Fighting
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*[http://scigame.gunsha.com/viewchar.php?view=Police Police] | *[http://scigame.gunsha.com/viewchar.php?view=Police Police] | ||
*[http://scigame.gunsha.com/viewchar.php?view=Special%20Forces Special Forces] | *[http://scigame.gunsha.com/viewchar.php?view=Special%20Forces Special Forces] | ||
- | *[http://scigame.gunsha.com/viewchar.php?view=Forces%20more% | + | *[http://scigame.gunsha.com/viewchar.php?view=Forces%20that%20are%20more%20Special%20than%20the%20Last Forces that are more special than the last] |
*[http://scigame.gunsha.com/viewchar.php?view=Superhero Superhero] </b> - is more difficult to defeat than other NPCs as it automatically changes its weapon and defence to be strong against you. | *[http://scigame.gunsha.com/viewchar.php?view=Superhero Superhero] </b> - is more difficult to defeat than other NPCs as it automatically changes its weapon and defence to be strong against you. | ||
Revision as of 00:15, 14 August 2006
Contents |
The Basics
When you fight you gain rep, but if you lose, you lose rep. I suppose that wasn't very helpful now was it?
Player VS. Player
Take on fellow SCI players and attack them, be careful though, they might retaliate. The amount of Reputation your target currently has will affect how much Reputation you gain from combat; thus fighting someone with far more reputation than you will reap much larger rewards, while fighting someone of lower rank than you will net you much less (often between 10 and 5 points only). LOSING to a player of much lower rank than you will cost you a LOT of Reputation however.
NPC
Non-player Character. So, you aren't fighting a real person. Just some bot, or computer if you will. Easy to beat and they don't retaliate. Probably a good target if you are just starting out.
NPCs in order of total reputation:
Note, clicking link will take you to the in game player profile.
- Training Bot - the basic whipping boy of SCI. If you are under 25 unused Reputation when you fight it, you will gain 50, otherwise gains are much less. As of August 13th the Training Bot dops a new gear: Trainers.
- Police
- Special Forces
- Forces that are more special than the last
- Superhero - is more difficult to defeat than other NPCs as it automatically changes its weapon and defence to be strong against you.
Charge
In order to attack somebody in SCI, your inventions must have at least one level of charge in them. You can store a maximum of five levels of charge at a time, and one level is used up for each fight you started (defending yourself uses no charge). Charge returns at a basic rate of one level per hour, however, using less enhancements in your inventions than you could otherwise use causes charge to build up faster.
Bounties and The Hitlist
The Hitlist is a listing of players with bounties on their head. A Bounty is an additional one-shot reputation reward you gain by defeating that particular target.
Bounties can be manually added to the Hitlist. If you wish to target a character for a bounty, you enter the name of your target, the reason why you put the bounty on them, and the amount you want to offer for the target (NOTE: this reputation is permanently lost to you once you set the bounty).
About five bounties are auto-generated by the Training Bot once or twice per day. Rewards are based on the target's current total reputation.
Fighting
Usually, each player starts on 100% health, although some gear can change this, and certain NPCs start with different amounts of health. Once a player reaches 0% health through taking damage, they have lost, and the other player gains some reputation.
Combat is split into several turns, in which each player gets to attack the other - which player strikes first is influenced by their inventions.
Each attack can have one of three outcomes - hit, miss or overload.
- If an attack misses, then nothing happens, amazingly enough.
- If an attack hits, then the other player takes damage, some of which will be absorbed by their defence - unless their defence overloads, in which case they will take even more damage than usual.
- If the attack overloads, then the attacking player takes damage from their malfunctioning weapon.