Sign up for free to use this document yourself.
  • Finalised Working Rules for Valkyria/Ballad Chronicles-Alike

  • Basically, this system is a modification of the Valkyria Chronicles combat system to incorporate more realistic and deadly combat, using various aspects of tabletop Ballad/SoS game rules, while keeping interface/gameplay relatively simple and streamlined.

    It also adheres more to classic/traditional/pure tactic-game standards like those from the XCom series.

    Aesthetically, it intends to still keep the cool visual aspect of Valkryia Chronicles such as a full non-uniform 3D environment and flashing character/unit potentials/talents during movements/actions.

    Basic rundown

    • Game is turned based.
    • A unit has individual movement allowance for the turn, and 2 Action Points (at standard level). You can Move as much as possible before you End Turn. Actions and movements are executed and resolved during the turn, with the potentiality to mix both movement and actions, so unlike regular Ballad/SoS games that uses tricky pre-declaration/defered execution of actions, turns should be given to those that deserve more initiative first. (Or otherwise, just cycle between Player vs Enemy side, etc. via some Valkyria Chronicles command/drama points management system) The enemy positions don’t move until you explicitly hit the End Turn button, from which all enemy positions no longer in view of your unit are assumed to be “uncertain”/“unknown” and remain re-hidden, waiting to be re-exposed again when they move on their turn.
    • Ending turn while in target mode, or facing at particular directions allows you to favor your viewing direction for potentially detecting and dealing against moving enemies during the enemy turn. This may add slight modifiers to your observation rolls depending on where you are facing. Additionally, detecting enemies during the enemy turn may occur occur by other senses such as ears, and Good Ears talent can come in useful for such cases especially for enemies outside your field of view or occluded.

    Shooting and Defense mechanics during turn

    • There are some fundamental mechanical differences to a Valkyria Chronicles’ style unit turn as defined below:
      • You can Shoot (sacrificing all movement), or Shoot (only a Single Shot or Short Burst allowed) then Move within your turn. Doing so uses up 1 action point.
    • To Shoot and Move (without sacrificing movement), Lock a Movement Path to plot a path to destination, switch to Target Mode, and shoot while in Target Mode. After you perform your shooting, you will automatically trigger a Move to your target destination. A minimum of half of your movement allowance is always expended away with this manuever regardless of the movement distance used by the locked movement path. If you move half the distance only in Cautious movement mode, you count as Moving Slowly while Shooting only.
      • Important note: Once you Move, you cannot Shoot again anymore within your turn. Instead, if you choose to end your turn while still having Action points remaining, you can only choose to deal Interception Fire during enemy movement on the Enemy side’s turn. The amount of Interception Fire available is based on the amount of Action points you have remaining. Optionally, if you end your turn while in target mode focused on another enemy target, you may potentially deal Enhanced Focused Interception Fire on that target (which is automatically triggered on it) that provides some of the following advantages:
        • Immediate return fire for any action point expended by the target within that timeframe. eg. So once the target shoots at you or someone else, you can shoot back. If the target does a reload action, eg, you can shoot him while he is reloading. In between his Single shots or bursts, you may shoot back, assuming you’re not too stunned (if hit) to be unable to do so.
        • Immediate fire the moment the target initiates a Move.
        • Only under special cases (eg. perks/talents/specialised manuevers, etc.), or if within Melee Shooting range, or if you took the target by surprise, etc., would allow you to potentially contest for initiative (or automatically win it) to beat intercept your target’s timing when moving in (during your turn) to shoot on the Enemy’s turn.
    • Unlike Valkyria Chronicles, Interception fire deals full lethality as far as damage is concerned (not artificially reduced), though it’s overall effectiveness might be less accruate in non-related situations where it’s done after Movement (ie. Moving while Shooting penalty might apply in those cases) or other cases caused by movement of the target itself.
    • Do note that Interception fire may also be executed in the form of Suppressive Fire as well.
    • Within the same turn, you can Shoot consecutively (2 single shots if your weapon allows), or sustain your bursts of Rapid fire, for another action point to use up all action points purely for SHooting on the spot on your turn.

