Xover also associates Wind with Wood. That particular element is actually called Wind/Wood, and it's a little weird to me that they smished those two elements into one thing. That cycle also matches what's been done in Xover, but the reason I opted for the other cycle is because the rest of the game tries to adhere to the Classic/X/Zero cycle, since most of its material is sourced there.
I have hit a little snag, but I'll smooth it out soon. I can't remember for the life of me what I was thinking while I wrote that last post, but it looks like something I would have said. I'm glad I left a note for myself on what to do next. Please forgive my poor organizational skills; it's just the way I think, and I'll be typing from thought to word from here on out.
Elements
Fire may overheat enemies, causing damage to them over time. Water may short out enemies, interrupting their movement or attacks as they happen. Wind may push back enemies, and Electric may depolarize enemies or projectiles, stopping them from moving for a short time. Each element also suffers a Power penalty against enemies of another element. No, that's not opposed by a power bonus on the other side. There are plenty of places to get bonuses as it is, and it gives Neutral a de facto edge over other elements.
These effects will have a low chance of triggering, likely around 10%. Additional memories of the same elemental type equipped to a given OVER would increase this proc chance (I'm guessing by as much as 4%). This makes your elemental armors, which have element bonuses on each slot, excellent choices under the proper conditions. Each effect is directly based on the interaction between a weapon from the X series and an enemy weak to that element.
Stats
I guess I move on to Stats, now. Life, Power, Speed and Jump. Interestingly, this is more stats than Xover had, but the style of gameplay is different, too. Xover was on rails, and remiX is a sidescrolling platformer.
The numbers we're looking at, partially as a result of slot mechanics not being majorly changed, are reasonably small. Level bonuses for a given memory might look like 0, +1, 0, 0, and by the time that same memory reaches level 5, it would look like +4, +2, +2, 0. When we consider that a single OVER can equip between 4 and 8 memories, and all of them can reach level 5, we can understand why these numbers have to stay small to preserve balance. That memory I described might be one of the expensive ones, anyway.
Not all stats are created equally. In order of value, I think you're generally looking at Power > Life > Speed > Jump. Depending on your exact needs and the armor an OVER is using, you might be able to move each of those things up a tier or down one.
Skills
I've been avoiding thinking about Skills. I guess there's no way out now. I'm keeping these ones:
- Defense Plus: Damage resistance increases by 1/16.
- Charge Boost: Charge Gauge charges 10% more quickly.
- Recovery Nanites: OVER repairs 1 life cell per 6 seconds spent inactive.
- Magnetic Inhibitor: Nearest enemy within 10m (totally arbitrary measurement) suffers -1 Power penalty.
- Overheat: Nearest enemy within 10m suffers 1 damage per 6 seconds.
- Short-Circuit: Nearest enemy within 10m cannot move for 2 seconds.
- Process Inhibitor: Nearest enemy within 10m cannot attack for 2 seconds.
- Depolarizer: Nearest enemy projectile within 10m is erased.
The above describes the base effectiveness of given skills. The effectiveness or interval of a skill improves when the memory it belongs to reaches level 5.
These are the modifiers I'm keeping. The chance of a skill having a modifier is probably around 20%, unless bought from a shop, in which case the game tells you exactly what you're paying for.
- α: Affects the installed OVER or a single target at 120% efficiency.
- β: Affects nearby OVERs or enemies at 60% efficiency.
- Σ: 25% more effective at 100% life.
- μ: 40% more effective at <=10% life.
All decimals round down.
OVERs won't use all of their skills often, but at this point, it's a minigame of force multipliers, so take that with a grain of salt. Each skill comes with behavior on how and when to use it, and a chance to use the skill once per interval (probably once per 30 seconds at levels 1 through 4, and once per 15 seconds at level 5). The chance increases based on how many slots are equipped with the given skill.
OVER-1
Okay... what am I forgetting? OVER stats? Yeah, probably that. Let's start with a comparison to a hypothetical average playable character.
Our average character has 16 life, 0/16 damage resistance, has shielding (the 3-ish seconds of invulnerability after being hit), a 2-power buster weapon with up to 2 levels of charge, 2 VWES slots, 16 speed, a basic EAS (emergency acceleration system, or "dash"), and can equip 2 fortinite circuits with 4 tolerance per slot. This is B-rank combat ability.
Our basic OVER-1 has 8 life, 0/16 damage resistance, does not have shielding (1-ish second of invulnerability after being hit), a 1-power buster weapon with up to 1 level of charge, no VWES slots, 10 speed, no EAS, and can equip 0 fortinite circuits, and has 5 memory slots with 8 bonus lines. This is E-rank combat ability, but memories can change that. Each other OVER armor has its own basic stats.
Pretty lackluster, but you get several of them, and all of the above stuff to deck them out with. Also, their individual names get generated from a list. Probably a big list.
Edit: Little bit of wall of text in here. Gonna break it up a little.