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No. 19119
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I'll try to get a trial set up to test some systems and see how it'll go. I've no idea what the guys wanted to do with ACC etc, but I'll probably convert it so that Pilots have Stamina, Dexterity, Insight, Response, Intelligence and Psycommu - Stamina affects Pilot durability (from getting shook up, overdrives, etc, turns passing), Dexterity will affect Accuracy and Precision instrument usage (Snipers), Insight and Response are for Evasion, ability to use weaponry (low Insight means you cannot use some complex weaponry) and such things, whereas Intelligence is directly for intelligent things. Also some complex weaponry.
Psycommu is like Luck in that it'll grant a bonus to all stats, but minorly, and you need certain levels of Psycommu to get certain abilities/weapons.
That's just a preliminary thought. This removes damage from the equation while still dealing with some things, and while I don't intend to use Stamina, it being there at least prepares for the future!
For Mechas, I'll probably keep HP, Armour, Evasion and ditch Energy.
So a Mecha's stat would be determined:
HP
Armour
Evasion
Size
Type
HP being the governing stat for durability. Evasion being a 0-100 value for evasive ability. Defence reducing damage by x amount (but possibly merged into Evasion to create AC like in DND), Size and Type being mostly flavour but granting some passive bonuses. Like how a Very Small suit cannot carry a Very Large Gun, or how a Very Large unit has a higher mass and thus is less likely to be blown away.
Type, finally, for Type-specific weaponry, upgrades etc.
I'd need to work out an appropriate system, get some mooks down and some weapons.
I've already thought out an opening scenario to play with, I just need to prepare a system and see if it's interesting enough to be usable.
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