| Gunbound |
Website Links For Gunbound |
Information AboutGunbound |
| CATEGORIES ABOUT GUNBOUND | |
| 2005 video games | |
| 2006 video games | |
| windows games | |
| video games developed in korea | |
| multiplayer online games | |
| artillery video games | |
GunBound (, Turn-based , room-to-room, multiplayer Online Game with many similar features to the popular Worms game series. GunBound was developed and is maintained by South Korean developer Softnyx . It is currently in its second major release, World Champion internationally and is called GunBound Revolution in North America with Ijji as its host. The first major Beta release was Thor's Hammer . The as of January 24 , 2007 and is hosted by HANGAME . GAMEPLAY ''GunBound'' has a turn-based Artillery gameplay, bearing properties of two-dimensional games and ballistics-simulation games. In GunBound, players are assigned to two opposing teams which take turns firing at each other with vehicles called "Mobiles" in GunBound parlance. Each "'''Mobile'''" has three unique weapons, labeled "1", "2", and "SS" ''(Special Shot)''. Players use the arrow keys to adjust angle, and then they use either the spacebar ('''Slice Mode''') or mouse ('''Dragshot Mode''') to charge up the power gauge (which only affects trajectory, not damage). Previously, in the Thor's Hammer release, another firing mode known as '''Sniper Mode''' existed and is used to correct firing inconsistencies. However, the solution backfired as the mode produced minor random adjustments, therefore rendering Sniper Mode useless. Upon World Champion's release, the aforementioned mode was scrapped from the game. Factors like terrain condition, wind currents and elemental phenomena force players to continuously change their aim and trajectory power setting while rethinking their strategy at the same time. GunBound also implements a 'delay' system which is influenced by the Mobile, the weapon and/or item a player uses. GunBound's gameplay guide is documented here on ijji:45 Avatars A user's character can be equipped with clothing and other items, termed '''), ''Body'' ( Clothing ), ''Glasses'' ( Eyewear ), ''Flag'' ( Backpacks ), ''Ex'' (background and animations) items and Avatar ''Sets'' (collections of correlated Avatars). Only one Avatar in each category can be used at a time, except the in the ''Ex'' Item category, where one user background and one animation may be used. There are several ways that an Avatar can improve a user's statistics, which include:
An Avatar, however, can reduce statistics as well. The effect of an Avatar has over its user is measured in percentage points which cannot exceed +50 or -50. The only Avatars that do not affect a user's statistics are ''Ex'' types. They serve as user decoration whenever he or she enters a room. ''Power User'' is an ''Ex'' item which removes all penalties and adds extra bonuses. When purchasing Avatars, a player has the choice of selecting a duration in which he or she can use it for. There are three available periods of purchase, which consist of a week, a month or a limitless time. The prices rise as the purchase period increases. There are two different types of zones for each of the 3 main zones (Rookie, Amateur, and Open). Avatar off zones ignores all avatar bonuses except popularity, and Avatar on zones allow all types of avatars to work. Currency Two forms of currency exist in the game, which are Gold and G Coins (G coins are only used by ijji.com, Softnyx uses the word Cash), and are used to purchase Avatars. While Gold can easily be earned by obtaining various bonuses in the game, there are many Avatars in GunBound that are only sold in terms of G Coins. G Coins are gained by using real money and can grant one the privilege of buying "G Coin only" Avatars. Weather In the game, there are different weather conditions which indirectly affect the outcome of a battle.
GAME MODES Solo Each player has only one life during game play. Once dead, the deceased players access a three-in-a-row, rolling slots game in which they can gain gold, alter wind conditions (affecting the shots of still-living players), or drop randomly-chosen items or bombs from the sky. Tag ''Tag'' mode is similar to ''Solo'' mode with only one difference: Players are allowed not only one, but two Mobiles at the beginning of a match. In this mode, each player is permitted to switch once per turn between his or her chosen primary and secondary Mobiles (Initially, secondary Mobiles only have half of its total health. This, however, can be mended using Healing items). He or she cannot change from one mobile to another once dead. Also, a player is only allowed one chance to switch Mobiles each turn. Score The lives allotted in ''Score'' mode relies on the amount of team players participating in a match. For a team composed of ''n'' players, there are (''n'' + 1) lives. Players can be killed or die as many times as the number of team lives is above zero. For every death on a team, the counter is reduced by one point. Then, that specific player is given the chance to reappear again after a set count of 4 turns, starting after the player selects a new drop spot on the map. A team wins if there is no living opponent left at the end of a turn or if the opposition's life counter reaches zero. Jewel Participants are required to eliminate targets called ''Jewel'' (seen in the form of Raons). Each ''Jewels'' is assigned a point value ranging from -5 to +25. Shots fired at the enemy will not cause damage, but can destroy land. The first team rounding up at least 100 points wins or if all players are bunged(dropped down) and there are no opponents