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Each Squad is given a set number of {{nihongo|Units|ユニット|Yunitto}} based off of the combatants' [[Border Briefing File|Databook]] statistics and {{W|Chibi (slang)|chibi}} forms. These Units are divided into 2 types: {{nihongo|Standard Units|{{ruby|基|き}}{{ruby|本|ほん}} ユニット|Kihon Yunitto|lit = Basic Unit}} and {{nihongo|Back-up Units|ヘイルプ ユニット|Heirupu Yunitto|lit = Help Unit}}.{{qref|name = c213p17|v = 24|c = 213|p = 17}} Additionally, combatants can control any unit{{qref|name = c213p17|v = 24|c = 213|p = 17}} with no limit on how many they can control as demonstrated by [[Satoshi Mizukami]].{{ref|name = c215p15|c = 215|p = 15}} |
Each Squad is given a set number of {{nihongo|Units|ユニット|Yunitto}} based off of the combatants' [[Border Briefing File|Databook]] statistics and {{W|Chibi (slang)|chibi}} forms. These Units are divided into 2 types: {{nihongo|Standard Units|{{ruby|基|き}}{{ruby|本|ほん}} ユニット|Kihon Yunitto|lit = Basic Unit}} and {{nihongo|Back-up Units|ヘイルプ ユニット|Heirupu Yunitto|lit = Help Unit}}.{{qref|name = c213p17|v = 24|c = 213|p = 17}} Additionally, combatants can control any unit{{qref|name = c213p17|v = 24|c = 213|p = 17}} with no limit on how many they can control as demonstrated by [[Satoshi Mizukami]].{{ref|name = c215p15|c = 215|p = 15}} |
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On day 1 each team was given 9 units, with 8 of them being standard units (2 for each player), while 1 is a Back-up Unit. Each team can only pick one Back-up Unit from the same pool: [[Kei Tachikawa]], [[Kōhei Izumi]], [[Isami Tōma]], and [[Sōya Kazama]]. |
On day 1 each team was given 9 units, with 8 of them being standard units (2 for each player), while 1 is a Back-up Unit. Each team can only pick one Back-up Unit from the same pool: [[Kei Tachikawa]], [[Kōhei Izumi]], [[Isami Tōma]], and [[Sōya Kazama]]. {{ref|name = c213p17|c = 213|p = 17}} |
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On day 2 each team was given 14 units, with 12 being standard units, and 2 being backup. This time, 3 are given for each player instead of 2. The back-up unit pool was also changed to only include [[Kusakabe Squad]] combatants and the remainder of [[Arashiyama Squad]] (as [[Ai Kitora]] is taking the Away Mission test). |
On day 2 each team was given 14 units, with 12 being standard units, and 2 being backup. This time, 3 are given for each player instead of 2. The back-up unit pool was also changed to only include [[Kusakabe Squad]] combatants and the remainder of [[Arashiyama Squad]] (as [[Ai Kitora]] is taking the Away Mission test).{{ref|name = c223p20|c = 223|p = 20}} |
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On day 3, each team was given 24 units, with 20 being standard unit, and 4 being back up. This time 5 are given for each player instead of 3. the back-up unit pool was changed to include [[Rei Nasu]], [[Katagiri Squad]] (excluding [[Asumi Amakura]]), [[Kako Squad]] (excluding [[Mai Kitagawa]]), and the remainder of [[Miwa Squad]]) (as [[Shōhei Kodera]] is taking the Away Mission test).{{ref|name = c227p20|c = 227|p = 20}} |
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===Parameters=== |
===Parameters=== |
Revision as of 12:26, November 6, 2022
- Overview
- Known Parameters
- Known Penchants
- Rankings
The Battle Simulation Exercise (戦闘 シミュレーション 演習, Sentō Shimyurēshon Ensyū ?)[1] or more commonly known as the Battle Sims (戦闘 シミュ, Sentō Shimyu ?)[2] is a turn-based tactical game developed for Phase 1 of the Away Mission Tests.
