Difference between revisions of "User:Lucyfur"
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In the standard system, Units are divided into sections which are then divided into parts. For this system, each section is instead provided as a complete unit, with the default statistics for that section of the mech it is derived from. This means that players don’t need to add up the costs of the parts. | In the standard system, Units are divided into sections which are then divided into parts. For this system, each section is instead provided as a complete unit, with the default statistics for that section of the mech it is derived from. This means that players don’t need to add up the costs of the parts. | ||
As an example, here is the math behind an Alto arm section: | |||
As an example, here is the math behind an Alto arm section | |||
{| class = "wikitable" | {| class = "wikitable" | ||
|+ Example Section | |||
!Pack Name | !Pack Name | ||
!Pieces | !Pieces | ||
Line 66: | Line 66: | ||
|1 | |1 | ||
|} | |} | ||
Cost is calculated based on total defense, as the fist attack is free. Thus, the AL-17 default arm costs 16 points and has 16 durability. | Cost is calculated based on total defense, as the fist attack is free. Thus, the AL-17 default arm costs 16 points and has 16 durability. | ||
All the sections of a default Alto: | All the sections of a default Alto add up like so: | ||
Name | {| class="wikitable" | ||
Cost | !Name | ||
Head | !Cost | ||
9 | |- | ||
Arm (x2) | |Head | ||
16 x 2 | |9 | ||
Chest | |- | ||
32 | |Arm (x2) | ||
Leg (x2) | |16 x 2 | ||
20 x 2 | |- | ||
|Chest | |||
|32 | |||
|- | |||
|Leg (x2) | |||
|20 x 2 | |||
|- | |||
!Total | |||
|113 | |||
|} | |||
===Prebuilt Equipment=== | |||
Prebuilt Equipment | |||
In addition to limb sections, equipment is also provided pre-built. Some of this is relatively simple, as most equipment pieces are already a single part. The main difference from the standard system is weapons. Instead of assembling custom weapons from parts, the player is given a selection of premade weapons assembled from the parts included in any given kit. | In addition to limb sections, equipment is also provided pre-built. Some of this is relatively simple, as most equipment pieces are already a single part. The main difference from the standard system is weapons. Instead of assembling custom weapons from parts, the player is given a selection of premade weapons assembled from the parts included in any given kit. | ||
Pack | For example, here is the math behind a sniper rifle from Alto Weapons Pack 1: | ||
1 | |||
{| class = "wikitable" | |||
!Pack Name | |||
!Pieces | |||
!Notation | |||
!Flat Damage | |||
!Range | |||
!Defense/ Durability | |||
!Kinetic/ Energy | |||
!Action Points | |||
|- | |||
|Weapon Lower Reciever||1||W1-17||||||4|||| | |||
|- | |||
|Sniper Rifle Barrel||1||W1-17||10||7||3||Kinetic||5 | |||
|- | |||
|Optic||1||W1-17||||1||1|||| | |||
|- | |||
!Total | |||
||||||10||8||8||Kinetic||5 | |||
|} | |||
Then, using the standard formula for weapon cost, we can determine the cost: | Then, using the standard formula for weapon cost, we can determine the cost: | ||
(8+10+8-5)=21 points | (8+10+8-5)=21 points | ||
To conclude the example, here is the math applied to create the 3 “default” Alto weapons: | To conclude the example, here is the math applied to create the 3 “default” Alto weapons: | ||
Name | {| class = "wikitable" | ||
Flat Damage | !Name||Flat Damage||Range||Defense/Durability||Kinetic/Energy||Action Points||Cost||Ability | ||
Range | |- | ||
Defense/ Durability | |Sniper Rifle||10||8||8||Kinetic||5||21|| | ||
Kinetic/ Energy | |- | ||
Action Points | |SMG||4||5||6||Kinetic||3||18||Full Auto(6pts) | ||
Cost | |- | ||
|Assault Rifle||7||6||7||Kinetic||4||16|| | |||
Sniper Rifle | |} | ||
10 | |||
8 | |||
Kinetic | |||
===Assembly=== | |||
Putting together a mech on the simplified datasheet is very simple--select the unit designation for each limb, and the sheet will add up the durabilities. Every section can also be listed in its own parts list for the sake of players who prefer to use pen and paper. | |||
After this, prebuilt weapons and equipment can be selected the same way (by using name and unit designation) and added to the inventory of the datasheet. Finally, the player selects their pilot. | |||
====Armor Adjustment==== | |||
If the player wants, there can be an additional step to creating a simplified unit. To account for the ability of the standard system to add add-on armor to units, the durability of a section can be adjusted. These adjustment values are typed in next to the base section durability and add or subtract from them. The total adjustment value (in either direction) is equal to ten times the number of stat adjustments the pilot gives the mech. Rather than simply summing the armor adjustments, the absolute value of each is taken. Thus, adding 10 armor to the head and removing 10 from the chest counts as 20 points of adjustment. | |||
=rules to put in the unit creation guide= | |||
To use the basic unit creation rules, pick sections from the [[Basic Sections List]] to match with the construction of the unit. For example, a standard mech would have a head, a torso, two arms, and two legs. Note the value for each section in the matching area of the Core Defense chart as the Max Defense of that section. In addition, note the model of torso selected under "Core Type" in order to fill the unit's base statistics. | |||
Then select prebuilt equipment and weapons from the [[Basic Equipment List]] the same way and add them to the inventory areas on the datasheet. Next, create a pilot as normal, and select mech systems and mods. Finally, sum up the value of every section, all equipment, the systems/mods, and the pilot to find the total point cost of the mech. | |||
Armor Adjustment | ====Armor Adjustment==== | ||
To account for lighter or heavier variants of a given unit, players using the basic unit creation rules can adjust the defense of each core section individually. Each section may have any amount of defense added or subtracted from it, but the total amount of change cannot exceed ten times the number of stat adjustments the unit's pilot has. Thus, adding 10 armor to the head and removing 10 from the chest counts as 20 points of adjustment. These defense changes are taken into account when calculating a unit's total core defense, and thus its overall cost. |
Latest revision as of 15:36, 11 August 2021
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30mm Tabletop Simplified Unit Datasheet Proposal
Problem: Assembling a mech from individual parts can confuse some players, and requires a lot of math. Solutions: Compress common multipart sections into single blocks with equivalent statistics. Provide a non-WYSIWG armor adjustment method that doesn’t require a pilot ability.
