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Post by WaffleM on Aug 22, 2011 11:50:07 GMT -5
Here's a glimpse at the successful test builds of the Heavy Mechs: The recolors are well on their way so these minis may be ready for release soon!
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Post by sharkbait on Aug 22, 2011 15:57:35 GMT -5
They're looking pretty sweet! ;D
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Post by Dagger on Aug 22, 2011 19:43:04 GMT -5
Wow... lovin' it... I'm still amazed at the variety you can get with the new designs...
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Post by nikloveland on Sept 20, 2011 8:24:09 GMT -5
I've thought about different rules for each design type, but I don't want to add any complexity without some significant benefit. Maybe some optional rule that uses traits for each type... i.e. Chicken-leg can run 2xMv +1, Humanoid can vent +1 heat, etc... Any other ideas? So did any new rules get released with the new Mech Factory release? (it will be cool just to differentiate between two of the same mechs if not)
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Post by Dagger on Sept 20, 2011 12:35:29 GMT -5
Nope... still operating under the same rules. However, the new models are a step toward the next version. The next version will incorporate construction rules that are more WYSIWYG oriented... making full use of the new models ability to mount multiple items at each hardpoint. This will make unit construction more interesting (balancing Bp spent on armor vs weapons, etc...), and will make it easier to use models other than the included 2.5d paper models if that's what you want to do.
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Post by kiladecus on Oct 17, 2011 15:13:42 GMT -5
I can't wait for THAT! I look forward to having multiple weapons in the arms.
This shouldn't be too hard to do since there are extra rows of unused armor slots in the Armor Grid, remove them and you can put two new "weapon blocks" in to bottom of the existing slots. You can leave the location square empty, so in case you wanted to have an extra weapon in the arm or torso, you can fill it in.
Just my thoughts...
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Post by Dagger on Oct 17, 2011 19:33:54 GMT -5
I can't wait for THAT! I look forward to having multiple weapons in the arms. This shouldn't be too hard to do since there are extra rows of unused armor slots in the Armor Grid, remove them and you can put two new "weapon blocks" in to bottom of the existing slots. You can leave the location square empty, so in case you wanted to have an extra weapon in the arm or torso, you can fill it in. Just my thoughts... The layout of the Armor Grid wouldn't change... you'll just be able to mount multiple items in one hardpoint. You get more firepower, but have less Bp to spend on armor and run the risk of losing multiple items when a hardpoint takes a critical hit.
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Post by kiladecus on Oct 17, 2011 19:48:39 GMT -5
Sign me up!
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Post by WaffleM on Oct 17, 2011 20:08:10 GMT -5
You can also use the multi-slots to represent the twin-linked weapons by mounting two of the "single" weapons on the same hard-point. With the new arm multi-slot configurations, weapons can be placed side-by-side, opposite each other, or any other radiating pattern (I'm partial to "X-Wing" diagonal configuration).
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