nealhunt wrote:
The fixed save, lost by crossfire and CC is probably the most true to the old-school mechanics. I don't think it's any more challenging to than holofield rules and it retains the advantage of not needing to track individually which shields are up or down.
A simple Inv Save would be functional.
For the reasons others already posted, I think that tracking lots of shields on individual units is a poor idea.
The only issue with the existing save, is it's often a non-factor. It doesn't change the dynamic of AT/MW/Lance, and given the way the current NetEpic rules are written*, it was unmodified by such things (It had a fixed save to attacks from the front). However, giving it a variation of Living Metal/Particle Shielding is out of the question. I knew this'd be the hardest part to get done, but it'll get done, unless it kills me.
* I'm still going through source material, and am awaiting the older versions of rules, to check for differences.
Ares wrote:
Number one, I think. Number five alone is too weak, two and three are kinda fiddly and number four just doesn't feel right.
Actually, in most situations, number 5 is superior.
Chance of survival
Weap..Opt1..Opt5
.AT....75%..~79%
.MW....50%..~58%
.La....50%..~58%
.TK....50%..~17%
TKCC....0%..~17%There aren't a lot of TK weapons in the game, and a good portion of those are CC, and the circumstances of most knights means dealing with Crossfire, so I was looking for a slight uptweak that would be relevant more often, without the need to have to re-cost everything from scratch.
I've finally got several days off in a row, so there'll be a playtest release before Saturday.
Morgan Vening
- Knightworld Sub-Champion