I started a thread int the delta vector google group and there is some really nice interesting discussion going on. I will post several of my thoughts about the game here.
have to say I am bit unhappy now with the project. It started as a kitbash to churn out a game as fast as possible but know I want to actually have a decent game.
Reading the post about what makes a mecha game tick brought back questions i kinda avoided since I started this endeavour.
Most importantly: What do I want from this ruleset?
First I just wanted a complete ruleset. Now I want one that feels like super fast biological mecha action. My attempt to kitbash a generic thing was doomed the moment I wrote down the feed and breed mechanics. Now I want more of that and less of the generic stuff.
So now I have new Primary Goal:
Make a game about biomechanical mecha
That means I actually have to think about stuff. Urgh.
Todays thought derailment:
Movement needs to be awesome. I love the fast mechs of Armored Core 4 Answer. Skimming and boosting are a given. But maybe give it dual use? Like boost next to smaller units to deal damage or pin them?
The biomechanical nature needs to be the core element of the game.The breeding and feeding mechanics are the best part of the rules so far. They need to be enhanced.
Feeding should give more then repair and breeding is crucial for generating CP in the current rules but for not much else.
Shooting is boring currently. The dicing is bland not much drama - only spamming. I am not really interested in the shooting. I am sure that's why it sucks. Maybe a different kind of skill check?
Customization is important. Currently it's choose a bunch of weapons and upgrades. Only that the upgrades stink. I agree with Robert as in I should only do one gun for testing purposes and focus on the core mechanics. Ignore upgrades and such shenanigans until later.
What about the pilots? How important are they in this game? To me it feels like they should be all trained professionals(more like breed professionals). Not so much the world for super teens with some x factor.
The more I think about the less I like the command point pool thing. One the other hand I like the short precise order it has currently. What I want is frantic action. I need many short activations on both sides and if all energy/command points is spend. The next turn starts.
Infantry, tanks, flyers they all should play supporting roles. How about everything has a singular purpose? Flyer are single strike weapons or recon. Tanks are for slowing down or finishing off targets. Infantry are for capturing buildings. And they all can be bred on the battlefield. Means none of them can be bought in the army creation. It also makes for interesting decisions. Do I spend my eggs on infantry to hold an objective or on a drone to increase my efficiency?
Sensors, e-warfare and gadgets. I love all this junk. I think some kind of non lethal equipment would be good. Thermo optical camo and such things. But for that I would need a spotting mechanic.
Durability. I think i just found something I like. How about when a new gets a wound. You remove one weapon. If it loses the last weapon it's dead. I kinda like it, Even if it increases bookkeeping.Helps with the mech flavour.
The stats. Currently we have this:
MOV = Movement - Maximum distance you can move-
QUA = Quality - Pilot skill and quality of equipment.
ARM = Armor - How much eat your bioframe can eat.
SLOT = Amount of equipment a frame can carry as well as it’s point cost.
Are these enough? What about sensors? Should I split quality in sensors and skill?
Skill checks currently work a bit like in infinity. Throw a die against the stat and roll under the value. Modifiers increase or decrease the stat value. Thats ok, I think. Not sure if d10 are a good choice. Of course people like to roll high. But also higher stats are preferred.
Many thoughts.I will pander a bit more in my head and you are all welcome to join me.