Re: How about a new mech game

Hmmm been thinking a bit more

Weapon DMG is the number of points caused rather than dice rolled.

Fixed Damage is alright, I tend to lean to towards rolled because I like the random element, but fixed would be quicker

Armor ablates with damage from hit.

I dont like this really I hated the Alative armour in Btech

Mecha Armor Rating increases by x3. Armored Vehicles Armor by x2.

Much and Much the same here, through I think Vehicles should be heavy armoured than mechs, so they still have some place on the field.

System damage is rolled for at 1/2 A/SR, 1/4 A/SR, and mecha is non-functional at zero A/SR.

I would prefer random chance of crits occuring rahter than fixed

Minor changes would be made to affected enhancements to account for this.

Re: How about a new mech game

Faustus21 wrote:

Hmmm,

The change would make combat quicker in that there would be less dice to roll.

Not to sure how it would work overall, since the best weapon can do 3 Dmg so a unit with 3 armour now would take 3 hits.

Might still work if bump up weapon dmg slightly to compensate.

'Course I might have got the wrong end of the stick again would not be the first time.

If anything, it should make most mecha tougher.  Example:  Current medium size 6 mecha has armor of 5.  5 hits from any weapon will drop it.  With the new damage proposal, it now has 15 armor.  Still 5 hits...but only from a 3 DMG weapon.  It'll take more damage from 2 DMG weapons and 1 DMG weapons to take down the 15 points.

Tanks and such are not as effectively armored as mecha, so the increase for a size 6 tank with Armor of 5 would change to armor of 10.  Again, tougher against lighter weapons yet suffering a lil bit more from the larger weapons. big_smile

Okay...the point of Armor ablating is more along the reasoning that as it takes damage it becomes less protective (or holier if  you will)  Since the armor and shields form the number needed to achieve a damaging hit, as the armor is damaged it becomes easier to achieve a damaging hit against the mecha.

Armor in Battletech wasn't ablative...it was the entire protection of the mech and not related to how hard it was to hit and damage...and took forever to shoot off of whatever part you actually managed to hit.  (c'mon...advanced targeting and you still can't shoot the same place twice in a row)   

We could still keep the system damage roll per hit as is. No worries.

Granted, the increase in armor values is going to mean looking closer at the to hit modifiers or maybe backing off the increase being considered a bit, but I think it's doable within reason.  Especially with increased piloting/ gunner skill modifiers added in.

I'm not making any changes as yet, just throwing out thoughts.
Let me know how things play out if you get the chance Faustus.

Hmmm...I didn't think this was the same game as starmada or IS...merely an adjusted construction mechanic format. :?   It's definitely not either game though it has similarities.

Re: How about a new mech game

Guess I'd better look to choosing a name for this so it is clearly apart from Starmada. tongue

Suggested names so far.

A.P.E. Corps

Steel Spartans

Angry Stars

Metalstorm

Re: How about a new mech game

Go0gleplex wrote:

Guess I'd better look to choosing a name for this so it is clearly apart from Starmada. tongue

Suggested names so far.

A.P.E. Corps

My favorite...of course, I suggested it....
:-)

Go0gleplex wrote:

Steel Spartans

Historical sounding, not very accurate

'Warriors of Steel' sounds cooler...maybe 'Warhounds of Steel', or just 'Warhounds'....'Hangdog' doesn't work, neither does 'Baddawgs'...sounds like a game about gangers...hmmm....

Go0gleplex wrote:

Angry Stars

eehh... sounds like an angsty teenage cereal...
:-)
It's not as bad as Teenage Mutant Ninja Turtles, or Portly Pubescent Power Pigeons, though...

Go0gleplex wrote:

Metalstorm

There was a REALLY bad sci-fi film with that term in the name. It had that big guy from 'Night Court' in it. It's also the name of a gimmicky gun system someone came up with. Eh, I'm iffy on it....then again, I'm partial to mine...I get one vote right? Maybe I need some alternate personnas to stuff the ballot box....:-)

It's been a LONG day....

Re: How about a new mech game

thedugan wrote:
Go0gleplex wrote:

A.P.E. Corps

My favorite...of course, I suggested it....
:-)

And the one I'd have to veto, considering the name has essentially already been taken (Assault Corps, anyone? smile )

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: How about a new mech game

cricket wrote:
thedugan wrote:
Go0gleplex wrote:

A.P.E. Corps

My favorite...of course, I suggested it....
:-)

And the one I'd have to veto, considering the name has essentially already been taken (Assault Corps, anyone? smile )

To be honest and no offense to thedugan...that was kind of my first thoughts too.  :oops:   Though I did think it was kinda tongue in cheek humorous which sort of fit the mood I was in when my brain short-circuit produced all this.

