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Metal Storm (Serious problem!) (UPDATE: Check comments)

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Jayce
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So... out of all my many game ideas, I feel like I have finally landed upon a game that I really... love (?) and WANT to make. I'm calling it Metal Storm, and it's a mash-up of Pirates of the Spanish Main and Titanfall. It's so simple to learn, but it houses so much depth... I'm in love with the idea!

The overall premise is similar to Titanfall. You play as a human pilot, and you pilot a mech. Here's the catch-22: you play as your mech, moving around the field and blowing stuff up, but your pilot can actually EXIT the mech and travel on foot! I guess the easiest way to explain is to start from the beginning.

All you need to play is one booster pack per player. Each booster pack contains one pilot, one mech, 3 burn cards, 2 terrain tiles, and the rules. What I wish is that the cards are very similar to PotSM, as in punch-out and assemble. The mechs will be 3d models, but but together like the Star Wars Pocketmodel game. Pilots are also like the credit cards, but include a punchout token of the pilot, along with all their info.

Here's the main draw of the game. There are many different pilots of different rarities with different powers and roles. Keep in mind that pilots may move and attack on the field just like mechs. The mechs also have different rarities. There are light, medium, and heavy mechs. This is the neat part: your mech is customizable. So let's say I'm using a Juggernaut class mech, and I open a new booster. The mech in there isn't one that I want to use, but it has a Gauss Cannon arm, so I replace my mechs laser arm with the Gauss Cannon arm. The mechanics of the game are similar to PotSM, but almost all the info you need are on the pilot and mech pieces. The different weapons have either long range or short range dice (white/red) with different numbers, just like PotSM, but the different weapons may roll different amount of dice, have different ranges, and have different mechs. They may also have gear slotted onto their mech, like jump jets. Legs can be changed, chassis can be changed, arms can be changed, gear can be changed, etc.

Burn cards are 3 cards that you may use each match. They provide different effects. I want to have some sort method to... burn them, but I'm not sure. Each booster also contains 2 terrain tiles, like PotSM, but they consist of rubble, places, etc., and buildings. Buildings may be entered by pilots while on foot, but are used as covers while piloting your mech.

I love this, because the basic game is so simple and offers lots of depth, BUT since this system is so easy, I could EASILY add variants. Maybe you pilot multiple mechs in a scenario. Maybe you have to rescue hostages in buildings, etc.

Anyways, feel free to ask more questions.

Here's my real problem... I can make most all of the components out of cardstock, but how in the world can I make the constructible mechs, like PotSM? The parts are all removable and may be slotted onto other mechs...

Machius
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Sounds Interesting but Very Challenging

That sounds like a very cool game, i've played PotSM and SW pocketmodels a few times and always liked the concept of these "Constructible Strategy Games" (which does seem to be underutilized).

The component problem however is not something which I can see an easy solution to. Standard cardstock is obviously not a realistic option and something similar to the polystyrene cards used in PotSM would probably be the best option for a material. They would need to be designed to fairly precise specifications using some sort of 3D modelling and then the actual construction would need to be done by a programable cutting machine (similar to the create wooden puzzles and the like) or possibly through injection molding.

Unfortunately none of this sounds cheap to do and especially not on a small scale. A fact which may behind why even large companies like Wizkids have moved away from this style of game (as evidenced by their dropping of their pocketmodels line and relaunch of PotSM as a card only game). I wish I could be of more assistance, best of luck i'd love to see this come to fruition.

Jayce
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Thanks...

Hey, thanks for the feedback. Since I don't have a real viable method of creating the mechs, I am forced to come up with alternatives unless there's a business that can custom create the constructible miniatures.

Possible variants:
-Purely card based, with a generic token for mech :(
-Use a mech miniature, still with cards for gear :P
-Somehow make paper miniatures that can slot in different gear :D

Any ideas?

X3M
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I suppose you don't want to

I suppose you don't want to use only cards.

But miniatures with miniature weapons attached to it.
This sounds like a plan. But one that requires a lot of time, money and resources.

Have you play tested your game with the cards only? I mean with other players. Make sure the game is good and finished before you go 3D.

You could try to get your hands on a 3D printer. But it will be costly. I have seen prices ranging from 700 to 2000. And the material doesn't come cheap either.

But if you have your 3D models ready in a computer. You could contact a company to do the 3D printing.