    Defense aspects:

    • If actively moving into nearby cover at the start of your movement or moving within cover while receiving enemy fire during your movement, Active Defense might end up being potentially triggered to avoid getting hit. This is only potentially executed once per turn, and uses up an Action Point.
    • A realistic example of Active Defense is a common means of
      effectively allows units to inch in closer behind a cover corner in order to regain it at the end of the turn (while Shooting with ADR pool -2 penalty to Active Defense Roll or without Shooting/doing any other actions, etc. at full ADR pool for Active Defense roll) to react against offensive enemy movements that had initially left their body exposed towards them while behind cover).
    • During Active Defense and while being shot at, this potential appears repeatedly indicating whether the roll failed or succeeded versus respective enemies that may be firing on you.
    • When not moving, but remaining in exact same position while behind cover relative to enemy shooter, Active defense can only be potentially triggered if you kept a total of 2 action points in reserve at the end of your turn. (This means not conducting any actions).
    • Running/Sprinting Missile Defense Potentials bonuses may only apply based off moving laterally against the shooter, and requires you to use a Locked Movement path that doesn’t change throughout the duration of your movement durign your turn and (sometimes) across multiple turns. You must have already clocked a distance for at least 4 to 6 yards (for Running) or 8 to 12 yards (for Sprinting), without stopping/changing path to gain this benefit.

    Long Actions:

    • Some actions require a total of 2 (or ALL) action points and cannot be executed if you have less than the required action points. These actions are like Suppressive Fire, Reload, Throwing Grenade, etc. Depending on the type of weapon, Reload might have to be sustained across multiple turns in order to complete it, otherwise it has to be canceled.
      • Laying down Suppressive Fire causes you to end your turn immediately as you focus on the direction in which suppressive fire is being laid on.

    Movement controls:

    • During movement, if you detect a new enemy or new encounter, the game auto-pauses and you auto-target him as per standard.
    • If you re-encounter a known enemy target in view during your turn, the game also auto pauses, but no auto-targeting is done beyond a prompt.
    • After an auto-pause, you may optionally resume your previous path movement or change your movement or respond to it accordingly.
    • Sprinting can only be done at the start of your Turn, and will expend away all your action points.
    • There are 3 speed mode of movement. Auto/Cautious/Rush. For Auto, depending on your target destination and distance to location, Cautious is used if half of your movement allowance distance or less is used. Rush is used if you go beyond half of that movement allowance and Sprint is used if you go beyond your movement allowance. Alternatively, you can set to Cautious/Rush mode accordingly to have a fixed movement allowance quota for that given movement mode. When Rushing/Sprinting, you move as fast as possible to that location. When Cautious, you move at a slower pace to maximise detecting enemies (and auto-pausing your time/movement) at better accuracy to avoid overstepping your bounds and leaving yourself exposed to interception fire.

    Cover:

    • Cover concealment ratings exist in 50%, 70%, 80%, and 90% categories. Take note that if you decide to shoot out from behind cover on your turn, your Cover concealment rating will have to be effectively dropped down by 1 level, (eg. 70% goes to 50%, 80% to 70%, 90% to 80%, etc.) to a minimum of 50% cover rating.

    • Unlike the original Valkyria Chronicles game, anything in the 3D environment can be improvised as concealment, and potentially cover, depending on the material and structure of the 3D world. It’s up to the players to discover these on their own. (eg. playing around with distances from window/corners, etc. while still having cover and concealment)

    Direct Command vs Fireteam Command:

    • Direct Command exists (similar to Valkyria Chronicles 3 and 4, with up to maximum 2 more followers besides you). But depending on the character’s rank/skill, there may be Fire-Team command which involves coordinating/commanding larger number of individuals up to 4 individuals, or even elements (think Brothers in Arms), while on the ground.
  • Waypint Outside circle?

    Forward traejectories
    Reverse Trajectories

    Score traejectories in terms of distnce to waypoint
    OR (if reversing away from target)
    ALignment to open tangent ? Should never reerse into a direction that doesntface target

    Waypint ithin Circle?

