Can't Catch Up: Difference between revisions

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* ''[[Super Robot Wars]]'' games are a bit more forgiving on this front than ''Fire Emblem'', but this trope is still there: pilots that leave your party always catch up to your average level when they return. However, someone who never leaves the party may languish twenty levels behind your main guys until he or she is suddenly a [[Required Party Member]] who must be protected or, worse, a Required Party Member who sorties solo for several turns.
* Similarly to ''[[Super Robot Wars]]'', the ''[[Mech Commander]]'' video games start commanders with a core cadre of pilots. As only those pilots who go into battles gain experience, some players spread around the experience so that pilots can level up more or less equally. However, the more experience a pilot gains, the higher their rank becomes. In the first game, this means that they are more proficient at using heavier chassis, meaning that they can use its weapons, equipment, and defenses to a greater extent. In the second game, this manifests as new skills you can teach a pilot who levels up. Therefore it is usually in a commander's best interest to pick a few pilots (mostly any regulars and a few promising rookies) and stick with them for the bulk of the game. As it's possible to [[Final Death|lose pilots]] through sheer bad luck or poor strategic choices, new pilots are made available later on in both games through various fashions, but these pilots are usually have lower skill ratings even if they have similar ranks to the player's current pilots. The first game at least made all pilots more or less similar aside from their skill levels, but in the second game, where pilots are more specialized, later-game recruits and many, many green pilots generally won't see use and will fall behind. This is especially painful if more experienced pilots are lost and the player has to go into the endgame with underleveled green pilots with few or no skills.
* Downplayed in ''[[Monster Girl Quest Paradox]]''. There's hundreds of possible party members, yet the party is limited to eight (twelve in Part 2). However, reserve party members still receive [[Leaked Experience]]. On top of that, there are many abilities and pieces of equipment that boost experience gain but also give the user a penalty (e.g. reduced maximum HP). Since reserve party members shouldn't be involved in fighting under normal circumstances, they can use these freely.