(MS) Design Goals – High Risk, High Reward

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.

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(MS) Design Goals – Rapid Mech Creation

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.

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(MS) Design Goals – Cross Universe Compatibility

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.

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