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7/13/2025, 3:53:01 PM
>>715351120
>Whats your idea of an ideal mecha game?
You had ONE JOB.
And you succeed.
Any mecha game of my liking must have:
- inertia / physics.
- a setting that fully justify & integrate the mech
- sense of scale
- not using fake complexity to replace actual gameplay
I've got many mech games I wish to exist.
To only go with one:
>**singing choir** basically ESCAFLOWNE **singing choir**
It is magical but magic is just unexplained technology and the trick is to not overdo it.
In a medieval fantasy world where exist giant creatures, mankind survived by recovering those creature magic core to improve their own magic.
But having a giant magic signature also mean a magic attack will make you feel too much pain to stay conscious.
The answer was to armor it being plain metal.
A spell that allow kinetic/puppetry is powered-up to move those giants.
Now on the gameplay side, normal human can only cope with 1/2 spells simultaneously at most
So you can't fight & float at the same time, you can't even float and move forward.
Thus the average mook fight only do that.
Players mecha can do more only if you meet people you are magically linked to by fate, they ride with you and use the same power source to cast. It's still barely enough to fight while flying but it makes you superior regardless of the mecha you use.
Also, you'd have the flying rock-ship from escaflowne, those are cool, plus flying castles to board.
So you fight:
- giant creatures
- mook mecha
- fate boosted mecha
- and ideally also beat troops using magics, you'd even fight mage-tower, firing super magic while protected like you
Oh and half-human exist because catgirl is what happen when giant-tiger decide to magically heal human.
Entire civilization thus worship their associated monster.
It would be a big point that Dragon typically rarely ever do that so dragon-people are too rare to form civilization.
Please steal my idea
>Whats your idea of an ideal mecha game?
You had ONE JOB.
And you succeed.
Any mecha game of my liking must have:
- inertia / physics.
- a setting that fully justify & integrate the mech
- sense of scale
- not using fake complexity to replace actual gameplay
I've got many mech games I wish to exist.
To only go with one:
>**singing choir** basically ESCAFLOWNE **singing choir**
It is magical but magic is just unexplained technology and the trick is to not overdo it.
In a medieval fantasy world where exist giant creatures, mankind survived by recovering those creature magic core to improve their own magic.
But having a giant magic signature also mean a magic attack will make you feel too much pain to stay conscious.
The answer was to armor it being plain metal.
A spell that allow kinetic/puppetry is powered-up to move those giants.
Now on the gameplay side, normal human can only cope with 1/2 spells simultaneously at most
So you can't fight & float at the same time, you can't even float and move forward.
Thus the average mook fight only do that.
Players mecha can do more only if you meet people you are magically linked to by fate, they ride with you and use the same power source to cast. It's still barely enough to fight while flying but it makes you superior regardless of the mecha you use.
Also, you'd have the flying rock-ship from escaflowne, those are cool, plus flying castles to board.
So you fight:
- giant creatures
- mook mecha
- fate boosted mecha
- and ideally also beat troops using magics, you'd even fight mage-tower, firing super magic while protected like you
Oh and half-human exist because catgirl is what happen when giant-tiger decide to magically heal human.
Entire civilization thus worship their associated monster.
It would be a big point that Dragon typically rarely ever do that so dragon-people are too rare to form civilization.
Please steal my idea
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