Re: How about a new mech game
:shock: *grabs for a bucket of holy water* AUUUUUGH! SPORTS STUFF!!!
Then again...use a canine-like mecha head and replace the football with a large caliber BFG a planet for background.... 8)
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mj12games.com/forum → Wardogs → How about a new mech game
:shock: *grabs for a bucket of holy water* AUUUUUGH! SPORTS STUFF!!!
Then again...use a canine-like mecha head and replace the football with a large caliber BFG a planet for background.... 8)
Here's the latest...WARDOGS! v0.45
Cleaned it up and organized it a bit better.
Switched the to hit and damage methods.
Added and modified many frame and weapon enhancements and SU costs
Added an infantry squad type.
Added pilot and gunner skill levels and advancement rules.
I think this is stable enough that I'm going to begin work on the naval and air unit stuff and hostile environment additions over the next week (as work allows)
One thing I changed after the I zipped and posted the file was regarding the ballistic enhancements for added launch tubes. It now reads thus:
Extra Launch Tube/ Barrel (Ballistic weapon has x number of additional launch tubes/barrels with a single shot) x1+0.50 per extra tube/barrel SU
Enjoy! and as always...comments are welcome!
updated to v0.50 pg 8
Here's 3 Sample Mecha using the latest rule set. 8)
attachment deleted since the design version was obsolete. New sample mechs can be found on the appropriate thread.
:shock: *grabs for a bucket of holy water* AUUUUUGH! SPORTS STUFF!!!
Then again...use a canine-like mecha head and replace the football with a large caliber BFG a planet for background.... 8)
Okay...
..so I missed the logo thing for the 'Aces' game, I gotta do one right for this one....
:-)
Here's 3 Sample Mecha using the latest rule set. 8)
Hmmm...
I've got some 'Victorian Mechs' that might serve as a basis for doing the 'Centaur'....I might already have the other two, with some minor modifications.
You are going to do some 'Technical Specifications' for the mechs like this in the book aren't you? I've got an idea or two for layout of the 'Mech Sheet'. :-)
I think that we can do a page or two of counters in the book - I can certainly do some like the ones in the original Battletech boxed sets. They're just like the ones Dan had in Iron Stars.
I'd like the main rules to be VERY simple, I'm not sure how fast the 'Defense value divided by damage' will play. I like the concept. I'll go over the rules in more detail after the weekend - everyone else's weekends are my Mon-Wed.... ;/
You really want this to be playable by the 12-16 year old age bracket if you want it to sell....or so I've heard. :-)
Yup. Technical specs will likely be added to the ready mecha in the book. The sample mecha I'm doing are as much for my edification as anything. Let's me see the comparative abilities and defenses of various sizes. So far it doesn't seem to have many glitches...or at least...obvious ones.
One of the things I'm thinking on the sheets is including the firing arc diagrams for the different mountings at the bottom of the sheet. Label them with A, B, C, and so forth. A space on the weapons data for firing arcs would allow entering in the appropriate arc designator for fast reference. Otherwise, as long as the information such as I've included on the sample mecha is shown, how it is organized certainly isn't set in stone as yet. :wink:
I'd not thought about counters as yet, but I suppose that is something to start thinking on. That and a couple battlefield map boards possibly...augh...I need to finish the rules first. *chuckles*
Believe me...I'm a serious fan of simple and stupid myself. Civil Engineering Tech by day and all I deal with is rules, regulations, laws, formulae, and a large number of idiots. :roll: Brain candy is GOOD!!!! :mrgreen:
Aren't we all that age at heart? :wink:
Maybe a "WARDOGS! logo contest", eh? Then you don't have to feel as if you're on the spot Dugan. Believe me I appreciate the voluntary contributions ('specially since I'm not set up with all the artsy programs n stuff and would end up doing so-so hand drawings and scanning). Possible prizes: I put up for a $20 gift cert from MJXII or such...or maybe a free copy of the final game. (this is thinking out loud...so please don't get too excited as yet folks. )
Hey Dan...what do you think?
Got the Surface Naval Unit and Close Air Support design stuff done...
Surface Naval Units include the capability to build carriers, cargo ships, and jet ski's.
Also included Mine Field and Detection Rule.
Now...on to hostile environments. List I'm thinking on:
Deep Ocean
Space/ Vacuum (no...NOT my head! ) which would also tend to take in poison or exotic gas atmospheres
Corrosive Atmosphere
Volcanic
Frozen/ VERY Cold
Desert/ VERY Hot
Am I forgetting any of the common stuff? :roll:
After this it's background, point values (OMG!!! THE HORROR!!! :shock: ), and Faction Units....then lots and lots of editting and testing.
