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Made in gb
Fresh-Faced New User





Hi i Need some followers for a new wargaming rule set we are currently developing called Massive armour combat system (MAC). The blog will also contain articles about 'collectable' out of production miniatures for anyone who is interested. However the main focus is that we want people to read the rules set and help us to develop it with suggestions. we are very open to all opinions, if you chose to help us out then thanks for your support!

http://wargamingblogger.blogspot.co.uk/

http://massivearmour.com/rules/

This message was edited 1 time. Last update was at 2012/10/01 15:05:01


http://wargamingblogger.blogspot.co.uk/  
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

http://massivearmour.com/rules/



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Lieutenant Colonel




Hi.
I can see there are some good ideas , but I think a bit better definition of the base vehilces might be helpful.

Eg
Size .
How many characters can it hold.(Crew compartments.)
How it moves.(Wheels, tracks, hover , direction jets etc.)
How many/size weapons it can take.(Hard points.)
Power plant.(Eg take fewer characters-weapons and the vehicle goes faster?)

Do you want this game to be similar to Classic Battletech?



   
Made in us
Douglas Bader






Honestly, what's the point? Your rules seem really generic, they probably function alright but I can't see any reason why I'd actually want to use them. Maybe before you worry too much about the details you should think about what unique and appealing features your game is going to have, and how to convince other people to play it instead of all of the other games on the market? And if you can't think of a good answer to those questions, maybe you just shouldn't make a game.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in gb
Fresh-Faced New User





Lanrak wrote:
Hi.
I can see there are some good ideas , but I think a bit better definition of the base vehilces might be helpful.

Eg
Size .
How many characters can it hold.(Crew compartments.)
How it moves.(Wheels, tracks, hover , direction jets etc.)
How many/size weapons it can take.(Hard points.)
Power plant.(Eg take fewer characters-weapons and the vehicle goes faster?)

Do you want this game to be similar to Classic Battletech?





Hi thanks for your suggestions Lanrak they are much appreciated, id really like you to stay on board with this thread and help us as we progress to generate ideas. The points you made are the kinds of things which i have considered myself and i will contact Dan Townsend the creator of this game, and i shall get him involved with this thread and hopefully we can update and progress the game mechanics.


Automatically Appended Next Post:
 Peregrine wrote:
Honestly, what's the point? Your rules seem really generic, they probably function alright but I can't see any reason why I'd actually want to use them. Maybe before you worry too much about the details you should think about what unique and appealing features your game is going to have, and how to convince other people to play it instead of all of the other games on the market? And if you can't think of a good answer to those questions, maybe you just shouldn't make a game.


Hi, Peregrine perhaps i forgot to mention that this is not the finished game. This is a starting point and i agree it needs a lot of work we need suggestions for improvement. The point you made about unique game mechanics is the exact same point that i made to the creator Dan Townsend. In fact he wrote a blog post about it on the MAC wesbite which can be found here http://massivearmour.com/blog/novel-game-mechanics

Ive been working with him to create unique mechanics such as re-spawning and medic and mechanic rules for both human fighters and vehicle repair. Im going to let Dan know about this thread , tell him we have some suggestions that we agree about and i will post the updated rules for you all to read soon. Cheers.

This message was edited 2 times. Last update was at 2012/10/02 14:41:46


http://wargamingblogger.blogspot.co.uk/  
   
Made in us
Cog in the Machine





Alright, I can see some decent mechanics attempting to keep the flow of play optimized, but I must say the levels of damage tolerance seem a little low, considering a lot of combat engagements can go on for a decent time before a force actually is disabled, it seems odd then that a single light vehicle can only be shot once by a machine gun and be taken down, as light can often run an entire gamut of vehicles. Also I have a question, do you have potential mechanic concept to allow a unit to use multiple weapons without multiple heroes? (Advanced Firing Systems?)
   
