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MechWarrior Hall / Re: Word Association 36: SAY WHAT AGAIN!!!
« Last post by ISD on Today at 01:00:28 »side
I think this system works only in a modified turn structure. Battletech is played in 5-15 turns normally, so adding a reaction phase like this cuts your turn time to 3-7 turns in the same amount of game time. I am thinking like the solaris game here, with turns having multiple steps of action and reaction, with higher weapon rates of fire and such. It works in that system a bit better cause the number of units is very low, so taking so much more time with 1 unit is more acceptable.
The point of the reaction system also seems to be to limit how much a pilot can do, but this doesnt scale like normal. If you are familiar with HBS Battletech video game, they have a similiar system where every time you are fired upon, you lose one point of evasion (but you generate a bit more evasion then normal). This works cause you have 4 total units. If you have 12 units, well now you can easily strip the evasion off of things. And, as mentioned by speedbump, like in HBS btech multiple target suppression fire, aka shooting 1 shot at every visible unit with an early activation to strip 1 evasion (or add 2 activity level, which eventually is the same thing), is a very valid tactic. In late game HBS, the standard tactic becomes to take lots of damage by getting fortified in woods, as evasion becomes less and less reliable versus large numbers of enemy units by design of stripping evasion, but fortified cover doesnt lose effectiveness unless you get melee attacked/knocked down.
You're running the game, but you don't have your own copies of their sheets?
What if someone comes to game and forgets them? You'd need to print them out again, right?
her advantage was speed over those civilian ships... ;)