Anyone in the Portland Oregon area...and doesn't mind a wee lil trip to the beach...Jan 14th I'm trying to have a gamers/ hobby meeting. Will probably break out all my BT figs and try WARDOGS! out.
This is kind of what came to mind when you posted that college team logo Dan... :twisted:
[/img]
Started on the background tweaking and ended up taking things in a slightly different direction...Enjoy.
Don't worry Dugan...I'm cannibalizing a lot of what you've done on this so it isn't wasted. :wink:
replaced by updated document located on page 9
Well, the Hostile Environment rules are complete. I don't know if anyone has done this before in a game, but there is a possibility of 900+ different battlefield types. (If I have that figured right) This obviously is going to be for more advanced or campaign type games since there are additional modifiers and conditions to keep track of...still...it doesprovide for some serious variety. I'll post them with the next update version. :twisted:
Just an example though....environments are identified by class number. So a Class 2 (moderate rated VERY HOT) environment can be run...or combine it with a Class 23 (low rated HIGH GRAVITY) environment. Some cannot be combined with each other for obvious reasons...such as Very Hot with Very Cold...but still...it's some great options from the same old static battlefields. 8)
Read the history, nice additions for the most part.
PLEASE don't name the inventor after me...:-)
Also, you're assuming almost no change in nations from now until then, this may not be the case. While it may effect some place names, it won't really change anything in the write-up.
You've done a stellar job getting us up to the discovery of habitable planets, but (like me) you've run out of steam. Let me ponder that some, and I'll post another RTF to this list...
Well, the Hostile Environment rules are complete. I don't know if anyone has done this before in a game, but there is a possibility of 900+ different battlefield types. (If I have that figured right) This obviously is going to be for more advanced or campaign type games since there are additional modifiers and conditions to keep track of...still...it doesprovide for some serious variety. I'll post them with the next update version. :twisted:
This is just for construction, yes?
Just an example though....environments are identified by class number. So a Class 2 (moderate rated VERY HOT) environment can be run...or combine it with a Class 23 (low rated HIGH GRAVITY) environment. Some cannot be combined with each other for obvious reasons...such as Very Hot with Very Cold...but still...it's some great options from the same old static battlefields. 8)
I've still not read the rules LAST posted...Sundays are horrible for me.
Alright, let's see if anyone can better this...
Just an example though....environments are identified by class number. So a Class 2 (moderate rated VERY HOT) environment can be run...or combine it with a Class 23 (low rated HIGH GRAVITY) environment. Some cannot be combined with each other for obvious reasons...such as Very Hot with Very Cold...but still...it's some great options from the same old static battlefields. 8)
I had an idea about how to classify planets and thus making it real easy which could and could not be combined.
All planets are classified with 3 codes representing Atmosphere (including pressure), Temperature & Gravity. Adding the stats up give you the modifiers based on planet conditions. Since very hot and very cold couldn't be combined (they are both temperature codes), you have less work to determine what you can and can't use together.
So an example would be a planet with a code: LH/VH/N would be a Very Hot planet with Normal gravity and a Low pressure Hostile atmosphere.
Just a thought,
-Bren
Okay...I'll tweak the name of the inventor some.
I LOVE the logo work. Do you have the aftershock debris font by chance? Just seems to scream WAR to me for some reason is all. :wink:
I figured the main nations are unlikely to change though the Immigration Wars definitely changed boundaries.
I didn't run out of steam...just had been working at it for a few hours and had to get ready for my night shift on the construction site...Definitely got more to go with things when my brain is fresher.
Put it together jygro and I'll take a look at it. Part of what I've done so far also limits the unit type able to partake in the battles based on severity of conditions. It's purposefully abstract...the flexibility only hit me after I had gotten about half way done with it.
I'll have to post the update when I wake up in the morning...
Okay...I'll tweak the name of the inventor some.
Thanks! If my name is in the credit's, its sorta weird....:-)
I LOVE the logo work. Do you have the aftershock debris font by chance? Just seems to scream WAR to me for some reason is all. :wink:
I do now, mail me offlist, and I'll send you the new logo....use my home address please...I mailed your yahoo account with it.
I figured the main nations are unlikely to change though the Immigration Wars definitely changed boundaries.
I didn't run out of steam...just had been working at it for a few hours and had to get ready for my night shift on the construction site...Definitely got more to go with things when my brain is fresher.
Hmm.. the dates are like 500+ years in the future.
I frequently have more ideas than I have time or energy to write out myself....that's what I meant.
After my morning tea, perhaps....