Made in us
Douglas Bader






boosh wrote:
Hi, Peregrine perhaps i forgot to mention that this is not the finished game. This is a starting point and i agree it needs a lot of work we need suggestions for improvement. The point you made about unique game mechanics is the exact same point that i made to the creator Dan Townsend. In fact he wrote a blog post about it on the MAC wesbite which can be found here http://massivearmour.com/blog/novel-game-mechanics


And this is exactly the problem: you're trying to add on detailed rules before you have a solid concept for the game. I don't care if a game has "a detailed repair/medic mechanic", I want to know about the overall look and feel of the game. What makes it fun, what makes me want to play it instead of one of the other games on the market. What you need to do, in order:

1) Come up with a concept for the game beyond "let's create a game". Note that this is a high-level concept, think in broad terms about setting, what style of gameplay you want to have (small skirmish in 15 minutes, hardcore competitive tournament, week-long epic battles, etc), and, very importantly, what your concept has to offer that I can't get from playing 40k/FoW/etc.

2) Come up with the core mechanics. Don't even think about stuff like special rules yet, focus on the rules that define how your game plays. To put it in 40k terms, imagine only having the rules needed to have a tactical squad with no upgrades fight another tactical squad with no upgrades with only 4+ cover for terrain. Don't even think about adding rules like characters, weapon upgrades, additional unit types, etc at this point. If you can't make the core mechanics work there's no point in adding all the extras. Also don't forget about that fundamental question: what does your game offer that I can't get elsewhere? And don't answer that with some technical detail like "we use a D8 instead of a D6", you need to think in broader terms of how a player experiences your game.

3) Finally add detailed rules as necessary. However, don't add new rules for the sake of adding more rules, make sure that every single rule you add is required to represent a concept that was defined in an earlier stage. For example, don't add 15 pages of rules for aircraft just because 40k has aircraft and every cool game has to do the same, ask yourself whether your small-scale infantry skirmish game actually needs them in the first place (see item #1).

Unfortunately, it seems like you're doing this in the exact opposite order, coming up with mechanics and ideas in isolation without any real idea of how it all fits together or why you should be creating a new game in the first place. Don't feel too bad though, it's a common mistake.



Ok, so let's go through these:

Repair/medic: don't care. Unless I'm playing a game of Battlefield Medic (which it doesn't seem like I am) I don't care about detailed rules for whether my units are revived, it's just another save to roll. This is absolutely irrelevant to the question of whether I want to play the game at all. If anything it tells me that your game is likely to have lots of complicated rules where a simple "revive on a 4+" type rule would get the job done just as well.

Respawn: don't care. It could be interesting if you properly defined the high-level concept to be based around respawning wave mechanics (say, like an FPS) but in what looks like a generic wargame it isn't very exciting. What makes respawning your units more fun than just having more units in your army? I don't see an answer to that question, so it seems like another "change for the sake of change" idea.

Base defense: finally, one that could be interesting if done right. An emphasis on fortress vs. fortress fights would actually be doing something different. Even if it isn't the most original idea none of the major games seem to use it very effectively.

Building in deployment zone: I'm not sure what you mean, are you talking about literally buying models and assembling them mid-game (IOW, stupidly expensive) or bringing a list of components instead of a list of units? If it's the latter there's a reason why nobody does this, and it's a very simple one: assembling custom units like that takes time, and doing it mid-game would slow everything down too much. Pre-made army lists are necessary to keep the game moving.

So, overall I stand by my initial impression: you've got random mechanics in isolation but no high-level concept to tie it all together and turn mechanics into an appealing game.


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in gb
Fresh-Faced New User




Hi guys,

Thanks for the feedback.

The rules are still in the early phases of development, so bear with me

It might help if I give a bit of background. There's a miniatures series out of Japan called Maschinen Krieger. They're cult models, and have recently started being re-released on a large scale by Hasegawa.

There's a load of different Maschinen Krieger miniatures in circulation, and scratch building is quite common, so it doesn't fit the usual codex approach. This is why the player designs each unit from scratch at the start of the game.

Not everyone will want to play this game, but for fans of the models it could be quite exciting.

I totally agree that the rules are a bit generic at the moment, but I've played a few games with them and they're a fairly solid base.

Some of the rules are quite subtle, but have a large effect on the game, such as the random events tables.