Gameplay
Squads play against each other 1.v.1 with their units in a series of turns. Each turn is designated by a 150 second Input Phase and a 15 second Action Phase: the former is used for determining both parties' courses of action, while the latter is spent carrying them out.[3] The match ends after six turns.[3] After the match is over, if the difference between the two squads is two or more units, the one with more survivors is the winner. If the difference is two or less, then it is counted as a draw.[3] In subsequent days, this difference is increased by one in regards to the increased units.[4]
Each Squad's operator is assigned to the Radar and can mark enemies regardless of range.[5] However, any combatant can access the radar.[6] [7]
Units
Each Squad is given a set number of Units (ユニット, Yunitto ?) based off of the combatants' Databook statistics and chibi forms. These Units are divided into 2 types: Standard Units (基本 ユニット, Kihon Yunitto Lit. Basic Unit ?) and Back-up Units (ヘイルプ ユニット, Heirupu Yunitto Lit. Help Unit ?).[8] Additionally, combatants can control any unit[8] with no limit on how many they can control as demonstrated by Satoshi Mizukami.[9]
On day 1 each team was given 9 units, with 8 of them being standard units (2 for each player), while 1 is a Back-up Unit. Each team can only pick one Back-up Unit from the same pool: Kei Tachikawa, Kōhei Izumi, Isami Tōma, and Sōya Kazama. [8]
On day 2 each team was given 14 units, with 12 being standard units, and 2 being backup. This time, 3 are given for each player instead of 2. The back-up unit pool was also changed to only include Kusakabe Squad combatants and the remainder of Arashiyama Squad (as Ai Kitora is taking the Away Mission test).[10]
On day 3, each team was given 24 units, with 20 being standard unit, and 4 being back up. This time 5 are given for each player instead of 3. the back-up unit pool was changed to include Rei Nasu, Katagiri Squad (excluding Asumi Amakura), Kako Squad (excluding Mai Kitagawa), and the remainder of Miwa Squad) (as Shōhei Kodera is taking the Away Mission test).[11]
Parameters
Like the Databook, each unit has a set of parameters which are:
Name | Effect |
---|---|
Action Token[12] (行動力, Kōdōryoku?) |
Amōnt of Action Tokens the user has. |
Trion[12] (トリオン, Torion?) |
Amōnt of Trion the user has. |
Attack[12] (攻撃, Kōgeki?) |
Amōnt of damage the user can do. |
Defense[12] (防衛, Bōei?) |
Ability to defend teammates. |
Evasion [12]1 (回避, Kaihi?) |
Ability to evade attacks. |
Support[12] (援護, Engo?) |
Ability to support teammates. |
Technique [12] (技術, Gijyutsu?) |
Accuracy and precision of attacks and defense. |
Translation Note
- "Evasion" (回避, Kaihi ?) from the Unit's parameter and "Mobility" (機動, Kidō ?) from the Databook use two different kanji, thus are different things.
- Do note these are assumptions based off of the databook
A list of all known character parameters can be found here.
Game Mechanics
Action Tokens
Each Unit is given a specific amount of Tokens they can use for each action phase. Each action takes up a certain amount of tokens, though the amount used for each action is unknown for most actions. Faster units appear to have more tokens[13] as shown with Katori and Oki, who have 16 and 15 tokens each while Osamu has 13.[12]
List of Token Costs
Cost | Action |
---|---|
Unknown | Grasshopper was said to allow the user to jump up to 4 stories at a reduced cost, but the exact amount is unknown.[14] Defending.[15] Wielding Triggers.[15] |
1 | Moving a space.[15] Moving up a story.[14] |
2 | Unspecified Shooter Triggers.[16] |
3 | Unspecified Shooter Triggers.[16] |
Attacking
All triggers have an area of effect cone, whose length and width depends on trigger type. Rotation is possible, but not size change. An example of cone difference is a Sniper Trigger's long but narrow cone — difficult for wide defensive coverage, but can block off a whole street.[17] Contrarily, Raygust's is wide but short.[6] A trigger will automatically attack an opponent if it is within the cone[18] as long as there are action tokens.[19] It should also be noted that when two units converge, the statistically stronger one will win.[20]
The effectiveness of shields and ranged weapons depends more on a unit's trion parameters, while melee weapons depend more on a unit's attack parameters.[21]
theorized equations for damage[21]:
- Ranged: Trigger's Base Attack Rating X (Trion Stat(Big effect) + Attack Stat(Small effect))
- Melee: Trigger's Base Attack Rating X (Attack Stat(Big effect) + Trion Stat(Small effect))
Dealing with Attacks
There are two ways for a unit to deal with damage: they can either Defend (防御, Bōgyo ?) or Evade (回避, Kaihi ?). The user can use a defensive trigger to block or use Bagworm to evade; but if no trigger's cone overlaps with the opponent's cone, there is no way to block/evade the attack.[22] Defending will cost an unknown amount of tokens,[15] but it is unknown if evading will cost any tokens.
