One of our design goals in MechaStellar is being able to pit your favorite mecha (and monsters) against one another. More importantly, we want you to have a chance to reenact your favorite scene from a series with the same or different outcome.
One of our design goals was to ensure there is some compatibility between both eras and different mecha universes. Cross Era compatibility would let you reenact the Jaburo drop in Zeta Gundam or the Assault on Torrington in Unicorn where you field units from different time periods and have them at least stand a chance against newer models. Cross universe compatibility would let you mix Gundam and Evangelion for instance, or Gurenn Lagann and Getter Robo like you would in a Super Robot Wars style game.
As a follow-up to yesterday’s post we’d like to talk a little bit more about how sizing will affect the game. Since MechaStellar is intended to allow you to recreate a Super Robot Wars style tabletop skirmish that means we need to have someway to differentiate Mecha that are much larger than others.
In MechaStellar we have two types of Mecha, a Mobile Skeleton or MS Class and a Titan Class. While the MS class is principally there to represent high mobility units like you’d see in Mobile Suit Gundam, Aura Battler Dunbine, Votoms or Zone of the Enders, the Titan class was envisioned to capture Mechs that tend to lack aerial mobility but offer considerably more durable and often with significantly more weapons. Titan class mechs can run the gamut of Mobile Armors, Getter Machines, Guy Melefs, Jaegers or even Evangelions. As we’ve been doing more Titan-only playtests recently this would be a good time to discuss this class of Mechs.
The Gelgoogs present an interesting design problem. They are one of the few mobile suits to deploy with their shields consistently on their backs while most units have their shields pointed to the front. How best to represent that on the tabletop?
One thing we always strive for when working on Units for MechaStellar is to make sure the unit functions as you would expect it would in it’s native universe. We also try to ensure it’s stat make sense and are consistent with its peers. Below we’ll look at some of the units that were tweaked in the last few weeks to align with this design goal.
Coming off the heels of the Grenades post I thought it would be a good time to talk more about weapon profiles, this post will be covering Energy weapons like beam rifles, lasers and plasma casters.
Coming off the heels of the Grenades post I thought it would be a good time to talk more about weapon profiles, this post will be covering Kinetic weapons like machine guns, cannons and bazookas.
Coming off the heels of the Grenades post I thought it would be a good time to talk more about weapon profiles, this post will be covering explosive weapons like grenades, rockets and missiles.
Grenades represent an interesting problem when it comes to equipment slots and hard points. Grenades can be very deadly and very small but unlike missiles and rockets tend to lack accuracy and target saturation that you see in their explosive peers.