    Reed Shepp to goal or surround goal

    Can’t see waypoint goal or moved out of coriddoor?

    If waypoint goal cannot be seen, clamp intermediary additional waypoint to edge of next corridoor before goal can be seen. (or Refunnel)
    Replan paath if moved out of cordiroor?

    Negototiating waypoint:

    TO avoid being stuck in local minimal:
    For chosen trajectory at given point and orientation, mark as visited in relation to waypoint being negotiated.

    Waypoint is considered cleared only if traveling direction approaches towards next visible waypoint ahead is attained and visible.

    If using inflated navmesh:

    When outside inflated navmesh:

    Outside inflated navmesh? Reverse out or forward and repath once within navmesh.


    Early Anticipate narrow corners, angle of approach?

  • If using best trajectory scan

    • End trajectory facing direction towards goal?
    • Lowest DIstance to goal?
    • (Penalty) Collision Distance
{"cards":[{"_id":"55fbe8c3bdf7e618ca000061","treeId":"55fbe8d2bdf7e618ca00005f","seq":19265439,"position":1,"parentId":null,"content":"# Finalised Working Rules for Valkyria/Ballad Chronicles-Alike"},{"_id":"5270509b8919d90ec5000129","treeId":"55fbe8d2bdf7e618ca00005f","seq":19747095,"position":0.5,"parentId":"55fbe8c3bdf7e618ca000061","content":"## Vehicle movement\n\nWaypoint based with trajectory biasing:\n\n\nTrajectory scoring:\nhttps://www.youtube.com/watch?v=K9iiUgzcUFI\nhttps://www.youtube.com/watch?v=Em6aiUOApTA\nhttps://github.com/prl-mushr\n\nhttps://github.com/mit-racecar\n\nInflated navmesh waypointing:\nhttps://www.youtube.com/watch?v=VvHs545FOMQ\n\nLocal steering avoidance:\nhttps://www.youtube.com/watch?v=-0EnkadM-lo\n"},{"_id":"526f7aa5ea5e077e33000058","treeId":"55fbe8d2bdf7e618ca00005f","seq":19746058,"position":0.5,"parentId":"5270509b8919d90ec5000129","content":"Waypint Outside circle?\n------------------\nForward traejectories\nReverse Trajectories\n\nScore traejectories in terms of distnce to waypoint\nOR (if reversing away from target)\nALignment to open tangent ? Should never reerse into a direction that doesntface target\n\nWaypint ithin Circle?\n-------------\nReed Shepp to goal or surround goal\n\n\nCan't see waypoint goal or moved out of coriddoor?\n-----------------\nIf waypoint goal cannot be seen, clamp intermediary additional waypoint to edge of next corridoor before goal can be seen. (or Refunnel)\nReplan paath if moved out of cordiroor?\n\n\nNegototiating waypoint:\n---------------------\nTO avoid being stuck in local minimal:\nFor chosen trajectory at given point and orientation, mark as visited in relation to waypoint being negotiated.\n\nWaypoint is considered cleared only if traveling direction approaches towards next visible waypoint ahead is attained and visible.\n\n\n\nIf using inflated navmesh:\n\nWhen outside inflated navmesh:\n-----------------------------\nOutside inflated navmesh? Reverse out or forward and repath once within navmesh.\n\n____\n\nEarly Anticipate narrow corners, angle of approach?\n"},{"_id":"526f88e8ea5e077e33000057","treeId":"55fbe8d2bdf7e618ca00005f","seq":19746051,"position":1,"parentId":"5270509b8919d90ec5000129","content":"If using best trajectory scan\n\n- End trajectory facing direction towards goal?\n- Lowest DIstance to goal?\n- (Penalty) Collision Distance\n"},{"_id":"52704c258919d90ec500012a","treeId":"55fbe8d2bdf7e618ca00005f","seq":19745898,"position":0.75,"parentId":"55fbe8c3bdf7e618ca000061","content":""},{"_id":"55fbe88abdf7e618ca000062","treeId":"55fbe8d2bdf7e618ca00005f","seq":19269498,"position":1,"parentId":"55fbe8c3bdf7e618ca000061","content":"Basically, this system is a modification of the Valkyria Chronicles combat system to incorporate more realistic and deadly combat, using various aspects of tabletop Ballad/SoS game rules, while keeping interface/gameplay relatively simple and streamlined. \n\nIt also adheres more to classic/traditional/pure tactic-game standards like those from the XCom series.\n\nAesthetically, it intends to still keep the cool visual aspect of Valkryia Chronicles such as a full non-uniform 3D environment and flashing character/unit potentials/talents during movements/actions.