Action Inputs
There are several other types of movements units can do. Not all were shown, but these were the ones listed.
Name | Action |
---|---|
Option[20] (選択, Sentaku Lit. Choice?)≠ |
No Official Info |
Destination[20] (地点, Chiten Lit. Spot, point on a map?)≠ |
No Official Info Presumably will go to a point on the map |
Protect[23] (護衛, Goei Lit. Guard?) |
Supposedly an automatic support option as it was mentioned that a Miura Unit shielded both a Kitora and Okudera unit.[23] |
Standard Command[20] (固有 コマント, Goyū Komanto?) |
No Official Info |
Standard Movement[20] (移動, Idō Lit. Movement?) |
No Official Info |
Homing Movement[20] (追跡移動, Tsuiseki Idō?) |
Automatically goes after a specific Unit that appears on the Radar or Map;[24] was said to be convenient but easy to predict.[25] |
Standby[20] (待機, Taiki?) |
No Official Info The unit will stand in place |
Translation Note
≠: is covered by text so might not be full name and/or rest is presumed
Skills
There are two named types of skills.[26][27] Each Unit has at least one skill, [28][27] with the most common amount being three.[2] There is a maximum of four skills.[29]
Combo Skills
Combo (連携, Renkei Lit. Cooperation ?) aka Combo Skill (連携 スキル, Renkei Sukiru ?) is a type of skill where if the user attacks and an ally has a similar trigger, they will preform a follow-up attack with half to no cost.[26][29]
Penchants
Penchant (適性, Tekisei Lit. Aptitude ?) aka Aptitude Skill (適性 スキル, Tekisei Sukiru ?) is a skill where the user gets an effect relating to their specific trigger.[27]
Strategy
Collaborative teamplays seem to be the most common way to fight, with effective communication proving to be most important.[30] Contrarily, it should be noted that going solo can be advantageous, as demonstrated by Satoshi Mizukami:[31] players would not need to communicate, thus granting more time to think.[32] But this is implied to require a high amount of skill.[33]
As unit quantity steadily increases, strategies involving stronger units are enhanced, whereas weaker units only grow more vulnerable.[34]
Purpose in the Exams
The Battle Simulation is one of three main ways to get points, along with assignment points and A-rank evaluations; however, it is considered the least important out of the three. Points allocated depends on the given day, type of simulation, and match outcome.
Battle Simulation Schedule
There are 10 matches a day starting from 3pm until 7pm, which averages around 20 minutes for each match; [35] each squad gets a break for one round.[36]
Day | Win | Draw | Loss |
---|---|---|---|
Exam Day 2 Battle Simulation 1[37] |
50 | 10 | 0 |
Exam Day 3 Battle Simulation 2[37] |
100 | 20 | 0 |
Exam Day 4 Battle Simulation 3[37] |
200 | 40 | 0 |
Special Battle Simulation
The Special Battle Simulation Exercise (特殊戦闘 シミュレーション 演習, Tokusyu Sentō Shimyurēshon Ensyū ?)[1] AKA Special Battle Sim (特殊戦闘 シミュ, Tokusyu Sentō Shimyu ?)[1] is a simulated event introduced in Chapter 214 that lasts two days (days 5 and 6); currently nothing else is known.[38]
Special Battle Simulation Schedule
The full schedule is currently unknown.
