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Anonymous /tg/96265985#96288053
8/10/2025, 4:53:18 AM
>>96283527
>>96283103
pic rel is how I did it in the 1st version of the game. Choose a chassis, then each hardpoint has a list of options. Only one option per hardpoint so I could limit the possible range of combinations.

I think this was a decent start and in line with what >>96283103 suggested but it suffered from a problem of clutter and the aforementioned problem of too many combinations of options nobody would ever take. Right now I am thinking more chassis selections, with fewer options per chassis but those options are more meaningful, with less generic stat boosts. The problem is coming up with an interesting range of options for each hardpoint.


>>96283009

I made a bunch of design decisions that in my mind made the strategic balance better but leave it thematically confused.

I have a spotting mechanic with sensor ranges to mitigate long range fire and terrain requirements. I added electronic warfare to allow Mechs to play a support role in more combined arms approaches. I added shields to make it harder for big sniper/arty to wipe the board without skirmishing support. All of these things in my view made the game better in terms of strategy but they're not in line with the power fantasy from faster paced mecha franchises.