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Post by chainsawaardvark on Mar 14, 2014 15:53:32 GMT -5
In December I picked up the bundled version (Terrain pack and extra colors) and I have been having a lot of fun with it so far. The low cost of the miniatures is really appreciated, as is the simplicity of the rules. I've been able to teach several non-wargamers how to play, and they have enjoyed it as well.
My only real complaint is that it feels rather generic. As a game designer myself, I understand that their is always a trade off between fidelity and ease of play. This may very well have been your intention. However, it still seems that most of the weapon ranges overlap a bit too much, and the mecha preform very similarly.
Do you have any sort of setting in mind to give the battle more context and specific designs to give them a defined world? I'm currently working on a space opera setting for the rules of my own. I can share it with you in the near future if you would like.
Thank You for the game, it has proven to be a wonderful addition to my collection.
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Post by sundaymek on Mar 16, 2014 8:56:43 GMT -5
For me, generic is not an issue, you can paste any universe on this great game.
Personaly, I specially miss some scenarios and a campaign system, and hope 2.0 rules will bring these new features.
But for what I paid for this game, I'm really happy with what I obtained in the 1.5 ruleset ! Great, great game. Easy but deep enough, and clever.
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Post by chainsawaardvark on Mar 17, 2014 18:54:45 GMT -5
Here is a preview of the setting idea I've been working on. Think anime space opera combined with 1950s SF. On one hand, mecha are the main weapon and human like aliens exist, on the other most things are analog and the term "atomic pile" is used in preference to reactor. HyperFoil Gates allow transit from one system to the next, but greatly restrict the size of what can pass through, so mecha are an attempt to economize on space/fuel/firepower. The main conflict is between the Empire of the Orion Arm - a multiple solar system monarchy versus the break away United Planetary Confederacy, but space pirates, communists, and aliens abound. If you like what is in the PDF so far, we can discuss posting more. Attachments:EOA Guide Mark2.pdf (168.39 KB)
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Post by Dagger on Mar 18, 2014 18:34:31 GMT -5
Here is a preview of the setting idea I've been working on. Think anime space opera combined with 1950s SF. On one hand, mecha are the main weapon and human like aliens exist, on the other most things are analog and the term "atomic pile" is used in preference to reactor. HyperFoil Gates allow transit from one system to the next, but greatly restrict the size of what can pass through, so mecha are an attempt to economize on space/fuel/firepower. The main conflict is between the Empire of the Orion Arm - a multiple solar system monarchy versus the break away United Planetary Confederacy, but space pirates, communists, and aliens abound. If you like what is in the PDF so far, we can discuss posting more. Awesome... I'm liking it. I intentionally left Mech Attack open in regard to a setting. I wanted players to feel free to apply the rules to whatever genre they felt like. It's really interesting for me to see how players provide the "fluff"...
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Post by colonelshofer on Mar 18, 2014 19:19:18 GMT -5
Yes, great start.
CS
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eilif
Junior Member
Posts: 72
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Post by eilif on Mar 19, 2014 8:28:01 GMT -5
As for setting, our club usually plays in a generic setting that is loosely related to a sci-fi campaign we ran some years ago.
We use rebased mechwarrior clix rather than paper models, and I am really fond of the BT setting so when I run a scenario for the club I usually set it in the Battletech universe.
When we run a convention game (another one coming next month) using our 28mm scale mechs we just make up a scenario with background unrelated to our other play. However, this years convention game is being presented as the sequel to last years.
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Post by WaffleM on Mar 25, 2014 11:07:05 GMT -5
Wow! Wow! All I can say is "Wow!" I've only had a chance to begin reading your setting, but already it has an American Revolution with Mechs feel to it! Very cool!
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Post by onemonkeubeau on Apr 14, 2014 11:11:01 GMT -5
Holy cow dude! This is great! I want to see more, for sure!!!
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Post by chainsawaardvark on Apr 15, 2014 23:26:57 GMT -5
I've been a bit busy with other projects as of late, but it is nice to see my mecha world is well appreciated! The rest of the mecha stats haven't been committed to a spreadsheet yet, but I can at least reveal a few more bits of the setting. I hop to have another eight to ten page document of details done in a few weeks.
Space exploration was really expensive in the beginning. Even in the current day of the setting, ships are rather small and limited in capacity. Trying to send all the equipment and machines needed to start a colony was almost impossible. The solution was to rely on low tech organic means. Rather than sending a bulldozer plus spare parts, and fuel, and the aparatus to refine more - frozen embryos of hosres to be grown/cloned on arrival would be a better option - the "equipment" would reproduce itself without factories, required no extensive fuel infrastructure, and could be composted or eaten as the situation required.
This approach introduced two problems. First of all, it would take a long time to establish colonies. Secondly only easily inhabitable worlds could be used, rather than teraforming or underground colonies. This time lag and limited supply in turn meant colonization efforts were very risky, and slow to make a return. To counteract this, various laws essentially gave the people in charge of the efforts multiple lifetime leases and hereditary control as a type of insurance.
Communications in this universe are not faster than light, a ship must be sent through the portal, and then broadcast its message. The Gates are 30-60 light minutes from the center of a give solar system (Jupiter to Saturn distance) so the broadcast alone can take a while, and of course the ships are considerable slower than light themselves - taking several weeks to even get to a gate.
Hence, each planet is an island, most of the world is 19th century levels of tech with horse drawn wagons approaching spaceports on a daily basis. As with the old feudal system, each area is liable for its common defense, and owes tithes for services. Thus you have individual cities with vehciles or a few mechs in its milita, the capitol's mecha forces, and provided they can hold for a few weeks, reinforcements being brought in.
Since the EOA has the most territory to protect, and tends to be the aggressor, they rely more on energy weapon technology, and swarms of light mecha. Conversely, the UPC is more limited in its industrial capacity and thus focuses more on projectile weapons. The schism between them is fairly recent - so they tend to share the same types of mecha, it is more preference or what is on hand. Both tend to rely on citizen militias.
I am working on some campaign rules to string together battles, I might post a draft of them later.
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