Day | Win | Draw | Loss |
---|---|---|---|
Exam Day 5 Battle Simulation 4 Special 1[37] |
50 | 10 | 0 |
Exam Day 6 Battle Simulation 5 Special 2[37] |
150 | Unknown | Unknown |
References
- ↑ 1.0 1.1 1.2 World Trigger Manga — Chapter 214 (p. 2)
- ↑ 2.0 2.1 World Trigger Manga — Chapter 216 (p. 12)
- ↑ 3.0 3.1 3.2 World Trigger Manga — Chapter 214 (p. 9)
- ↑ World Trigger Manga — Chapter 224 (p. 14)
- ↑ World Trigger Manga — Chapter 217 (p. 13)
- ↑ 6.0 6.1 World Trigger Manga — Chapter 214 (p. 12)
- ↑ World Trigger Manga — Chapter 216 (p. 1)
- ↑ 8.0 8.1 8.2 World Trigger Manga — Vol. 24 Chapter 213 (p. 17). Cite error: Invalid
<ref>
tag; name "c213p17" defined multiple times with different content - ↑ World Trigger Manga — Chapter 215 (p. 15)
- ↑ World Trigger Manga — Chapter 223 (p. 20)
- ↑ World Trigger Manga — Chapter 227 (p. 20)
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 World Trigger Manga — Chapter 214 (p. 7)
- ↑ World Trigger Manga — Chapter 214 (p. 11)
- ↑ 14.0 14.1 World Trigger Manga — Chapter 216 (p. 3)
- ↑ 15.0 15.1 15.2 15.3 World Trigger Manga — Chapter 214 (p. 10)
- ↑ 16.0 16.1 World Trigger Manga — Chapter 215 (p. 11)
- ↑ World Trigger Manga — Chapter 214 (p. 14-15)
- ↑ World Trigger Manga — Chapter 214 (p. 13)
- ↑ World Trigger Manga — Chapter 215 (p. 10)
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 20.6 World Trigger Manga — Chapter 214 (p. 18)
- ↑ 21.0 21.1 World Trigger Manga — Chapter 224 (p. 4-5)
- ↑ World Trigger Manga — Chapter 214 (p. 16)
- ↑ 23.0 23.1 World Trigger Manga — Chapter 217 (p. 9)
- ↑ World Trigger Manga — Chapter 214 (p. 17)
- ↑ World Trigger Manga — Chapter 214 (p. 23)
- ↑ 26.0 26.1 World Trigger Manga — Chapter 215 (p. 3)
- ↑ 27.0 27.1 27.2 World Trigger Manga — Chapter 215 (p. 6)
- ↑ World Trigger Manga — Chapter 216 (p. 17)
- ↑ 29.0 29.1 World Trigger Manga — Chapter 217 (p. 3)
- ↑ World Trigger Manga — Chapter 217 (p. 11-12)
- ↑ World Trigger Manga — Chapter 216 (p. 20)
- ↑ World Trigger Manga — Chapter 223 (p. 2-3)
- ↑ World Trigger Manga — Chapter 223 (p. 4-5)
- ↑ World Trigger Manga — Chapter 224 (p. 19)
- ↑ World Trigger Manga — Chapter 214 (p. 3)
- ↑ World Trigger Manga — Chapter 215 (p. 13)
- ↑ 37.0 37.1 37.2 37.3 37.4 World Trigger Manga — Chapter 214 (p. 3-4)
- ↑ World Trigger Manga — Chapter 214 (p. 2-4)
← Away Mission Test Arc | |
---|---|
Related Articles | Battle Sims • Special Sims • Away Test Squads • Away Test Soldiers • Test Rankings |
Chapters | 200 • 201 • 202 • 203 • 204 • 205 • 206 • 207 • 208 • 209 • 210 • 211 • 212 • 213 • 214 • 215 • 216 • 217 • 218 • 219 • 220 • 221 • 222 • 223 • 224 • 225 • 226 • 227 • 228 • 229 • 230 • 231 • 232 • 233 • 234 • 235 • 236 • 237 • 238 • 239 • 240 • 241 • 242 • 243 |
Volumes | 23 • 24 • 25 • 26 • 27 |
Episodes | TBA |