Put it together jygro and I'll take a look at it. Part of what I've done so far also limits the unit type able to partake in the battles based on severity of conditions. It's purposefully abstract...the flexibility only hit me after I had gotten about half way done with it.
I'll have to post the update when I wake up in the morning...
If you're not abstract, it's going to bog down like a johnboat in a mudflat....
:-)
Put it together jygro and I'll take a look at it. Part of what I've done so far also limits the unit type able to partake in the battles based on severity of conditions. It's purposefully abstract...the flexibility only hit me after I had gotten about half way done with it.
I can live with 'purposefully abstract!' I was just giving you a way to sort all the specialized environments that you have been dreaming up to make it easier to determine what the world would be. Once you post all the ones that you have created, if you need help I can start to sort them the way I envisioned.
-Bren
I had an idea about the critical charts that we've got and I figured I'd post for what people thought about it.
A minor critical is when you double the AV (armor value), but don't triple it
A major critical is when you triple the AV. +2 to the roll for every additional muliple over 3 that you score.
Okay, for a minor critical, the player only rolls 1d6 and a major critical, the player rolls 2d6.
For example: If the targets armor/shield value is 2 and you roll a 8 for the DMG roll, for the critical, you roll 2d6+2 and apply the result.
Now, for this system, you only need a single chart for criticals (1 through 12). Minor criticals would occur between 1 and 6. Some of those would be -1 to hit rolls (target computer damaged), -1 to MP (Leg joint malfunction), power plant damaged (-2 EP) and the like. Stuff that is going to be a problem, but not 'crippling'.
Numbers 7 through 12 would be the major criticals. A leg destroyed (-half MP), Targeting system destroyed (-3 to hit rolls), Weapon destroyed (not usable for the rest of the game), power plant damaged (-half EP). I would make 11 be pilot/AI damaged (-3 to all rolls, 2 hits kill the pilot/AI) and 12+ would be mech destroyed.
On average, the 2d6 will be a lot of 6,7 and 8 so you want those to be the bad for either type, but it is possible to have a 'major' critical and roll a 4 (a minor critical result). Such is life in war!
Thoughts?
-Bren
I was toying with a few of the construction rules and while working on the movement of mecha, I realized something. There are three stats that all mecha will need to worry about putting points in (from a SU standpoint, but probility victory points as well). Those three are Mobility, Offense and Defense and depending on how the rules are set up, all should play equal parts in the game (that's the tricky part).
Under that idea, a completely 'well-rounded' mech at any size should spend ~33% of its total SUs between those three stats. So, for example a 'balanced' size 4 bipedal mech, ~7 SU should be used for each of the three. If they are all equal from a play standpoint, it gives players a hard choice on which stat to best at (allowing a lot of playing styles and the hard design choices). It is under that assuption that my following thoughts arise.
Movement points: I noticed that the current SU costs for movement are fairly cheap. A size 10 spends 4 SU for the ability to get a MP of 4 (not bad to double the speed). Perhaps using the movement formula in Starmada (or a modified version) to create the speed of the mecha would be better than assigning it by the current calculation (12-size). It works great for starmada and I think that same formula for speed would work here. Unless you really wanted to, you could skip the EP costs for walking movement (stating the needed EP for movement is included in the cost in SUs).
Armor considerations: At current cost, a +4 armor only costing 2 SU is way underpriced. All heavy mecha will have armors of +4 (since its only 4% of the total SUs) and I can see lights will have +4 (~10 to 20% total). In that light, I would make the price be based on total SUs. Also, I wouldn't have any base armor, but have players buy up to the total armor they want to have. The main reason for this change is so players can create mecha that are large, but have very low armor (like a size 10 with an armor of 2). I would make the maximum armor a mech could have is equal to size x2 (So people can't go overboard).
Oh, the DMG rolls would be done in d10 and not d6 as stated in the rules. That makes it easier to do damage and allows the same die for to hits and damage.
That's all I got at the moment, hope this makes sense, I'm pretty tired...
-Bren
It was just my way of sayin thanks Mike. :wink: Historically all of the main nations have existed for hundreds of years even today. The notable exceptions being Saudi, Israel, and Jordan. The only real changes that have occurred are boundary lines. Most of the creation, renaming, and loss of countries have happened among the third and fourth world. So I just made another one of those abstract assumptions as I was writing.
You bring up two things I've been wondering on jygro...pilot/crew DMG and power plant DMG as opposed to just being destroyed. I may add those in, but I'm pretty happy with the simplicity of the damage system as is for now. The game was originally thought to be a d10 only needed, but with adding in d6s I can see expanding the critical chart to a 2d6 spread. I'll do a fast tweak on this and see how it looks before I make the update post this morning.