Anyway, thanks for the feedback - appreciate any comments.

Dan

   
Made in gb
Fresh-Faced New User





=2) Come up with the core mechanics. Don't even think about stuff like special rules yet, focus on the rules that define how your game plays. To put it in 40k terms, imagine only having the rules needed to have a tactical squad with no upgrades fight another tactical squad with no upgrades with only 4+ cover for terrain.


i also think you are right ive made the following suggestions, i think its best to work on one area of the rules at a time

move
orientation - talk about how a character can be a 'single character' and he can be attached to a unit. is there a maximum number of people in a unit? such as no more than 3 mechanics in a vehicle. and if 3 mechanics form a unit is there coherency and what is the distance between models. cana model sacrifice an action to run? can models climb terrain to get better view of the battlefield? how do vehicles fight each other through cover?

shoot
Is pre-measuring allowed or not? Does defence mode behind cover give any added bonus? how many actions do characters get before character traits are added?

move shoot
how many weapons can an armour have, is there a limit? e.g. a heavy can have 3max, medium 2, and light 1 etc. How do characters enter a vehicle or exit it? do they start the game inside the vehicle or outside? what is the advantage of chosing a stationary vehicle apart from it costs less points?



Automatically Appended Next Post:
[quote=Also I have a question, do you have potential mechanic concept to allow a unit to use multiple weapons without multiple heroes? (Advanced Firing Systems?)


this would also be a good point to add to the core rules so i will add it with my suggestions, thanks!

This message was edited 1 time. Last update was at 2012/10/03 00:19:39


http://wargamingblogger.blogspot.co.uk/  
   
Made in us
Douglas Bader






pypower wrote:
Hi guys,It might help if I give a bit of background.


That makes more sense, and is something that should be made clear up front. Though now there's another question: is your entire market the small number of people who already own the models and want to play a wargame with them, or is this something intended for a broader audience?

i also think you are right ive made the following suggestions, i think its best to work on one area of the rules at a time


Too much detail. Take another step back and deal with step 1 completely before you even think of writing rules. Then look at step 2 in a very high-level sense. There's no point in worrying about maximum unit sizes when you haven't even decided whether you're going to have units at all or just have each model act individually, for example.

To continue using the 40k analogy: the rules in step 2 would be like "each player resolves their entire army's actions then the opponent does the same", "the fundamental game piece is the unit, of about 1-10 models", the hit/wound/save mechanic (instead of say, opposed roles on ballistic skill vs. dodge skill), true line of sight (instead of abstractions), and true movement distances (instead of a hex grid). Think very, very basic and get solid answers to those before you even consider more detailed rules.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in gb
Lieutenant Colonel




Hi again.
I agree with Peregrine.
It would be better to define basic game concepts and assign basic game mechanics.first.

If the models you intend to use are Sci fi.
Are they hard Sci fi , so you use more modern wargame type mechanics.

Or are they more sci fantacy, where you use 'ancient ' type game mechanics.

Are you using vehicles as 'single elements' , or are some grouped to gether into units.(Model or unit focus.)

How many vechiles are there going to be a side?(Skirmish or battle size game.)

The choice on the amount of vehicles a side and how many there are going to be sets the level of interaction and the amount of detail the game can handle.

For example my current game in development is a straight forward modern warfare simulation , set at the company level focusing on unit interaction.
It uses alternating phases, (rather than alternating game turn of 40lk.) for the game turn mechanic.
Unified unit stat line and weapon data.
(All units have the same set of characteristics and weapon data .)

All charactersitics are used directly.(No need for charts and tables.)

EG
Speed.(Maximum distance the unit can move in ")
Assault(How good the unit is in assault, the dice score required to hit this unit .)
Stealth(How hard the unit is to spot at range, the dice score needed to aquire this unit with ranged weapons.)
Armour(How hard it is to damage this unit, subtract from weapon damage to arrive at save roll.)
Morale(How well the unit recovers from supressive efects, roll over this value to rally.)
Command.(Amount of re rolls the unit may have per game turn.)

This message was edited 1 time. Last update was at 2012/10/05 19:48:29


 
   
 
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