This game seeks to translate the tactical ideas of games like Battletech and Starsiege into a more portable faster form. Focuses of the rules will be on movement, range, weapon properties, and resource management.
Elements:
Mech movement
Mech Weapon Loadouts
Mech Armor values
Weapon properties
Maneuvering
Different Pilots
action or tactics cards: adds an additional luck and tactic variable
Heat or Energy resource
Ammunition resource
Mechanics:
Mechs as a template frame for equipment cards. These are assigned based on the chassis that a player deploys. Each mech card has it's associate equipment listed with it; equipment is common between all factions. Chassis also define the movement speed, armor, and heat/energy dissipation, as well as the chassis' point cost. Point cost is used to set up roughly matched fights using multiple mechs from multiple styles.
Exhausting/Tapping:
Weapons and equipment are exhausted during the turn when they are used. Weapons have cycle time, equipment modules have response time, and so forth. Exhausting a piece of equipment activates it's effects and costs, like causing damage at the cost of ammunition or heat or energy. Until the next turn happens, the weapon cannot be used again.
Pilot Cards
Pilot Cards are either chosen by the players before the game begins or are randomly assigned. Each pilot card represents a personality in the game universe with bonuses and penalties they apply to the chassis they are assigned to, or "pilot".
Terrain, Tactic, and Action cards
These cards are the random variable in the game. Players have a hand of these cards, which are drawn from either a player deck or a single shared deck. They can be played at various times during the turn to alter the rules.
Shooting:
The primary action in Mech Combat. To shoot, the player whose turn it is selects a mech, and picks up all of it's weapon and equipment cards. They then pick which weapons they want to use against one or more target mechs. The other player looks at his tactics hand, and selects any tactics cards he can play during the other player's turn in response. Both players reveal their choices simultaneously, and then resolve the shooting according to the rules modified by tactics cards.
weapons have:
range (short, medium, long)
damage (in points)
heat caused/energy used/ammunition used
cycle time (usually every turn)
type (energy, ballistic, missile)
You determine if you Hit the target by comparing your Pilot's gunnery total, plus a D6 die roll, to the Target's defense rating. Gunnery and Defense can be modified by tactics, terrain, and action cards. The default Defensive value is found on the Chassis card, the base Gunnery value is found on the Pilot card.
If the attacker's Gunnery + modifiers + D6 > Defense + Modifiers + D6, then the target takes damage from the weapon declared. Repeat for the other weapons fired.
Simplified shooting would be gunnery + modifiers vs Defense + Modifiers.
Record damage by moving the HP marker on the damaged chassis, and record ammunition spent, heat gained, energy lost on both Chassis relevant fields.
Perform this for each weapon being fired. Tactics cards will specify whether their modifiers apply for one weapon or the whole phase. Something like "Smoke Screen" would apply the whole round, while "jank" would apply against a single enemy attack.
Possible Additions:
tile based map system
different rule levels:
Level 1: simplest and fastest.
Level 2: moderately complex and medium length
Level 3: intricate and long games
Your game seems to be very
Your game seems to be very card-based, I would suggest that you don't use a map. Adding a grid to the game just makes it more like Battletech.
How do you plan on working with Speed and Range? Speed makes sense, it might determine which mechs go first during a turn (fastest mech gets to go first etc).
Range is tricky though. In my card-based battle game, range is a simple modifier, and represents the ability to target cards other than those that you are engaged with directly. In a game that another player (was it Orangebeard?) was working on, range was going to be indicated by a die on each card. The fighters would move closer or farther, based on their speed. The difference between the value shown on the dice was the distance between the fighters. This was eventually dropped, because it added far too much math to the game. However, in a mech game, math is always something that "adds to the simulation", since mecha combat is like being a fighter-pilot on steroids (go play 'Steel Battalion' and get back to me on that one).
Also, on the complexity - how many mechs does each player have, and how many cards are in their deck? If each mech has access to 1 Pilot, 2 Tactics, 2 Actions, and 2 Weapon cards, you're looking at 7 cards per mech. For a 3v3 mech battle you're already looking at 24 cards per player, plus Terrain. Are the cards drawn or drafted from a single deck, or does each player have their own deck?
You have a really awesome idea, and it seems that you have a pretty solid jumping off block. Sorry to bombard you with questions, I'm just trying to provide you with a possible path for further brainstorming.
re questions
No, all of these are good. I made this journal public just for that kind of feedback.
So in order:
Speed question (how i imagined it)
Speed would be the way you change your range to the target. I'm considering a bracket system, with abstract ranges of "point blank, close, medium, far, extreme" or something like that. Speed would be used to change your relationship to your target. There's problems with fast mechs just avoiding heavy mechs that are slower, so for it to work players would have to alternate when they moved (turn 1, fast side moves. Turn 2, slow side moves etc).
I'm considering scrapping the mechanic, since it doesn't add what I want it to (tactics from tabletop). Instead, your suggestion of faster mechs gaining the initiative is a good idea, and could be reason enough for the variable. I was going to include a mech's agility and speed in terms of shooting in it's Defense value. Movement based advantages can be represented by Tactics cards, like "Flank" and "Circle Strafe". And for weapon ranges, there could be movement action cards that let you move a number of levels closer or farther away from the enemy.
Complexity:
I want the game to scale appropriately, so that the rules don't change when adding additional mechs. It can be built for one on one matches, but both players can have any number of mechs (the game length will expand considerably though). The way I want it shipped is that a set contains a variety of mechs, 1 named pilot per chassis, as well as 2 generic pilots (maybe more, depends on the ideal number of players). There would be enough of each weapon and equipment card to field all of the mechs in the set.
The Tactics, Action, and Terrain cards would be from a shared deck and drawn into a player's hand at the start of the turn, maybe a hand of 4-7 cards. The base set would contain a lot of them, with copies of the standard maneuvers to make some come up more often and others come up less often. Once used, these cards would be discarded. When the draw pile is empty, the discard is shuffled back into a new draw pile.
Considering a starting ideal of 4 players, assuming hands of 7 cards, terrain, action, and tactics cards would total at least 56 cards (2x number in the hands of all players). Since these cards are what can shift the battle each turn, I want to include a large variety to keep the game interesting with different combinations (like overcharging while flushing coolant).
With a communal Modifier deck, it removes potential imbalance of dividing the pool of altering cards. It also prevents deckbuilding, which could be a turn off for some players. Perhaps alternate rules for players who want to tailor their decks to their mechs and pilots of their choice for 1 on 1 battles.
Thanks for the comment!