This seems obvious, but there are other scaling factors I could consider: 2, 5, and 10 seem likely and doable.
So with a scale factor of 10, that means if a Mech deals 1 damage to a human, the human actually loses 10 HP. Meanwhile, if a human deals 10 damage or part of 10 damage to a Mech, the Mech only loses 1 HP. Average human level 1 character has 3 Vitality for a total of 35HP, so if they get hit by a Mech scale weapon, they are pretty much dead in one hit, which is as it should be.
Would a scale factor of 10 be fine, or are there other considerations which might make 2, 5, or even 20 work better? What do you think?
My game is borrowing from Final Fantasy and Mech Warrior, without being a direct rip-off of either series.
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Kinda reminds me a battle system i tried doing based on the game Xenogears. I can't remember the specifics but it did have power levels that were similar to what you are doing.
I'll need to experiment of course, because 10 to 1 might be too much for what i have planned in the game. I'm leaning towards either 10 to 1 or 5 to 1, but it's possible I could have machines of different scales, so there might be machines of every scale: 2, 5, 10, etc.
2 Might be an automobile or a small worker mech, like in the "Alien" movie.
5 might be an armored Tank or a small battlemech
10 might be a really large vehicle like a starship or a large battlemech.
Scales bigger than 10 could be like Capital Scale Starships and Aircraft Carriers, etc.
Id think a tank would be enough to take down a human so it doing 1 dmg (but really 5 hp) when they have 35 health seems a little weak unless you are role-playing them getting grazed by the explosion rather than taking a full hit. Not sure what kind of max dmg your mechs can do at full strength since you mentioned just the 1 hp thing.
Also you mentioned an human doing 1 hp dmg back at a 5 to 1 ratio, im assuming this is weapons cause bare hands aren't gonna cut it lol
Just curious about the system is all. It sounds like it would be interesting. Im curious if you have looked up Lancer as a guide for it
Oh, the tanks and mechs have weapons which do from 2 damage to around 20 damage in "Mech scale", so that is up to 200 damage in character scale if it is a 10 to 1 ratio. I haven't checked yet, but that will probably actually kill an average level 15 character in one hit.
A machine gun on the mech does 2 mech scale damage per round fired, which would be 20 character scale damage per round fired, and it shoots three - round bursts, which will kill the toughest possible Level 1 Character in a single burst.
Also, Mech weapons are "Neural Linked" which means the pilot can fire their entire armament every round, even if that ends up being 10 weapons at once.
So a 10-scaled mech would take like an entire platoon (or more) of characters to take down.
I'm still working based on prototyping I did for this game idea like a year ago. Scale 10 Mechs will have around 600HP or so in "Mech Scale" which is around 6000 HP in character scale. There will be hit locations, so the head can be blown off the mech and disabled, but even that would take like 50 mech scale damage or 500 character scale damage.
In my game, Mechs are made of a meta-material made from titanium-steel alloy alternating layers with Graphene, for huge tensile strength and compressive strength. Blowing off a single mech component would be very difficult unless you hit ammo magazine or the engine or a direct hit on the cockpit.
Hmm, that makes it considerably more accurate than just a regular human taking on a tank and just rolling his way to victory with lucky dice rolls.
As for firing their entire load are there penalties for doing so like using a round (assuming turns are done in rounds anyway) to reload the weapon or they just an infinite resource?
And for the dmg, maybe 7 or 8 to 1 for the biggest ones should suffice. Still a major hit, possibly a little more annoying to calculate if you can't do fast math lol, but maybe doesn't fully kill a high level character (though still possibly could). I only say that because nobody likes having all their work into their character undone by one action.
For medium I could see a 4 or 5 ratio
For small I think 2 to 1 is a perfect balance.
It would be fun to play a hacker class that could interrupt the neural links to nerf mechs
Ammo on Mechs and Vehicles is limited. The Machine Gun has 100 rounds per magazine, and extra magazines take up extra critical hit slots. I'm still working on that, but it works a lot like Mech Warrior and Battle Tech.
Magic works against mechs, including the "Stop" spell, which can theoretically freeze a mech in time for a number of turns.
A high enough level character has ways of surviving vs a mech. Earth users can use Stone Skin to reduce damage. Water users can turn into vapor and avoid damage. Air users have Haste, which doubles actions per turn and also increases movement speed, which adds to difficulty to be hit by attackers. Fire users can create a mirror image which soaks hits instead of taking damage directly.
I'll also have Rocket Propelled Grenades, which do 100 character scale damage or 10 mech scale damage. They will have a -2 penalty to hit another character, but no penalty when shooting at a Vehicle or Mech. These may be the primary method of fighting back against Mechs.
When you run out of ammo in battle, you must make a Dexterity check to change Magazines. The mech pilot must make a Piloting check to change magazines in combat.
You cannot fire extra shots with a weapon than what it is designed to do. The exception is the Colt.45 Pistol, which a character may attempt extra shots if they have "Multi-Shot" feat.
Laser weapons and heat weapons on a Mech get their power from the Mech's main reactor.
Ah is this the one you were asking in another question about the three schools of magic being too cliché?
Also, is magic able to be used while inside a mech or no?
It's the same game I've been working on for ages, I've just changed a few things about it so far. There will eventually be Summons in the game, but I need to balance everything else first. Summons are sort of hard to balance in a game like this.
There will be a penalty for trying to use magic while inside a mech.
If outside the mech and trying to use magic against the pilot directly, you must aim at the head/cockpit, which adds difficulty to the spell. If you hit the head directly, the Pilot takes half damage from the spell and the mech takes full damage.
Interesting ideas. Good luck with the game!