Don't go 3D with paper. Unless you find some good cardboard and the models are easy to create. It will require crafting by hand. Just so happens that I know someone who is trying the same but with tanks. He has the cardboard pieces cut out. Then he places some sort of sticky foil over the pieces which allows bending. And it gives a shiny surface. Yet still not the best if you ask me.

The biggest problem would be having the weapons being de-attachable from the mech.

let-off studios
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Do you know anyone with a

Do you know anyone with a laser cutter? Maybe you can use sheets of balsa wood and a laser cutter to compose a prototype.

I would see the 3D components more as a personal project, as I completely agree with the previous comment that you should save time up front and not focus on the 3D components. Focus on making sure your game isn't broken. :)

After a few blind playtests, shift your focus to the tabletop aesthetics of 3D models. Keep it in your sights as a Kickstarter stretch goal, for instance.

The game sounds very interesting. Best of success to you with this project! :)

Jarec
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How DO they work...

I've been using tiny rare earth magnets to do weapon swapping or base mounting for miniatures.

If you're not going producing the game any time soon, there are a lot of mech minis all over the internet.
These two came to mind writing this:
http://www.reapermini.com/Miniatures/CAV:StrikeOperations
https://store.dp9.com

jvallerand
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Joined: 10/12/2013
Sorry not to help with the

Sorry not to help with the minis aspect, but I believe that it's not necessary. You could have a generic mech mini, and then the customization be made on a board with various parts being punchable. When you buy a pack, you get a punchboard that can be used as is, or where all the pieces can be taken out and added to other Mechs. Then you could have one side of th epunchboard be graphics and represent our mech, and on the other side, each piece has a description of its stats.

larienna
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I have started to read your

I have started to read your thread and you made me thought about 2 NES video game:

Metal Storm: A mecha game where the mecha can reverse gravity.

Dinowarz: A mecha game where you eventually walk on foot to enter a building and destroy a core of some kind.

Here are some pictures:

http://tcgameclub.com/media/uploads/giant_robot_list/metal_storm.jpg

http://img.gamefaqs.net/screens/0/5/6/gfs_29017_2_4.jpg

http://www.vgmpf.com/Wiki/images/9/9a/Dynowarz_-_NES_-_Gameplay_1.png

ruy343
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Even simpler (now with an even longer wall o' text!)

You know, I think there's a way you could do this so that it's all printed into one box:

Include miniatures of a variety of colors and styles, but don't include ways to alter them: that would take a while to get right.

Include mats for each player that look like the mechs on the board. The mats would have space for cards on them that represent weapons and modifications. I imagine it would look like a scanning screen where you were getting the stats on one's mech, with little rectangular boxes that point to locations on the bot that you lay the cards into that represent whatever you're adding, be it a power plant, armor, weapons, rocket jump boosters, whatever. Now, players get to enjoy two games: the metagame of constructing their mech - to come up with good combinations of powers and weapons that they get to use; and the game itself, where they put their creation to the test.

owever, make sure there are limiting factors. One way to implelemt this would be to have all of the cards have "weight" (and maybe energy requirements if you want), which alters your ability to move, and ties in to certain abilities of your mech. You could allow the players only a certain amount of maximum weight for a chassis, so they steer clear of the super-mega-awesome rail gun in favor of two smaller weapons that allow them more chances to hit. Perhaps they want to use weight to their advantage, attaching that super awesome rocket launcher and not get blown backwards so easily, while an opponent with a lower weight can close in much more easily and really hurt you because you're stationary and could even have a hard time turning around.

The system you have set up where the players get little short and long-range dice still works here. In fact, it'll mean some interesting strategic problems if the players have to get closer up to use more powerful weapons, while another player might just play to keep their distance with a longer-range weapon. Also, bear in mind the kinds of special movement that might be available to mechs that sea ships don't have that could be utilized by a smart player here.

Anyways, your box could have a couple of decks that represent your modifications and sorted by different complexity levels. Once a player gets good at the game, they could have a few more cards that work together with others, while a new players would be encouraged to use the less-complicated, simpler weapons on their first few playthroughs (Similar to the "flights" in Battlecon: devastation that you go through as you get better, allowing you access to greater complexity with time). Don't make these higher-complexity items more powerful, but make them like Magic: The Gathering rares: using more complex mechanics that can lead to better gameplay through proper combinations.

Once a big box set like this is out, it would be very easy to release expansions for it: adding more weapons, armor, abilities to the base game, adding terrain modifiers, increasing player count, adding cooperative missions, etc. Adding content would still be easy with this system too.

