MechaStellar Design Goals – SEP25 Update – Starting Momentum

In the previous post we talked about several items in the MechaStellar SEP 2025 roster update. In this post we’ll cover Starting Momentum in-depth.

Momentum is one MechaStellar’s defining features, and has been for quite a few years now.  It’s a game system we’re really proud of, momentum represents the collective skill, luck, morale of your forces will ebb and flow during battle.  In the switch to VER10 Momentum could start at a flat 10, which was greatly in the early drafts, but with some major overhauls to the pilot system, starting Momentum was also much lower.  We’ve been experimenting with several options and finally came up with a winner we’re happy with and play testers are happy with, some are even overjoyed.

We went through a lot of different experiments of starting Momentum, perhaps too many haha.  One we tried to stick with was to quantify, Battle-Tested / Skilled / Ace units, and how much Momentum they would drain.  We eventually settled on -1/2 (round up), -1 and -2 starting Momentum.  This was fine, but we still ran into problems where, let’s say you wanted to run a Gundam SEED Le Creuset team, and you’re starting off with M-6 still (4 Skilled and 1 Ace). 

While it was relatively fair, when comparing teams, we still wound up with very low starting Momentum overall.  This was also in a time period where playtesters discovered some good turn 1 Alpha Strikes, and the need for higher starting Momentum become very apparent.

We eventually solved this by retaining the current comparison method, but now there’s a chance both players will start with M=10 or M=8, where historically it was often M=6 vs M=4.  This comparison method has both players count up their “Elite Units”.  The person with less Elite points, starts with M=10, the other players starts with the difference.

For example let’s say we have Kira and Mwu (2x Ace = 4) vs the Le Creuset Team (4x Skill + Ace = 6), a difference of 2.  Kira and Mwu start with 10, while the Le Creuset team start with the difference (10-2=8).  This gave A LOT more flexibility for people who like running thematic forces with lots of Elite units on both sides.  You can also still field a grunt force vs an elite force and have a huge gap in Momentum.

Overall, we kept the same feel of the current Momentum system while overall massively improving the amount of starting Momentum.  This is both good for balance and QoL in our opinion.  Hope you all enjoy!

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