\n\n### Basic rundown\n\n- Game is turned based. \n- A unit has individual movement allowance for the turn, and 2 Action Points (at standard level). You can Move as much as possible before you End Turn. Actions and movements are executed and resolved during the turn, with the potentiality to mix both movement and actions, so unlike regular Ballad/SoS games that uses tricky pre-declaration/defered execution of actions, turns should be given to those that deserve more initiative first. (Or otherwise, just cycle between Player vs Enemy side, etc. via some Valkyria Chronicles command/drama points management system) The enemy positions don't move until you explicitly hit the End Turn button, from which all enemy positions no longer in view of your unit are assumed to be \"uncertain\"/\"unknown\" and remain re-hidden, waiting to be re-exposed again when they move on their turn.\n- Ending turn while in target mode, or facing at particular directions allows you to favor your viewing direction for potentially detecting and dealing against moving enemies during the enemy turn. This may add slight modifiers to your observation rolls depending on where you are facing. Additionally, detecting enemies during the enemy turn may occur occur by other senses such as ears, and Good Ears talent can come in useful for such cases especially for enemies outside your field of view or occluded.\n\n### Shooting and Defense mechanics during turn\n\n- There are some fundamental mechanical differences to a Valkyria Chronicles' style unit turn as defined below:\n - You can Shoot (sacrificing all movement), or Shoot (only a Single Shot or Short Burst allowed) then Move within your turn. Doing so uses up 1 action point.\n- To Shoot and Move (without sacrificing movement), Lock a Movement Path to plot a path to destination, switch to Target Mode, and shoot while in Target Mode. After you perform your shooting, you will automatically trigger a Move to your target destination. A minimum of half of your movement allowance is always expended away with this manuever regardless of the movement distance used by the locked movement path. If you move half the distance only in Cautious movement mode, you count as Moving Slowly while Shooting only.\n - Important note: Once you Move, you cannot Shoot again anymore within your turn. Instead, if you choose to end your turn while still having Action points remaining, you can only choose to deal Interception Fire during enemy movement on the Enemy side's turn. The amount of Interception Fire available is based on the amount of Action points you have remaining. Optionally, if you end your turn while in target mode focused on another enemy target, you may potentially deal Enhanced Focused Interception Fire on that target (which is automatically triggered on it) that provides some of the following advantages:\n - Immediate return fire for any action point expended by the target within that timeframe. eg. So once the target shoots at you or someone else, you can shoot back. If the target does a reload action, eg, you can shoot him while he is reloading. In between his Single shots or bursts, you may shoot back, assuming you're not too stunned (if hit) to be unable to do so.\n - Immediate fire the moment the target initiates a Move.\n - Only under special cases (eg. perks/talents/specialised manuevers, etc.), or if within Melee Shooting range, or if you took the target by surprise, etc., would allow you to potentially contest for initiative (or automatically win it) to beat intercept your target's timing when moving in (during your turn) to shoot on the Enemy's turn.\n- Unlike Valkyria Chronicles, Interception fire deals full lethality as far as damage is concerned (not artificially reduced), though it's overall effectiveness might be less accruate in non-related situations where it's done after Movement (ie. Moving while Shooting penalty might apply in those cases) or other cases caused by movement of the target itself.\n- Do note that Interception fire may also be executed in the form of Suppressive Fire as well.