
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”
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.
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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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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.
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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.
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Hi folks, with COVID restrictions easing up we got a lot of playtesting done the last few months. The game was updated to Version 6 and most recently Version 7. Below you’ll find the significant changes.
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Combat Roles
When we first put together MechaStellar has a fun set of combat rules for our miniature Mechs we put units into a few different categories. Previously we had Versatile, Gunner, Hi-Mobility and a close-combat Brawler.
Continue reading “MechaStellar: Updated Mech Creation Part Three”
Something we learned from Version 3 was it’s actually a lot more fun to give the Defender the ability to roll. Previously it was d20 + Shooting modifier versus the target’s Evade (a static number). We found it was a lot more fun to have the Attacker have a flat value and let the Defender roll to Evade putting them in control of their destiny.
Continue reading “MechaStellar: Updated Mech Creation Part Two”
It’s been a year so let’s run through some major changes to Mech Creation. In this post we’re focus on a Mech’s Frame Level and the derived stats that can come from that.
In the past there was a cutoff where certain formulas would change. For example Frame 3+ suits had more expensive Performance and Pilot Skill. Similarly, Frame 4+ units got more bang for their buck when it came to the Reinforced EQ option. We’ve since leveled the field on points cost, and made Reinforce scale with every Frame level instead of a cut off. Below are some changes.
Continue reading “MechaStellar: Updated Mech Creation Part One”