So a couple people have mentioned the possibility of merging Alpha Strike and Mechwarrior: Destiny into a sort of hybrid game that plays fast like AS but has a bit more granularity to weapons and damage.
I started putting pen to paper and actually codifying what that might look like beyond the base concepts. In doing so I have come across a couple instances that I feel need some additional rules or thought. So I am soliciting opinions from others on what might work.
Attacks to the Rear Arc - So far I have down that any time you attack an enemy 'mechs rear arc all hits to the torso receive a critical hit chance as per rolling a 2. Gives some incentive to maneuver, feels similar to the intent from TW rules, and avoids just adding more damage.
Plot Points - So this one is tricky. They interface enough with the damage resolution in MWD that I feel like they should be included but how? Right now I am thinking a pool of points per side. No rules to generate any mid-battle so it is a precious and dwindling resource. Where I am stuck is how to determine the amount. 1D6 per side? Set amount so each side is fair? Scrap group points and go with points per pilot? I hate to bring in concepts from another property, but is it worth rewarding extra points for building "Fluffy/lore friendly" forces? How would that be set up?
Battlefield Support - I like to use chaos campaign tracks so I quickly recognised these as potential track options. Initial thoughts would be to off pools of Support Points(Plot Points) that could be used for the purchased upgrade. You purchase Air support, you get some plot points solely for bombing, strafing, etc. You take a bonus option the opponent gets them. The other question is, leave them narrative based as per the rules to keep it quick and simple, or add in some hex based rules? If the later I am thinking some kind of Hex templates, line for strafing, artillery barrage cluster, etc.
Anyone have any thoughts on the above, or your own insights for those who put work into merging the two?