(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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MechaStellar: Updated Mech Creation Part Two

Shooting & Evade

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.

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MechaStellar: Updated Mech Creation Part One

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.

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