Super Robot Wars/Masoukishin/Game Mechanics

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Masoukishin has a plethora of new mechanics that made it stand-off other SRW games, it was the first to use full sprites in combat instead of super-deformed, in the map the player moves a complete model of the unit instead of a head; the maps are in isometric view instead of bird's eye view, with different heights that affects the combat; the pilots are called "Heralds" and the mechs are called "Elementals", these Elementals don't have a mobility stat, just HP, MP (magic power instead of energy) and defense, all of them have 7 slots for upgrading their stats as well as their weapons, and some weapons evolve into stronger versions when fully upgraded; just to name a few changes. Next is a detailed description of major gameplay changes.

Facing direction

After a unit moves, it has to choose a facing direction, the direction it faces will have a huge impct in combat as it receives more damage and is easier to hit from the sides and the back. Attacking from the sides will grant your attack a 20% bonus in attack and accuracy, while attacking from the back will give you 50% bonus. On the other side, a defending mech will have a -20% accuracy penalty when defending from the side and a -50% accuracy penalty when defending from the back.

Attack height

After a unit moves, it has to choose a facing direction, the direction it faces will have a huge impact in combat as it receives more damage and is easier to hit from the sides and the back. Attacking from the sides will grant your attack a 20% bonus in attack and accuracy, while attacking from the back will give you 50% bonus. On the other side, a defending mech will have a -20% accuracy penalty when defending from the side and a -50% accuracy penalty when defending from the back.

Zone of control

The front and side spaces around a unit are blocked when an incoming enemy unit closes in from various spaces away. The closer the units are negates the effect of the zone of control.

Prana

Prana is the spiritual energy of an Elemental Herald, it is a pilot stat that works similar to a mech's energy as it is required to perform certain attacks and every MAP attack in the game, and it restores itself for a factor of 1/16 of max Prana. But it plays a major role as it powers the unit's stats, as it follows:

• Max HP : Base HP + current Prana x 10

• Max MG : Base MG + current Prana x 0.5

• Armor : Base Armor + current Prana x 5

• Movement : Base Movement + current Prana x 1/32


On the unit's stat window, the Prana bonus is displayed with yellow numbers.

Elemental classes

There are 4 classes that represents the elements, Fire, Earth, Water and Wind, all of them are weak against a class, stronger against another and neutral to itself and the remaining class. When attacking a unit with a class that your unit is strong against, it will do 20% more damage, but when attacking a unit with a class that your unit is weak against, it will do 20% less damage. The class weaknesses work this way:

• Fire: Strong against Wind

• Wind: Strong against Earth

• Earth: Strong against Water

• Water: Strong against Fire

There are also units without an elemental class, these unit are unaffected by any bonus damage or damage penalty.

Elemental Rank

Aside from class, Elementals have a rank level, the levels are Minor, Major and Sacred. When attacking enemies, Elementals inflict 10% extra damage for each rank that are higher, and inflict 10% less damage for each rank that they're lower. Elementals will advance a rank when they're fully upgraded (excluding weapons).

Skill and Spirit learning

Instead of learning skills and spirits at a certain level, pilots in this game have a range of levels where they could learn certain skills and spirits.

Bonus experience

Upon completing a Scenario, all deployed units will be rewarded with some experience.