wolfwings: (jordan peacock)
[personal profile] wolfwings
Sat down since it's POURING rain right now off-and-on, and am working out an extendable vehicle-combat system... it's a little complicated for tabletop use except in 1-on-1 or similair situations, but it's actually quite simple for the base mechanics, has shrinking-returns for larger investments in a single point, but can still favor a focussed-design ship over a 'jack of all trades' econo-box of the same point value.

It has a definate relative in IronClaw-style mechanics as a modern tie, increasing die size to a point, then add another die and climb again, and 'die rolls' compare the values rolled highest-first on each side to tally up points for one side or the other.

Damage is the trickiest part to explain, but it's not that bad once you understand it... basically, it's a lot worse to attack with a 'powered down' item that's damaged, than to just start unloading with whatever the gun's capable of doing most of the time. So once your proverbial cover is blown, start shooting full-power since you have the same penalty if you keep the power-level low as if you ramp back up to full power at that point.

Only real problem is the mechanics are simple and clean, it's going to be harder to build a good table of multipliers for point-costs, which are akin to MekTon Zeta or Champions or similair. Everything has it's powered based on the number of points invested in it, but some things physically cost 1 credit for every point, others may cost 50 credits for every point, for example. I need to figure that part out still...

So it's a clean core mechanic, with a complicated cost-equation since calculating costs is a one-time affair for the most part compared to the number of times you have to use the calculated values.

Re: Suggestion

Date: 2005-01-04 06:32 am (UTC)
From: [identity profile] lionman.livejournal.com
Sure, it makes sense to me. And I'm the sort that's very much in favor of having a system such that everything has something to counter-balance it.

If X weapons do the most damage, there's at least one defense, Y, that's renders that weapon almost useless. It makes people either make ships for specific purposes/fights, or leads them to get middle-of-the-road ships, that tend to leave the element of chance to be the deciding factor in a fight.

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