On the otherhand...Warhounds doesn't sound at all bad though Wardogs might work better, slang for warhorses and warmongers.  (better than Titanium Titans, eh?  lol )  This would definitely tend to be in the same context of the game background worked up so far. 

Other possibilities if Wardogs is taken elsewhere out there...Steel Legions?  Sons of Ares?

I liked the background stuff Dugan...might tweak it a tad in spots but definitely a solid shot down the right path.  big_smile

Faustus...your Genn definitely looks set to rock-n-roll...really looking forward to how it handles should you be so lucky. 8)

Re: How about a new mech game

Played around with the design rules and had a fun time working through the ruleset making a mech.  Here are my thoughts so far.

For the amount of space, do you take 2 x size x leg type space modifer? example: So a bipedal size 8 mecha has 40 spaces available

If movement for mecha is equal to 12-size (like vehicles), are these movement points free, or do you need to provide power to them.  If so, how much and secondly, is there anyway to change the speed of the mecha (I like the way power plants work, why not the same type of thing for movement).  Personally, I like the idea of figuring out the movement of the mecha by buying a number of movement factors (like energy output) with certain modifiers and dividing by the size + armor value of the mecha.

For example: For 3 spaces per leg, you get 30 movement factors (needing 3 points of energy for normal walking). Without any  additional modifications, a size 6, armor 2 Bipedal mecha (costing 6 spaces) would have a movement of 4 (30 MF / 8 = 3.75 rounding to 4) and if it spent double the energy cost (6 in the example), it could 'run' granting a movement of 6  (x1.5 the normal walking speed or 3.75 x 1.5 = 5.6 rounding to 6).

I think the thermal signature is a great idea. I really like the idea of using it instead of a heat scale.  I can see, a lot of battlemechs being easily hit due to insane thermal signatures!

I haven't had any real problems with the weapons and how they are created yet, but I haven't really torn them apart.  Going back to the battletech example, how would you model a LRM 20?  my thoughts would be:

Ballistic: Range 15, ROF: 1 DMG: 3/+3 4 additional barrels.  This takes up 8 spaces (15x3x1.15x1.15x1.15x1.15/10), but if I am reading the specials right, all 5 shots can be done at once (not exactly a LRM 20 with 5 rounds)

OR

Ballistic: Range 15 ROF: 4 DMG 1/+1 4 reloads. 30 spaces (15x4x1x1.5x1.5x1.5x1.5/10) and 6 energy.  Assuming a ROF of 1 per 5 missiles, it's a better model of the LRM20, just its WAY to big.

Thermal lock on/Hit resolution/damage application:

I haven't tried this out yet, but the bipedal mech I created with the main guns being two Particle cannons (ENGERY: rng: 12, ROF:1 DMG 3) had a 19 thermal signature and only a 4 armor.   I guess I better remove a weapon and take "Thermal dampers" a few times (is that even possible).

Thinking about that, aren't the Frame's Special equipment a bit under priced SU-wise.  Assuming I can take Thermal dampers three times, in the above example taking my signature from 19 to 3 by only spending 3 SUs? Seems a bit too easy for me.

The only issue I have about the damage application chart is once I beat the armor of a mech, there is a 1 in 5 chance, that I can blow it up (and that isn't taking into account my DMG modifer).  I like the idea of the armor value lowering after each shot, but perhaps the damage application chart being some form of critical hit (like the roll doubling the armor value or something). Thus as a mech takes more damage lowering its armor value, it becomes easier to score a critical which destroys systems and soon the mech itself.

That's all the thoughts for now.  More to follow.
-Bren

Re: How about a new mech game

cricket wrote:
thedugan wrote:
Go0gleplex wrote:

A.P.E. Corps

My favorite...of course, I suggested it....
:-)

And the one I'd have to veto, considering the name has essentially already been taken (Assault Corps, anyone? smile )

It's not AC, it's APEC...

Armored Powered Exoskeleton Corps...

A.P.E.
Corps

Thought the wardogs would work, though....

While I'm thinking about it, do we need a seperate list for this?

Re: How about a new mech game

jygro wrote:

Played around with the design rules and had a fun time working through the ruleset making a mech.  Here are my thoughts so far.

