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Battletech Public Playtest Thread
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<blockquote data-quote="Kannik" data-source="post: 9754529" data-attributes="member: 984"><p>Natch, but those are vehicles and not a stompy mech game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> An ammo explosion in a limb (depending on the type of limb design, which is one area where BT doesn't distinguish) feels like it ought to vent most of its energy outside of the mech and damage all sorts of the mech's exterior armour. Then again, for limb-mounted weapons and torso-mounted ammo, we really don't want to think about the ammo train and how it's likewise squeezing through all the joint machinery, nevermind how it does so without pinching, slipping, etc. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>For me this speaks to the gameplay feel. If ammo explosions are written to be nearly instant death, then you're praying to the dice gods you don't take it on your first crit and only on your last crit in that space. And even if you take it in the last crit in your arm, is it going to propogate so much that it's again instant death? I've won games with what amounted to nearly 100-ton walking radios and that can be satisfying in its own way. I admit it's a balancing point: making ammo explosions strong enough that they have a sizable impact on the mech (including that it causes additional crit rolls PLUS pilot damage, which will trigger conciousness rolls) without being a foregone conclusion that the mech is done for. And while, as payn notes, remaining balanced with other, non-ammo using weapons.</p></blockquote><p></p>
[QUOTE="Kannik, post: 9754529, member: 984"] Natch, but those are vehicles and not a stompy mech game. ;) An ammo explosion in a limb (depending on the type of limb design, which is one area where BT doesn't distinguish) feels like it ought to vent most of its energy outside of the mech and damage all sorts of the mech's exterior armour. Then again, for limb-mounted weapons and torso-mounted ammo, we really don't want to think about the ammo train and how it's likewise squeezing through all the joint machinery, nevermind how it does so without pinching, slipping, etc. :P For me this speaks to the gameplay feel. If ammo explosions are written to be nearly instant death, then you're praying to the dice gods you don't take it on your first crit and only on your last crit in that space. And even if you take it in the last crit in your arm, is it going to propogate so much that it's again instant death? I've won games with what amounted to nearly 100-ton walking radios and that can be satisfying in its own way. I admit it's a balancing point: making ammo explosions strong enough that they have a sizable impact on the mech (including that it causes additional crit rolls PLUS pilot damage, which will trigger conciousness rolls) without being a foregone conclusion that the mech is done for. And while, as payn notes, remaining balanced with other, non-ammo using weapons. [/QUOTE]
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