But I have to admit, it would be WAY cooler to have interchangeable parts... but this is the next best thing I could think of.

Jayce
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Feedback

Thank you all for your feedback! I have decided my course of action. As you guys have stated, I will start with using a proxy for the mechs, and playtest the mechanics. If they work relatively well, then I'll move onto making the miniatures. My current idea is to make simple, 3d cardboard mechs. The arms, legs, gear, etc. will be inserted with tabs, so I can customize the mech. I'll see if that works, after playtesting.

Again, thank you for your feedback. On that note, though, do you guys have any additional ideas for the game itself?

X3M
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If you post the game rules

If you post the game rules with the cards here. We can take a look at it and give feedback with suggestions.

Jayce
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Joined: 02/16/2014
Wow!

Wow, thanks for all the feedback and ideas!

Someone asked for the rules, and since I haven't yet formatted them, I just have the basic idea, but here you go.

First, each player gets one booster pack. A booster will contain a pilot card with a punch-out pilot token, 3 burn cards, 2 terrain tiles, and {a mech(possibly simple cardboard/paper with tabs for customization)}. Rules (and eventually the tiny d6) are included, but you'll need a few d6 unless this becomes produced, which I'll add some tiny d6s. Anyways, I'll just explain the basic game. Each player takes their 2 terrain pieces and places them on the table. The terrain cards may be rubble, trees, junk, etc., but most of the time they're buildings with a graphic interior. Then, each player places their pilot token on a side of the playing area.

(I'm trying to decide whether you start with your mech or you can call it in eventually like in Titanfall)

Based on above, play then starts. Keep in mind, the basic game has players only controlling one mech/pilot. Other scenarios may have you controlling your own custom team. Anyways, players take turns. On each turn, you assign your pilot(mech, if driven) one action. Currently, the actions are: Shoot, Move, Unload, and Special. Move is pretty basic. Pilots almost always may move Short (JUST LIKE POTSM), but mechs movement vary depending upon the equipped legs. Pilots movement also may vary depending upon burn cards, etc. Unload allows your pilot to enter/exit the mech (should this be automatic, or an action?) Shoot is also pretty obvious. You pick ONE weapon on your mech to activate, and then check the stats printed on the weapon. Just like in POTSM, the dice has a color and number. White dice are short, Red dice are long range. The number tells you what you need to hit. What's different is that certain weapons may roll multiple dice, and have special effects, like Fire, EMP, slow, etc. If you're in range of the enemy, roll your dice. Then total up the amount of hits rolled. Enemy mechs take damage by removing parts, so the more damage taken, the less things you can do. Remove your weapons, you can't fire. Remove your legs, your stranded. BUT, there are 2 catches. First, hits are chosen by the target. Certain weapons may let you target where to hit. The other thing is that attachments to your mech have a shield printed on with a number. That shows how many hits are required to destroy that part. Most are 1-2, so you aren't forced to sit and track all the hits your mech takes. If you are playing as a pilot, you may actually attempt to jumpjet onto the enemy mech and directly attack them. Doing so lets you target where you want, and you get +1 to hit them, but beware anti boarding measures! (That part may change)

Your pilot, on the other hand, while doing less damage on foot, and only has 2 hits (1 hit, flip to wounded side, 2nd hit, dead), is MUCH more maneuverable on foot. Pilots may also enter buildings, and use them as cover or for objectives, whereas mechs only use buildings to hide behind. Pilots also have special abilities, some used while piloting, but most are activated on foot.

The final action, Special, is for activating gear, or doing context specific actions, such as attempting to jettison from your nearly dead mech.

Burn cards are also in play. You may take 3 burn cards to each match with you. Burn cards may change your pilots abilities, mechs powers, provide buffs, etc. An example burn card would be Nuclear Core. What it does, is when your mech takes fatal damage, it explodes the mech in a huge radius, damaging enemies.
Here's the twist to burn cards: upon death, you give your opponent a burn card... permanently. Matches with respawns make the game much more... interesting. This idea lends to the whole TCG idea, as you can trade mechs/mech parts, pilots, and burn cards with others. (Again, this idea MAY CHANGE)

The basic game revolves around killing your opponent, but the rulebook and other things will provide many scenarios, the most prominent scenario being Skirmish. Skirmish is pretty much the same, except you control multiple customized mechs and pilots.

