Hello again! The first of this week's updates has to do with the Crash Bomber ability and how it functions in battle. I've tweaked the mechanics of the bomb to function more closely to the games and have done away with the random defense-lowering effect.
The Crash Bomber now functions more like a time-bomb, attaching itself to a target and then ticking for three turns until it explodes and causes massive damage. The Crash Bomber can be aimed at any target and multiple robots on the opponent's side of the field can have one attached, allowing for some interesting time-delayed combos.
In addition to having a weakness to Electric type attacks which cause it to explode prematurely, the Crash Bomber can be triggered at any time by the creator or any other robot with the ability equipped. Triggering the Crash Bomber early leads to a lower damage, but it can be helpful when you need to deal damage quickly.
Because the power of the Crash Bomber is directly tied to the robot who created it, other robots triggering the explosion can lead to some interesting scenarios. Imagine a Level 1 robot attaching a Crash Bomber to the target, and then another Level 100 robot triggers that same Crash Bomber early. The damage dealt by the explosion would be relative to the Level 1 creator (and therefore fairly weak) and not the robot who ends up triggering it. This can work in reverse too, with a powerful robot setting up the bomb but a much weaker one triggering it and reaping the benefits of its boosted power.
This ability had to go through some rigorous testing a debugging, and as a result it exposed many flaws in the battle logic of the game. I've corrected all these flaws and got the ability working consistently in all tested scenarios, and hopefully these changes have far-reaching effects and make the overall game more stable.
Let me know what you think everyone, and I hope you enjoy this awesome new ability mechanic. :D
Ability Update : Crash Bomber Posted by Adrian Marceau on June 23rd, 2013 at 1:46pm Viewed 703 Times