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Showing content with the highest reputation on 08/31/2019 in all areas

  1. From a design perspective, what do you think of the way XDiv implemented armor? Namely taking the existing mechanics turning everyone into a low key Andron, with a mix of initially high resistance to a couple of things, which then gets shaved off with 1/3 of all incoming damage? For that matter, they gave close quarters weapons a chance to hit enemy TUs, which also worked remarkably well, but that's it's own thing. Point being, let's say you have a team in Wolf, which had variants per tier in that one. They go in with really good kinetic resistance (as per the description), to the point where easily 5-10 ballistic shots (On New Game +) will usually just bounce off or plink. They can take 2-3 low powered lasers, but would still take full damage from fire, electric and acid. This lent to a really cool feeling of your units getting super raggedy with those shots that god through, which, in my opinion, increased tension dramatically when you have to trust their armor to do it's job, rather than hope they can survive the plink. It becomes this other hidden resource, but unlike shields, you don't know how much is left, you don't know what damage they rolled, and they easily could die as easily to the next rifle shot as they would survive several more hits. Additionally, the higher armor all around meant that tanks could sit in the open, or provide mobile cover. It was this awesome feeling when you'd have 2 power armor guys walking and taking autocannon and minigun shots out from behind a tank, while stun rocket guys in the back finished off the ones they suppressed. I feel like the universally heavier armor lent a lot to your units feeling like they were supporting each other morale-wise, and this was bolstered a lot by the morale mechanics I've posted about before. The mod may not be perfect, or for everyone, but man, oh man does it have some fantastic mechanical ideas that feel great.
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