Here's the cool thing. Your mech can actually be customized with new parts that you've gotten from boosters/friends. Don't like that Gatling gun? Swap it for a Plasma Burner. Don't like tank treads? Swap them for Mk45 Striders. Want jumpjets? Add them! This lends to you making your own custom mechs, with your handpicked burn cards, and your own unique pilots!

So... helpful? Interesting?

X3M
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Once you have written the

Once you have written the rules. You might notice how many things you yet have to change, to make things work. But it is worth it, trust me.

I for example have changed my game over 5 times regarding details in the rules. Speed effects, Range effects etc. where important. And sometimes it was not clear what to do in a certain situation.

You have given a basic idea. Didn't know there was a map after reading your first post.
The way how you describe rubble and buildings and stuff reminds me of this:
http://www.agee-hyland.com/joel/gaming/battletech/pbem_files/Game3_Blank...

Do you have details about the weapons? I mean, statistics?
And how fast are all the things?

Jayce
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Reply

The beauty is that there IS NO map. It's a table top game. This game is based off of Pirates of the Spanish Main. Movement and range is measured by either Short or Long. One side of the card has the short range, one side has the long range. Some movements are Short+Short, Short+Long, Short, Long, etc. Same with range.

A very very basic weapon would look like this. It would be a mech arm holding some sort of rifle. On the side, a Red dice with the number 4 would be printed. This shows that the range of the weapon is long, because of the red (red=long, white=short). The number 4 shows that I need to roll a 4 or higher to hit the enemy mech. If the weapon rolled multiple dice, there would be a x2, or x3, etc. Special effects would also have a symbol, which refers to a glossary in the rules (Comes in the booster pack). Also, on the arm would be a shield with a 1 printed in the middle. This shows that one hit to this arm destroys it.

That's the basics of movement and combat. Obviously, gear, pilots, etc. will change how things work, but these are the relative basics.

let-off studios
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Other NES Games

I don't mean to hijack the thread, but yeah there are a number of old NES games that come to mind with this description: Blaster Master as well as Future Soldier LIOS. The latter game has completely interchangeable parts, a hex map, and a hybrid RPS/short-long range weapon scheme.

Again, I think this game is very intriguing! I hope to see it in action sometime soon.

Jayce
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Thanks!

Thanks all for your support and feedback! I'll most likely use a proxy mech and playtest either today or tomorrow, and let you guys know how it works.

Still figuring out whether the basic game should have you start with your mech or not, and I'm worried with the hit system on the arms, that if they'll be easy enough not to require "hit point" tracking...

foxconnmold
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Nice,thanks for all the good

Nice,thanks for all the good ideas!

Here's the cool thing. Your mech can actually be customized with new parts that you've gotten from boosters/friends. Don't like that Gatling gun? Swap it for a Plasma Burner. Don't like tank treads? Swap them for Mk45 Striders. Want jumpjets? Add them! This lends to you making your own custom mechs, with your handpicked burn cards, and your own unique pilots!

thoughtfulmonkey
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Card Mechs

The models should be fairly easy to design. I think they would normally use a plastic card or polystyrene sandwich. You should easily be able to find a manufacturer if you move to mass production.

I've only got limited access to tools, so they're a bit rough, but you get the idea. Separate parts for the shoulders, hips, canopy, arms, and legs. You could easily add connections for back components.

JayceThomson
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Joined: 12/22/2014
Holy cow, that's awesome! I

Holy cow, that's awesome! I gave up on this idea a long time ago, but this just got me interested again! Using the cardboard pieces let you assemble a mech, but also put the information on them! That just might work.

One of the biggest reasons that I let this drop away was because of the issue with hitpoint tracking. I felt like having to track the health of the components didn't work with the assembled models, and I was unsure how to deal with this. I love the idea of blowing pieces of your mech of, and being unable to use them, but having parts get blown of with one hit isn't fun.

So... I'm not sure where to go with this.

kos
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Tracking hitpoints

JayceThomson wrote:
One of the biggest reasons that I let this drop away was because of the issue with hitpoint tracking. I felt like having to track the health of the components didn't work with the assembled models, and I was unsure how to deal with this. I love the idea of blowing pieces of your mech of, and being unable to use them, but having parts get blown of with one hit isn't fun.

It looks like foxconnmold is dredging up any posts they can find that talk about miniatures. But not to worry, since sometimes letting an idea lie dormant for a while and then picking it up again is exactly what you need. I've had some game concepts sitting around for years and then I read or see something that sparks a fresh wave of inspiration.

