We know that Mechs have Actuators in the legs (4) and Arms (2<->4). SO, I propose that we treat the Actuators as Equipment that each have a health value, and these pieces of equipment grant certain % buffs in different movement categories.
For instance: If the ExampleMech EX-1 currently has the following stats:
- +/-90° Yaw, Yaws at 100°/second,
- +/-25° UDLR Arm Motion (has lower arm actuators), arms move at 200°/second,
- +/-30° Chest Elevation, Chest elevates at 60°/second
- 60°/second turning rate when stationary,
- +/-60m/s/s peak acceleration
... then we'll reduce it's base stats to a very low level, and then buff it BACK to "normal" status through the use of Actuator Buffs. We will change the Mech's base stats to:
- +/-45° Yaw, Yaws at 50°/second, however having an intact Gyro grants a 2X Yaw Buff (buffs it back to normal)
- +/-0° Arm Motion, Arms move at 0°/second, however each Upper Arm Actuator grants you +7.5° UD movement range and +50°/second UD movement speed; Each Shoulder Actuator grants you +5° UD range and +50°/second UD movement speed; each Lower Arm actuator grants a buff of +12.5° LR movement and +100°/second LR movement speed
- +/-15° Chest Elevation, Chest elevates at 30°/second, however having an intact Gyro grants a 2X Torso movement/range buff
- 20°/second turning rate when stationary, however each Hip, Leg, and Foot actuator grants a +5°/second turning rate buff
- +/-20m/s/s peak acceleration, however each Hip, Leg, and Foot actuator grants a +5°/s/s acceleration rate buff
This would make good use of actuators; it could be easy-ish to program if they already have a system that can code movement quirks into equipment, it would make Critical Hits count for more, and it would add a little depth.
How does this sound on an engineering resources-to-yield ratio? Favorable?




















