
For this week’s update we’re releasing variants for the Dom and GM Sniper Custom mobile suits.
Continue reading “MechaStellar: Unit Roster Update 08JUL21”
For this week’s update we’re releasing variants for the Dom and GM Sniper Custom mobile suits.
Continue reading “MechaStellar: Unit Roster Update 08JUL21”
MechaStellar is a game about dynamic Mechs. Each turn a Mech can move and/or make a melee attack independent of how many actions it is. Furthermore, we didn’t want to limit movement so any Mech can move, then shoot, then move again.
Continue reading “(MS) Design Goals – Rewarding Boldness”
We touched upon this briefly in our Lethality post. One goal we always strive for with weapon design is to ensure you can still replicate your favorite moments from your show. You don’t want a weapon to be too weak that it can’t do something you’ve seen on screen.
Continue reading “(MS) Design Goals – Iconic Moments”
In our last post we talked about lethality in weaponry. In this post we will talk about how we try to keep energy and kinetic weapons distinct.
Continue reading “(MS) Design Goals – Kinetic & Energy Weapons”
We touched upon this briefly in the last post. One of our design goals in MechaStellar is lethality. Making it such that even a powerful suit with heavy reinforcement can still be brought down.
Continue reading “(MS) Design Goals – Lethality”
In previous posts we’ve talked a lot about melee systems and the various overhauls they’ve gone through. One concept we have always strived for is ensuring that Melee is a dangerous gamble. A High Risk, High Reward scenario. We did this because we wanted to emulate our favorite Mecha shows where often a melee clash is stylized like a Samuari showdown and only one fighter will survive.
Continue reading “(MS) Design Goals – High Risk, High Reward”
In the previous post we talked about keeping the rules system including both Mech classes and weapon profiles flexible and robust enough that we could keep the option open import Mechs from other universes if someone wanted to run a Super Robot Wars style game. Along a similar line to that is a core design goal of Rapid Mech Creation.
Continue reading “(MS) Design Goals – Rapid Mech Creation”
In the previous post we talked about scalability. Wanting the game system to be playable at a small scale of 3vs3, to as large as armies of 30+ Mechs duking it out. Another goal we’ve always maintained was the ability to use Mechs from different universes in the same series but different series as well.
Continue reading “(MS) Design Goals – Cross Universe Compatibility”
A little late for spring cleaning but I’ll be pushing out a number of drafts written over the last few months on the Design Goals we had when developing MechaStellar. For our first one we wanted to go with Scalable.
Continue reading “(MS) Design Goals – Scalable”
In Version 6 we are able to test out a lot of ideas on how we wanted Skilled and Ace Pilots to function as well as trying something different from the Army Skill / Army Morale system. Version 7 had three defining characteristics, the Momentum system, Updated design math, Streamlining of core mechanics.
Continue reading “MechaStellar VER7”