\n- Within the same turn, you can Shoot consecutively (2 single shots if your weapon allows), or sustain your bursts of Rapid fire, for another action point to use up all action points purely for SHooting on the spot on your turn. \n\n### Defense aspects:\n\n- If actively moving into nearby cover at the start of your movement or moving within cover while receiving enemy fire during your movement, Active Defense might end up being potentially triggered to avoid getting hit. This is only potentially executed once per turn, and uses up an Action Point. \n- A realistic example of Active Defense is a common means of \neffectively allows units to inch in closer behind a cover corner in order to regain it at the end of the turn (while Shooting with ADR pool -2 penalty to Active Defense Roll or without Shooting/doing any other actions, etc. at full ADR pool for Active Defense roll) to react against offensive enemy movements that had initially left their body exposed towards them while behind cover). \n- During Active Defense and while being shot at, this potential appears repeatedly indicating whether the roll failed or succeeded versus respective enemies that may be firing on you.\n- When not moving, but remaining in exact same position while behind cover relative to enemy shooter, Active defense can only be potentially triggered if you kept a total of 2 action points in reserve at the end of your turn. (This means not conducting any actions). \n- Running/Sprinting Missile Defense Potentials bonuses may only apply based off moving laterally against the shooter, and requires you to use a Locked Movement path that doesn't change throughout the duration of your movement durign your turn and (sometimes) across multiple turns. You must have already clocked a distance for at least 4 to 6 yards (for Running) or 8 to 12 yards (for Sprinting), without stopping/changing path to gain this benefit.\n\n### Long Actions:\n\n- Some actions require a total of 2 (or ALL) action points and cannot be executed if you have less than the required action points. These actions are like Suppressive Fire, Reload, Throwing Grenade, etc. Depending on the type of weapon, Reload might have to be sustained across multiple turns in order to complete it, otherwise it has to be canceled.\n - Laying down Suppressive Fire causes you to end your turn immediately as you focus on the direction in which suppressive fire is being laid on.\n\n### Movement controls:\n\n- During movement, if you detect a new enemy or new encounter, the game auto-pauses and you auto-target him as per standard.\n- If you re-encounter a known enemy target in view during your turn, the game also auto pauses, but no auto-targeting is done beyond a prompt.\n- After an auto-pause, you may optionally resume your previous path movement or change your movement or respond to it accordingly.\n- Sprinting can only be done at the start of your Turn, and will expend away all your action points. \n- There are 3 speed mode of movement. Auto/Cautious/Rush. For Auto, depending on your target destination and distance to location, Cautious is used if half of your movement allowance distance or less is used. Rush is used if you go beyond half of that movement allowance and Sprint is used if you go beyond your movement allowance. Alternatively, you can set to Cautious/Rush mode accordingly to have a fixed movement allowance quota for that given movement mode. When Rushing/Sprinting, you move as fast as possible to that location. When Cautious, you move at a slower pace to maximise detecting enemies (and auto-pausing your time/movement) at better accuracy to avoid overstepping your bounds and leaving yourself exposed to interception fire.\n\n\n### Cover:\n\n- Cover concealment ratings exist in 50%, 70%, 80%, and 90% categories. Take note that if you decide to shoot out from behind cover on your turn, your Cover concealment rating will have to be effectively dropped down by 1 level, (eg. 70% goes to 50%, 80% to 70%, 90% to 80%, etc.) to a minimum of 50% cover rating.\n\n- Unlike the original Valkyria Chronicles game, anything in the 3D environment can be improvised as concealment, and potentially cover, depending on the material and structure of the 3D world. It's up to the players to discover these on their own. (eg. playing around with distances from window/corners, etc. while still having cover and concealment)\n\n### Direct Command vs Fireteam Command:\n\n- Direct Command exists (similar to Valkyria Chronicles 3 and 4, with up to maximum 2 more followers besides you). But depending on the character's rank/skill, there may be Fire-Team command which involves coordinating/commanding larger number of individuals up to 4 individuals, or even elements (think Brothers in Arms), while on the ground."}],"tree":{"_id":"55fbe8d2bdf7e618ca00005f","name":"Valkyria/Ballad Chronicles","publicUrl":"valkyria-ballad-chronicles"}}