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#1 Astarot

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Posted 15 July 2012 - 08:18 PM

I feel that each and every weapon should have it own little effect class.

Example: PPC when hit someone in the body can cause system malfunction, HUD static, ectra

We could have a number of diffrent effects classes based on like a combination of sizes, weapon type, ammo type ectra.

Like weapon type: LBX: Can cause chances of knock down, bigger the LBX, and smaller the mech, the greater this chance can be.

AutoCannons: before battle, all the ammo for AC can be selected to a certain ammo type, such as EMP for creating of static and radar interference on the mech being hit. Of course the cost of EMP would be less damage, and less rounds.

This is just a few ideas, feel free to expand on them, or if you really think this idea is bad, just tell me to shut the donkey up. =V

#2 TekN0Slave

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Posted 16 July 2012 - 03:35 AM

played an TT game that the GM had setup a bunch of "extra service" rules like that. Even when we tested the balancing over and over again it mostly ended with one or two mechs not being able to do anything the entire game.

Its not a bad thought, just a bit too much i think.

Side note : Rules like that would be a great base for combat creation in a new game if your interested in that kind of hobby *creating games that is*

#3 Astarot

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Posted 16 July 2012 - 10:00 PM

Well, like I said it was just an idea, if I wanted to, and had the time, I could peal through all the battleteck games shows, and table tops to look for effects ^-^;

#4 ElcomeSoft

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Posted 16 July 2012 - 11:03 PM

Interesting ideas, some of which exist within BT and previous BT/MW games.

I was quite a fan of PPC blasts causing slight EMP effects (MW3 I believe) and Autocannons being able to overload the Gyros of mechs and cause knockdown, or at the very least some jarring kinetic force which knocked off aiming.

I would personally add Gauss into the latter category, being a metal slug forced towards an enemy mech with such force that it can cause some jarring of the enemy mech plus chance for knockdown, dependent on the size of the mech, speed and direction of the mech and gyro power.





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