For the amount of space, do you take 2 x size x leg type space modifer? example: So a bipedal size 8 mecha has 40 spaces available

Yup.

jygro wrote:

If movement for mecha is equal to 12-size (like vehicles), are these movement points free, or do you need to provide power to them.  If so, how much and secondly, is there anyway to change the speed of the mecha (I like the way power plants work, why not the same type of thing for movement).  Personally, I like the idea of figuring out the movement of the mecha by buying a number of movement factors (like energy output) with certain modifiers and dividing by the size + armor value of the mecha.

For the sake of simplicity and play speed the assumption that the power plant provides enough energy to run basic cockpit systems, gyros, and regular "bodily movement" is made.  Energy point expenditure comes into it for flight mode however. 


jygro wrote:

I think the thermal signature is a great idea. I really like the idea of using it instead of a heat scale.  I can see, a lot of battlemechs being easily hit due to insane thermal signatures!

It's my thought on how to provide some built in balance.  You can build this heavily shielded, really nastily armed mecha...but you pay for it in being easier to tag. The larger mecha can take the damage if you get through their defenses, while the smaller mecha who take less damage gain their defensive advantage in being a bit harder to lock up.  Kind of like the watching the big slow troll trying to smash a jack rabbit.

jygro wrote:

I haven't had any real problems with the weapons and how they are created yet, but I haven't really torn them apart.  Going back to the battletech example, how would you model a LRM 20?  my thoughts would be:

Ballistic: Range 15, ROF: 1 DMG: 3/+3 4 additional barrels.  This takes up 8 spaces (15x3x1.15x1.15x1.15x1.15/10), but if I am reading the specials right, all 5 shots can be done at once (not exactly a LRM 20 with 5 rounds)

OR

Ballistic: Range 15 ROF: 4 DMG 1/+1 4 reloads. 30 spaces (15x4x1x1.5x1.5x1.5x1.5/10) and 6 energy.  Assuming a ROF of 1 per 5 missiles, it's a better model of the LRM20, just its WAY to big.

Technically speaking, you couldn't truely model a LRM 20 with these rules.
Well...you could I suppose if you wanted to take 19 extra tubes but it would be space and energy prohibitive.  The Ballistic Base weapons are more modeled along anime type lines.  You have a launcher that expends it's ordinance and needs reloaded.  The idea is you can get a bit longer range and heavy strike, but again, it's at a price.  I suppose the closest to an LRM 20 would be the use of the multiple warhead enhancement, though it provides more AOE than damage on target.

Ballistic Base weapon ROF is variable based on the number of tubes.  So if you have your 5 tubes, yes, all could fire at once but then would be out of ammunition until reloaded or you could fire them off one at a time over 5 turns...or fire them in whatever number of tubes a turn you wanted. The main thing is that each tube may only fire once without being reloaded. 

jygro wrote:

Thermal lock on/Hit resolution/damage application:

I haven't tried this out yet, but the bipedal mech I created with the main guns being two Particle cannons (ENGERY: rng: 12, ROF:1 DMG 3) had a 19 thermal signature and only a 4 armor.   I guess I better remove a weapon and take "Thermal dampers" a few times (is that even possible).

You can only take Thermal dampers once.  So that would reduce your thermal signature to 9.5 rounded to 10.  Decoy Flares would be a good investment as well with a thermal that high.  Either remove a weapon or change it to a Kinetic type which have lower thermal sig. modifiers. smile

jygro wrote:

Thinking about that, aren't the Frame's Special equipment a bit under priced SU-wise.

Yeah. I have made some adjustments to the Frame Enhancement Costs to bring it into more whole numbers.  I was noting that smaller mecha were getting some things for free essentially.  Not the intent.  :oops:

jygro wrote:

The only issue I have about the damage application chart is once I beat the armor of a mech, there is a 1 in 5 chance, that I can blow it up (and that isn't taking into account my DMG modifer).  I like the idea of the armor value lowering after each shot, but perhaps the damage application chart being some form of critical hit (like the roll doubling the armor value or something). Thus as a mech takes more damage lowering its armor value, it becomes easier to score a critical which destroys systems and soon the mech itself.