Just noted your second post there jygro...not going to blow it all off...just going to take me a while to ponder it through. In the meantime I'll be posting v0.50 for the 'final' playtest version. (meaning I'm not adding any more rules content until folks start telling me how it's working out...or I get to play a few games myself. :wink: )
As promised: Here's WARDOGS! v0.50.
Mecha Critical Chart expanded slightly.
Hostile Environment Rules.
Surface Naval Units and Close Air Support design added.
corrected a few typo's and bad keystrokes.
Additional work to follow will concentrate on game background fluff, sample units and technical readouts. Artwork, counters, and mapping samples are definitely down the pike a ways.
Just playing around with the constrcuion rules again and came up with a few questions.
1) Does the handheld limit of 3 turns effect melee weapons? I am guessing not but checking and does the handheld option take up an enhacment slot? I presonaly feel it should'nt since it kinda limits what you can do with them.
2) Does energy weapon and heavy stack?
3) Can the Extra ammo for hand held be bought more than once?
Thanks for the answers and great work so far
Also a quick suggestion it might be an idea to take a leaf from Dream pod 9s games and allow you to add hostile protection to units. So for example you could purchase Hostile Enviroment refit (Hot 1) and the unit can ingnore one level of the Hot hostile enviroments. Thoughts?
Just playing around with the constrcuion rules again and came up with a few questions.
I LIKE questions...
1) Does the handheld limit of 3 turns effect melee weapons? I am guessing not but checking and does the handheld option take up an enhacment slot? I presonaly feel it should'nt since it kinda limits what you can do with them.
No. The handheld limit is for Ballistic, Energy, and Kinetic Weapons. It doesn't affect Melee Weapons since by their nature they are hand held.
The space cost modifier it has actually makes the weapon take up less space than it would if it were mounted otherwise. So someone wanting to do a range 15/rof 3/ dmg 3 Extra Damage weapon only costs 2 SU vs 19 SU. Ammunition/ Energy costs should be free (which I'll have to clarify when polishing and editting things later) :wink: The idea is to allow for a BFG with limited capabilities. If applied to smaller sized weaponry, such as a Range 9/ rof 1/ Dmg 2 Armor Piercing/ Handheld the SU cost is 0. Don't forget too that an arm with hand frame enhancement adds an SU, so any weapon with a cost of 1 is essentially a freebie anyway.
2) Does energy weapon and heavy stack?
Yes. (If your mech can survive long enough to GET to melee range...it deserves all the crunchitizing capability it can get, eh.)
3) Can the Extra ammo for hand held be bought more than once?
Yes. Just remember it takes a turn to reload. So you get three turns of shooting. one turn of switching out energy packs or whatever. three turns of shooting. etc. It can't be taken more than twice though. (something else I'll be adding in the later version.) I'll have to adjust...or rather...edit...the SU cost so that it's clear that the reloads are the standard weapon size with a modifier of x0.25 instead of x0.10. Meaning, that Rng 15/ROF3/DMG3 Extra DMG Handheld reload cost is the 19 SU cost x0.25 rather than the 2 SU cost x0.25. Protected storage space for the ammunition pack carried by the mecha. The initial ammo is part of the weapon carried.
Thanks for the answers and great work so far
Also a quick suggestion it might be an idea to take a leaf from Dream pod 9s games and allow you to add hostile protection to units. So for example you could purchase Hostile Enviroment refit (Hot 1) and the unit can ingnore one level of the Hot hostile enviroments. Thoughts?
I hadn't thought of the Hostile Environment enhancements...mainly cause I figured a mecha could deal with it...but the suggestion has significant merit. Something else to add into things later...and thanks for the vote of confidence.
Touching base...
I see nothing badly out of place in version 0.50, and I'm looking forward to Kevin's read-through....Looks like Faustus21 and jygro have enough questions for now...:-)
Having my morning tea, will see if I can muddle through the background story this morning (eh, it's almost 11).
Well glad I gave you Paws for thought. (sorry had to say that)
hehehe which reminded of another question I forgot
:oops:
When using the percing ability for Melee weapons is the AR value consider 0 for the damge roll?
:twisted: I am hopeing so cause that makes a real nasty weapon.
Well glad I gave you Paws for thought. (sorry had to say that)
hehehe which reminded of another question I forgot
:oops:When using the percing ability for Melee weapons is the AR value consider 0 for the damge roll?
:twisted: I am hopeing so cause that makes a real nasty weapon.
Paws for thought, eh? Well...I am certified barking mad after all... :twisted:
and yes...The Melee weapon "piercing" enhancement ignores the armor of the target.
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