left in the game. MOBILES The game has eighteen Mobiles in total with two of them only available by chance if the Mobiles are chosen at random. The other sixteen are available from a selection screen. They are: Armor, Mage, NakMachine, Trico, Bigfoot, Boomer, Raon Launcher, Lightning, J.D., A.Sate, Ice, Turtle, Grub, Aduka, J.Frog, and Kalsiddon. Two additional mobiles in the "random selection mode" set are Dragon and Knight. Obtaining at least one is a rare privilege. Every Mobile falls under one of three different categories: Mechanical, Shielded and Bionic. Each has its own distinct features. As a general rule, depending on the type of weapon a type Mobile takes a shot from, a 4% defense bonus or penalty will be added. Mechanical Mechanical Mobiles have strong defensive capabilities and commonly cause heavy damage both on Mobiles and on the terrain. While all of them are resistant against impact weapons, they suffer terribly from electricity-based attacks. Mechanical Mobiles move comparatively less than other mobiles due to their heavy, rigid armor. To add insult to injury, Mechanicals are also the only Mobiles in GunBound without a self-recovery mechanism, relying only on their hard shells to survive. Corresponding Mobiles: Armor, NakMachine, Bigfoot, Raon Launcher, Aduka, Kalsiddon, and Knight. Bionic Bionic Mobiles are actually creatures or objects of organic origin mounted with weaponry. They are typically outfitted with impact weapons and are electricity-tolerant. Their main advantage, however, lies in obtaining regeneration bonuses when using healing items or when under the effect of the Healing Moon. They are, however, vulnerable to energy beams and typically have the weakest protective shells amongst Mobiles. Corresponding Mobiles: Trico, Boomer, Ice, Turtle, Grub, J.Frog and Dragon. Shield Shield Mobiles are the only types in GunBound that utilize defensive fields. Although slightly weaker than Mechanical Mobiles, they have decent defensive capabilities, nonetheless. Shield Mobiles are only armed with an energy beam or electrical weapon and are made to reduce damage from energy beam shots. Other advantages include high overall mobility and the power to use its constantly-recharging defensive fields to rapidly recover as much lost physical health as possible. However, Shield Mobiles are susceptible to impact weapons and have comparatively low hit points compared to other Mobiles. Unlike Bionic Mobiles, Shield Mobiles cannot recover lost physical health unless they are provided with healing items. Shield integrity is displayed as a blue bar. Physical health is displayed as GunBound's standard green health bar. If attacked, their shields go down first, followed by its physical health. Corresponding Mobiles: Mage, A.Sate, J.D. and Lightning. WEAPON CLASSES Along with different types of Mobiles (Shield, Bionic and Mechanical) also comes different Weapon systems that inflict more or less damage according to the Mobile type they deal damage upon. As a rule of thumb, all damage bonuses and penalties of each weapon system on specific Mobiles is given and an addition and reduction of 4% from its normal damage respectively. Impact weapons Inflicts physical damage. While being an old-fashioned means of combat, they still excel in attacking Shield Mobiles as it bypasses their defensive fields, therefore exerting damage on them in its fullest potential. However, Impact Mobiles are weak against Mechanical Mobiles because of their high defensive capability. Corresponding Mobiles: NakMachine, Boomer, Ice, and Turtle. Laser weaponry Armament based on the exploitation of pure light energy. It wreaks the most havoc on Bionic Mobiles as it is capable of burning their protective shells. It is, on the other hand, the least effective against Shielded Mobiles. The shield generators they make use of is derived from the same laser technology used for the weaponry, so it disperses the damage more effectively. Corresponding Mobiles: Mage, A.Sate, Raon Launcher, Knight, and Aduka (Weapon 2 and SS Weapon only). Electricity-based weapons Electricity from natural phenomenon such as thunderstorms are stored and used as weapons. Electrical weapons are implemented for maximum firepower when dealing with Mechanical Mobiles as electricity easily flows through their metallic alloy. Organic Mobiles, however, have the ability to absorb some electricity, thus slightly reducing the harm done. Corresponding Mobiles: Lightning, J.D., Grub, Aduka (Weapon 1 only) and Kalsiddon. Explosive weapons With the discovery of gunpowder, explosives could be used as a weapon of war. Inflicts the same amount of damage on all Mobiles with no exceptions. Depending on the situation, this feature decides between victory or defeat. Corresponding Mobiles: Armor, Trico, Bigfoot and Dragon. ITEMS Dual: This item fires two of the same shot in one turn. Delay is huge, but can fire tremndous damage Dual+: First a selected shot will shoot then another shot will follow it. Shot is less delayed then Dual Blood: Uses 8% of the player's life, and increases the shot's power by 33%. There is no delay. Power up: with 150 average delay, the shot is increased by 33% Energy 1: heals a bit of life for the player. Bionic Mobiles gain an extra 5%. Energy 2: Same as energy one except it heals 25% of the player's life Teleport: The player will move where the shot lands. if it goes out, the player wil stay where he/she was. Team Teleport: the Player switches with the teamate with the least life. Delay is very short. EXTERNAL LINKS
Official GunBound Server Websites
;Wikis REFERENCES |
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