Sections
In the standard system, Units are divided into sections which are then divided into parts. For this system, each section is instead provided as a complete unit, with the default statistics for that section of the mech it is derived from. This means that players don’t need to add up the costs of the parts.
As an example, here is the math behind an Alto arm section:
Pack Name | Pieces | Notation | Flat Damage | Range | Defense/ Durability | Kinetic/ Energy | Action Points |
---|---|---|---|---|---|---|---|
Shoulder Armor | 1 | AL-17 | 5 | ||||
Arm | 1 | AL-17 | 5 | ||||
Forearm | 1 | AL-17 | 4 | ||||
Hand | 1 | AL-17 | 1 | 1 | 2 | 1 | |
Totals | 1 | 1 | 16 | 1 |
Cost is calculated based on total defense, as the fist attack is free. Thus, the AL-17 default arm costs 16 points and has 16 durability. All the sections of a default Alto add up like so:
Name | Cost |
---|---|
Head | 9 |
Arm (x2) | 16 x 2 |
Chest | 32 |
Leg (x2) | 20 x 2 |
Total | 113 |
Prebuilt Equipment
In addition to limb sections, equipment is also provided pre-built. Some of this is relatively simple, as most equipment pieces are already a single part. The main difference from the standard system is weapons. Instead of assembling custom weapons from parts, the player is given a selection of premade weapons assembled from the parts included in any given kit.
For example, here is the math behind a sniper rifle from Alto Weapons Pack 1:
Pack Name | Pieces | Notation | Flat Damage | Range | Defense/ Durability | Kinetic/ Energy | Action Points |
---|---|---|---|---|---|---|---|
Weapon Lower Reciever | 1 | W1-17 | 4 | ||||
Sniper Rifle Barrel | 1 | W1-17 | 10 | 7 | 3 | Kinetic | 5 |
Optic | 1 | W1-17 | 1 | 1 | |||
Total | 10 | 8 | 8 | Kinetic | 5 |
Then, using the standard formula for weapon cost, we can determine the cost: (8+10+8-5)=21 points
To conclude the example, here is the math applied to create the 3 “default” Alto weapons:
Name | Flat Damage | Range | Defense/Durability | Kinetic/Energy | Action Points | Cost | Ability |
---|---|---|---|---|---|---|---|
Sniper Rifle | 10 | 8 | 8 | Kinetic | 5 | 21 | |
SMG | 4 | 5 | 6 | Kinetic | 3 | 18 | Full Auto(6pts) |
Assault Rifle | 7 | 6 | 7 | Kinetic | 4 | 16 |
Assembly
Putting together a mech on the simplified datasheet is very simple--select the unit designation for each limb, and the sheet will add up the durabilities. Every section can also be listed in its own parts list for the sake of players who prefer to use pen and paper. After this, prebuilt weapons and equipment can be selected the same way (by using name and unit designation) and added to the inventory of the datasheet. Finally, the player selects their pilot.
Armor Adjustment
If the player wants, there can be an additional step to creating a simplified unit. To account for the ability of the standard system to add add-on armor to units, the durability of a section can be adjusted. These adjustment values are typed in next to the base section durability and add or subtract from them. The total adjustment value (in either direction) is equal to ten times the number of stat adjustments the pilot gives the mech. Rather than simply summing the armor adjustments, the absolute value of each is taken. Thus, adding 10 armor to the head and removing 10 from the chest counts as 20 points of adjustment.
rules to put in the unit creation guide
To use the basic unit creation rules, pick sections from the Basic Sections List to match with the construction of the unit. For example, a standard mech would have a head, a torso, two arms, and two legs. Note the value for each section in the matching area of the Core Defense chart as the Max Defense of that section. In addition, note the model of torso selected under "Core Type" in order to fill the unit's base statistics.
Then select prebuilt equipment and weapons from the Basic Equipment List the same way and add them to the inventory areas on the datasheet. Next, create a pilot as normal, and select mech systems and mods. Finally, sum up the value of every section, all equipment, the systems/mods, and the pilot to find the total point cost of the mech.
Armor Adjustment
To account for lighter or heavier variants of a given unit, players using the basic unit creation rules can adjust the defense of each core section individually. Each section may have any amount of defense added or subtracted from it, but the total amount of change cannot exceed ten times the number of stat adjustments the unit's pilot has. Thus, adding 10 armor to the head and removing 10 from the chest counts as 20 points of adjustment. These defense changes are taken into account when calculating a unit's total core defense, and thus its overall cost.