I'm still a little bothered by this as well and am looking at possible alternatives.  I don't really want to get into the critical hit aspect of it since that smacks entirely too much of BT.  What I may do is change the damage allocation table by providing some "null damage" results.  This would increase the odds against getting a one shot kill yet still provide system damages with hits.  Waiting on actual playtest data before I get too carried away with things though.  :wink:

Thanks for the input!  big_smile

Re: How about a new mech game

A new list?  For the name discussion or the game itself? :shock:


If there's no objections, I'm leaning towards officially dubbing the game

"WARDOGS" 

Game scale seems to be balancing out at platoon to company level battles.
12 mecha....12 Armored vehicles....16 infantry squads would be company sized forces and conceivably be on the table at the same time for each side.  Larger than this and I think play speed is going to bog down like a slug in molasses. :wink:

Re: How about a new mech game

And here's what those Wardogs might LOOK like....
:-)

Re: How about a new mech game

:shock: OOOOOOOOOOOoooooooooooooooooo!!! PICTURES!!!! big_smile

*nudge nudge* don't forget the hand n beam saber version *wink wink*  lol

Wardogs are loose and coming to a combat zone near you!  :twisted:

Re: How about a new mech game

Go0gleplex wrote:

:shock: OOOOOOOOOOOoooooooooooooooooo!!! PICTURES!!!! big_smile

*nudge nudge* don't forget the hand n beam saber version *wink wink*  lol

Wardogs are loose and coming to a combat zone near you!  :twisted:

I've got some more, but I don't want to fill up Dan's webspace with them.

I've got one (after your suggestion) with a "Energy Hand Weapon", and some that look a bit heavier than this one.

Re: How about a new mech game

I'm just tryin to be funny there Dugan.  :wink:

Those two pics make me think I need to look at arms a bit different in the frame enhancements.  Such as arm w/ hand  vs arm.   Using a turret for an arm would be an option too kinda like the BT Rifleman mech.

They do look pretty darn cool though. big_smile

Re: How about a new mech game

Go0gleplex wrote:

*nudge nudge*

You realize if you take away one letter, this says "nude nudge".

smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: How about a new mech game

cricket wrote:
Go0gleplex wrote:

*nudge nudge*

You realize if you take away one letter, this says "nude nudge".

smile

><  D'OH!!!

Re: How about a new mech game

thedugan wrote:

And here's what those Wardogs might LOOK like....
:-)

Very nice pictures!  They got me thinking (a terrible habit, I know).  Looks to me (from a miniature standpoint) that mech pieces could be designed in basic components and build together to form mecha.  Since it looks like the leg , torso and head pieces for the two mechs are the same, it works into a simple mecha component idea below

1. Medium bipedal leg component
2. Medium bipedal torso component
3. Head Component

Then the player would only have to purchase separate arm compenents and his two mechs are a reality.

Oohh... The posibilities are endless....
-Bren

Re: How about a new mech game

jygro wrote:
thedugan wrote:

And here's what those Wardogs might LOOK like....
:-)

Very nice pictures!  They got me thinking (a terrible habit, I know).  Looks to me (from a miniature standpoint) that mech pieces could be designed in basic components and build together to form mecha.  Since it looks like the leg , torso and head pieces for the two mechs are the same, it works into a simple mecha component idea below

1. Medium bipedal leg component
2. Medium bipedal torso component
3. Head Component

Then the player would only have to purchase separate arm compenents and his two mechs are a reality.

Oohh... The posibilities are endless....
-Bren

Cool...Modular Mecha...

Hey [size=200]BRIGADE GUYS![/size].

..you busy?

:-)

Re: How about a new mech game

Go0gleplex wrote:

A new list?  For the name discussion or the game itself? :shock:


If there's no objections, I'm leaning towards officially dubbing the game

"WARDOGS" 

Game scale seems to be balancing out at platoon to company level battles.
12 mecha....12 Armored vehicles....16 infantry squads would be company sized forces and conceivably be on the table at the same time for each side.  Larger than this and I think play speed is going to bog down like a slug in molasses. :wink:

I like 'Wardogs'.


JP

Re: How about a new mech game

Maybe add a couple different weapons attachments to the arm components pack too...or have a separate optional weapons and additional legs pack. 


Okay...

[size=150] WARDOGS![/size] it is.

Re: How about a new mech game

Yup.

Gotcha.  vehicles are made the same way, so there that's where I was confused...  I got it now.

For the sake of simplicity and play speed the assumption that the power plant provides enough energy to run basic cockpit systems, gyros, and regular "bodily movement" is made.  Energy point expenditure comes into it for flight mode however.

The only reason I was working with movement factors is that I like the idea of allowing players a way to build mecha with different speeds.   The movement factor idea allows players to make large heavily armored mecha that are fast, but it comes at a huge price (in spaces and energy).  I don't think it would affect play much since mecha would be designed with movement rates already created and the space and energy requirements for them would be included in the design creation. Of course, the extra energy required to run would force a player to either have extra energy on hand or take some away from firing its weaponry...

