
Note, Momentum points have been renamed to Morale Points in VER11, we’ll be referring to them as Morale Points in this post.
While making MechaStellar VER11 we wanted to update the gameplay in a lot of ways, especially with how Momentum (now named Morale Points) and Pilot Skills worked. Before we start deep diving on Pilot Skills we wanted to revisit Morale Points (formerly Momentum) and how the overall speed of gameplay has changed.
As mentioned in the previous post, Morale Points (formerly Momentum points) now come from one of two sources
- Make a Rally Save when you activate a unit.
- Make more Rally Saves if they are [Elite] and/or a [Warship]
- At the end of the Round gain Morale Points for each Control Point [CP] you control
#1 replaces Momentum Shifts that have been a staple for several years now. Instead of gaining Morale Points from specific movements. In VER11 we experimented with several ideas like moving closer to the enemy, starting or ending in engagement range, simply being in the opponents half of the battlefield, etc. Here’s a DEVchat on the topic
Momentum shift = End a move action within Melee Sensors (2nd value) of an enemy unit or control point.
Yeah that’s simple, but if you say end engagement range of an enemy OR A CP, it helps make Bullseye more valuable.
Oh and I wanted to add, if you lose the move closer to nearest enemy part, then it’s harder to chase an enemy, i.e. GM 4″ vs Dom 8″. The GM moves 8″ total trying to chase, the Dom moves 16″, you get no Momentum because you can’t end in engagement range.
Ohhh I see. But if we leave it as move closer and each move action is a momentum shift, couldn’t the GM gain M+3 from move move accel? I feel like that’s way too much
Yeah….it’s cool if you’re the last model on the field for a heroic charge, but not if there’s a whole army there
For a lot of reason, we eventually left that mechanic behind and moved to a simple and easy to remember mechanic that rewards your high morale pilots. Now your unit generates it upon activating, with high Morale characters having the best chance to generate Morale Points for your army. It also lets you now at the start of your turn exactly how much Morale points you can spend, without having to hope you can earn more later.

That said, it does make Morale Points more rare, while VER10 was notable for being able to spam pilot skills almost every Turn, that’s less true in VER11. You need to be judicious with how you spend Morale. That said many skills are cheaper than before.
With slower Momentum generation it means the gameplay is now more focused on capturing CPs. In VER10, with how easy it was to gain M+2 via a momentum shift on your turn, often times the boost from CPs at the end of the Round might not have even been necessary, with several playtesters reporting they maxxed out at M=10 at the end of the round via CPs 70% of the time.
Now CPs would be the focus, but we also wanted to make getting to the CP and fighting over it a bigger part of gameplay. That means shortening movement across the board. Later in VER10, many units moved from Move 4″ to Move 8″ after the Hexastellar update where everything moved to increments of 4″ instead of 2″. Some units had Move 12″, some had 16″.
With very high moves across the board it meant some long range weapons felt useless, while short range weapons, with a power boost for their poor range, were getting used all the time. It also meant if you shot someone, a fast character could easily melee you next turn. Here’s a DEVchat on that topic
Take for instance an enemy that attacked you at range 24″. With move 8″, you can move 16, you have a melee threat range of 4″, that’s 20 of the 24″ already. One accelerate action puts you in melee instantly. Perhaps these moments should be more rare.
While fun, and definitely has the Gundam Vs gameplay feel to it, it wasn’t for everyone. It also made it trivial to bounce around Control Points all over the board. We made the design choice to lower movements across the board, and make movement upgrades very expensive. Not only does this affect capturing CPs, it also greatly reinforces role identify, where Raid and Battler types with their inherent move bonus, don’t feel like weaker roles, because in the past other units could easily purchase Move upgrades. Now, almost no units purchase move upgrades. Here’s a DEVchat on the topic

MOVEMENT
Make OYW Move 4″ by default and 8″ for Raid & Battler
Also, let’s consolidate Melee+Battler, Raid +Interceptor, the roles aren’t too different now
A lot of good can come from anchoring basic units at Move 4″, Raid = 8″, Jets 12″ it makes you want that role because only that role can move fast (and capture CPs, or get Tactical Advantage etc.)
Yeah but what about Tallgeese or fast units like Justice who aren’t really Raid or Battler types?
We can let them upgrade movement but it will cost a shit ton of points so you need to consider if that’s worth it. Like if it costs 100 or 200pts for a move upgrade, you might want to invest those points in pilot or mech upgrades instead.
Oh, and thinking more on it, smaller base movements makes transforming MS more special (and the ability more worthwhile) by giving a nice move boost at the expense of melee defense.
CPs are harder to capture Round 1 unless you are bringing a Raid, Battler, or Aircraft. This made the game feel more leisurely in a good way, while allowing those 3 specific roles a chance to shine. Round 1 had each player advancing and popping off shots at max range, then Round 2 to 3 the real fight for CPs begins. The Bullseye weapons are great for letting you choose your target and also becoming stronger when the target is on the CP.
Round 3-5, those high speed units can try to avoid combat, and dodge and weave in the oppponents deployment zone to try and capture their home CP. It made for a lot of fun battles where there were reasons to do something besides attack actions every turn. Overall, we think you’ll enjoy the new game pace in MechaStellar VER11.





