Another alternative to card models is something like what neurobota posted recently:
http://www.bgdf.com/node/15447

But ultimately, basic cards/card models/plastic models is just a production decision. While cool models would definitely make the game more engaging/appealing, it makes no difference to the gameplay.

I think you're right to be concerned about tracking hit points on individual components. Battletech did this, and the amount of paperwork was one of the major things that discouraged me from playing that game even though I liked the idea of giant robots shooting each other.

There are plenty of other ways to achieve the effect you want, though, without the paperwork. Examples:

- Components all have 1 HP, but the to-hit roll is more difficult. This means that you take less damage per round so you don't lose all your components in the first round. The downside is that rolling misses round after round is not fun, so you don't want to make the to-hit roll too difficult or the players get discouraged.

- Components have variable HP (say, 1-3), but you must inflict all the damage in 1 round. Any leftover damage is discarded at the end of the round. This lets you design components specifically as damage sinks (e.g. armor plates), while other components are more vulnerable (e.g. missile launcher). With this method you would need to carefully balance the weapon damage vs to-hit roll vs HP rating vs component cost.

- Components have only 1 HP but robots have an armor/shield rating. Armor/Shield rating is affected by the chassis and/or components. E.g. Reactive Armor component adds +2 armor, Force Field component adds +1 armor. The armor rating subtracts from damage received in the round. Any leftover damage is discarded at the end of the round. You lose one component for each attack (not each damage point) that penetrates the armor. This method means that you want high damage weapons to wipe out the armor, and then you want low-damage high rate-of-fire weapons to inflict multiple critical hits.

- Mechs have ablative armor (hit points) which can be represented by tokens, chits, etc. You only take critical hits (i.e. lose components) once your hit points reach zero.

All the best with your game.

Regards,
kos

JayceThomson
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Joined: 12/22/2014
Thanks for the ideas!

Hey, thanks for the ideas! These are pretty great. I REALLY like your idea of components having hit values, and a total amount of damage must be inflicted to destroy it. That means you don't have to keep track of hp, just spill out the damage. So powerful, low fire rate weapons have a good chance of blowing off a part, whereas weaker, high fire rate weapons can inflict damage to multiple pieces. One of my old ideas was a riot shield that let you sink a bunch of damage into it, and your idea functions similar!

The only change I would consider with this system is maybe allowing for targeting parts, or something similar to that to prevent having a high hit value piece that consistently sinks all the damage.
What do you think I could do about that?

Other than the hit value issue, the game actually was almost worked through, and ready for prototyping. I might just fire up the crafts again!

kos
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Damage sinks

JayceThomson wrote:
The only change I would consider with this system is maybe allowing for targeting parts, or something similar to that to prevent having a high hit value piece that consistently sinks all the damage.
What do you think I could do about that?

There are a few ways you could handle it. For example:

1 - Each part can only soak 1 hit per turn, until all parts have soaked 1 hit.

2 - Create special targetting parts (laser designator, optics, or something like that) which lets the attacker choose the target part.

3 - Let the attacker choose the target part if they get close enough (e.g. melee range).

4 - Alternate who gets to choose the target part: Defender allocates the first hit, attacker allocates the second hit, etc.

Of the ideas above, I personally like #1 the best. It would mean that a riot shield would be great against high-damage single-shot weapons, but not so good against low-damage multi-shot weapons. In contrast, a mech with 3x medium-level armor parts would be the opposite. So it means you have to specialise your load-out based on what you think your enemy is going to take.

#2 could be used in combination with any of the others, but I wouldn't rely on this as the sole solution.

#3 could also be used in combination with #1 or #4, if you want melee combat to be especially deadly.

#4 could work, but on the surface I'd be a bit wary about it slowing down the game while waiting for the attacker to deliberate over picking the target part. (In contrast, defenders know their mechs inside out, so they are more likely to already know which part they want to hit first.)

Still, with regard to all of the above I would say just playtest it and see what works. You may find that it's not a problem anyway, since if the mech uses its riot shield to block all the incoming hits then it's going to get blown off pretty quick, and after that it's going to get ripped apart unless it's got some backup armor. You can always tweak the damages and armor ratings to get the results that you want.

Regards,
kos

JayceThomson
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Joined: 12/22/2014
Thanks

Thanks! I just need to come up with 2 basic mechs/pilots, and I'll give it a test run. I'll post what my results are once I get the time to prototype.

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