Currently two size 6 mecha have the same speed using the same energy (since it is included), but with a Movement factor system, one would be able to design differences in speed without the need for flight movement (and thus stability checks)

My thoughts are that every 10 Movement factors cost 1 space per leg and 1 energy.   I like the idea that energy isn't needed to power all 'required' systems, but movement isn't 'really' a required system.   Allowing players to build the speed of the mecha by the calculation: MF/(size+armor) allows someone to build a very fast large mecha, but using a lot of energy and space that can't be used for weaponry.

You can only take Thermal dampers once.  So that would reduce your thermal signature to 9.5 rounded to 10.  Decoy Flares would be a good investment as well with a thermal that high.  Either remove a weapon or change it to a Kinetic type which have lower thermal sig. modifiers. smile

I would state that  Thermal damperings come in three levels with the minimum signature be 1:
10% SU = 1/2 Thermal signature
30% SU = 1/4 Thermal Signature
60% SU = 1/8 signature

The only issue I have about the damage application chart
I'm still a little bothered by this as well and am looking at possible alternatives.  I don't really want to get into the critical hit aspect of it since that smacks entirely too much of BT.  What I may do is change the damage allocation table by providing some "null damage" results.  This would increase the odds against getting a one shot kill yet still provide system damages with hits.  Waiting on actual playtest data before I get too carried away with things though.

I thought about this and with the idea above for Thermal Signature levels, I came up with this idea for to hit/damage (after thinking about ARES way of doing damage):

Players roll d10 and hit if they roll equal or below the signature of the target (with all the modifiers for speed and the like).
For every ROF that hits, the number of damage dice are rolled and are compared to the armor+shields of the target
less than armor+shields = no damage
equal to 2xarmor+shields = 1 damage
2x to 3x armor+shields = 2 damage + 1 'critical hit'
3x to 4x armor+ shields = 3 damage + 2 'critical hits'

So lets say I have a ROF 2 DMG 2 gun that hits both times against a target with 3 armor and 1 shield.  I roll 4 dice for damage getting: 2,4,6 and 9.
The 2 doesn't do any damage. The 4 and 6 each do 1 damage point, but the 9 does 2 and requires a critical hit roll. Total damage 4 points + critical hit.  The best that mech can do next shot is 1 shield... Bye bye mecha!

I would say for that if at least three DMG rolls that don't do damage due to high armor, it still causes a point of damage so that there isn't anything that is invincible.

Thoughts?
-Bren

Re: How about a new mech game

Hmmm...I can see your point about wanting to do some variable movement stuff.  Rather than go to all that, can do a frame enhancement with space cost and possible EPC that applies to base speed.  Run speed is still based off of mecha type modifiers. 

So-  Minor Musculature Reduction: Mecha base speed reduced by 1           Major Musculature Reduction: Mecha base speed reduced by 2
       Improved Musculature: Mecha base speed increased by 1
       Enhanced Musculature: Mecha base speed increased by 2
       Superior Musculature: Mecha base speed increased by 3
(need to figure a different word than musculature though since relates to speed rather than overall physical power...then again...may use to increase melee attack damage.  Thoughts?)
       
The flight movement mod isn't so much for increased speed as it is to reflect the ability of many anime mecha to fly with jets or such. smile

Thermal Dampers...hmmm....maybe go as far as
Thermal Dampers- Thermal Sig. reduced by 1/3
Improved Thermal Dampers- Thermal Sig. reduced by 2/3.
:wink:



Players roll d10 and hit if they roll equal or below the signature of the target (with all the modifiers for speed and the like).
For every ROF that hits, the number of damage dice are rolled and are compared to the armor+shields of the target
less than armor+shields = no damage
equal to 2xarmor+shields = 1 damage
2x to 3x armor+shields = 2 damage + 1 'critical hit'
3x to 4x armor+ shields = 3 damage + 2 'critical hits'

Hmmm....this definitely bears further thinking on... :idea:

Re: How about a new mech game

Go0gleplex wrote:

Okay...

[size=150] WARDOGS![/size] it is.

You mean like this?

http://www.arenafan.com/graphics/teamlogos/colw.gif

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: How about a new mech game

I get a forbidden access message off that link Dan. (darn it)  :?


Thinking jygro's to hit and damage suggestion over...I'm finding myself liking it more and more.  It elegantly balances out the damage issues I was seeing yet still keeps things fast and fluid....  AND it adds more to WARDOGS! individuality game-wise.

I'm going to incorporate it into the next update.  Thanks jygro!   big_smile

Re: How about a new mech game

Here's the pic:

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com