Post by kealios on Sept 24, 2011 11:15:57 GMT -5
I was building my custom units yesterday, and I was surprised over and over that the cost of Better Skillz was (what, Linear, Sequential? Dunno...).
Anyone who has played Battletech knows that a difference of +2 on 2d6 is HUGE. Having a 6+ to hit is SO much easier than a 8+, but in building a Gruntz unit, this costs me only 2 points difference, and after being divided by 2, might really only cost me 1 point. Or none...let me explain.
How many times did I throw together a unit (I built like 10 yesterday) and I would come up with a points cost of X.5, which rounds up to X+1. So what did I do? Easy! Bumping up the Shoot skill to the next number made the total number an Even number, so when divided by 2, I arrived at the same "X+1" number but got a free Shoot out of it!
The difference between a Shoot 5 and a Shoot 7 should be MUCH more than 1 point! Especially when it comes to a Specialist with much more damaging weapons!
I also feel the higher values of Guard should cost similarly, since a High-Shoot vs High-Guard is an even fight, but a High-Shoot vs Low-Guard, or Low-Shoot vs High-Guard are extremes that can cause problems for one side or another (and at such minimal point differences, why NOT buy your skills up? Min-maxing at its best!
I also kept looking at the vehicles I was building. At least here I was seeing an increase in cost for Skill, but I think it is too small. Being able to fire 2 huge weapons and soak a ton of damage from an unprepared opponent is gigantic, and a cost of 3 points here and 3 points there just isnt huge in, say, a 200 point game or something similar.
The ruleset I worked on, Unbridled Fury, had a similarly robust model-building system, and his numbers were nearly exponential (doubling, right? 1,2,4,8,16, etc?). It made more elite troops much more of a decision, instead of a slapped-on addition, and had to be looked at from an overall "Force" perspective instead of just a Unit perspective (ie, this Elite unit is going to COST! I'll only be able to afford a bunch of Greens after this. Is this something I can afford?).
Thoughts?
Anyone who has played Battletech knows that a difference of +2 on 2d6 is HUGE. Having a 6+ to hit is SO much easier than a 8+, but in building a Gruntz unit, this costs me only 2 points difference, and after being divided by 2, might really only cost me 1 point. Or none...let me explain.
How many times did I throw together a unit (I built like 10 yesterday) and I would come up with a points cost of X.5, which rounds up to X+1. So what did I do? Easy! Bumping up the Shoot skill to the next number made the total number an Even number, so when divided by 2, I arrived at the same "X+1" number but got a free Shoot out of it!
The difference between a Shoot 5 and a Shoot 7 should be MUCH more than 1 point! Especially when it comes to a Specialist with much more damaging weapons!
I also feel the higher values of Guard should cost similarly, since a High-Shoot vs High-Guard is an even fight, but a High-Shoot vs Low-Guard, or Low-Shoot vs High-Guard are extremes that can cause problems for one side or another (and at such minimal point differences, why NOT buy your skills up? Min-maxing at its best!
I also kept looking at the vehicles I was building. At least here I was seeing an increase in cost for Skill, but I think it is too small. Being able to fire 2 huge weapons and soak a ton of damage from an unprepared opponent is gigantic, and a cost of 3 points here and 3 points there just isnt huge in, say, a 200 point game or something similar.
The ruleset I worked on, Unbridled Fury, had a similarly robust model-building system, and his numbers were nearly exponential (doubling, right? 1,2,4,8,16, etc?). It made more elite troops much more of a decision, instead of a slapped-on addition, and had to be looked at from an overall "Force" perspective instead of just a Unit perspective (ie, this Elite unit is going to COST! I'll only be able to afford a bunch of Greens after this. Is this something I can afford?).
Thoughts?