OGs1

Ryusei route

  • Scenario 18: Islands of Hades
  • Scenario 34: Steel Colossus
  • Scenario 36: Marionettes

Kyosuke route

  • Scenario 13: Vanishing Trooper
  • Scenario 17: Raid on Elpis
  • Scenario 35: Rescue
  • Scenario 38: Codename: SRW

Common scenarios

  • Scenario 30: Traitorous Gun
  • Final Scenario: The Final Adjudicator


Recommended Scenarios in OGs2

Ethiopia route

  • Scenario 19: Clever Doll

Common scenarios

  • Scenario 21: Princess in Exile
  • Scenario 32: Uninvited Visitors (Pt.2)
  • Scenario 38: Operation Plantagenet (Pt.1)

Earth route

  • Scenario 42: Through the Blazing Sands
  • Scenario 44: Rest in the Cradle

Moon route

  • Scenario 42: Turmoil in Space
  • Scenario 43: Pure Being


Recommended Scenarios in OGs2.5
  • Scenario 11: Encroaching Malice