Friday, August 11, 2023

Refining the HR / VP System

Lately, as I've made changes to the rules I've realized that I should also make changes to the points system, the Human Resources for customizing a Titan and its buildings, and the Victory Points for scoring the game. The notion is that these are the same points. Specifically the changes are those to the multiple attacks rule, whereby you resolve them sequentially, and the stream-lining of the Impact and Grapple traits into the collision rules: the cogs used to move a Titan into a tile full of habitats are the same whether it's an attack or the Titan walking or jumping. A Titan can go diagonally through an 8-habitat cube of buildings under its own power, walking or jumping, or because it was attacked with an Impact or Grapple weapon, so long as the system doing so has 6 cogs. An Impact or Grapple weapon will do 12 points of damage, 6 to the target, and 6 to whatever location on the Titan hits the buildings on the tile. 

This is based on the notion that the Effect (cogs) and the Traits (extra actions, traits, etc) multiply out, but are divided by the opportunity cost of doing to, which is the Charge+1 (charge cost), and have an additional range bonus over the 4 of the baseline weapon, the Gun Battery. 

That cranks the Vulcan gun back up to a full 4 HR/VP, the Claw to 2 HR/VP. Interestingly the Adherent and Initiate crew members go down to 2 HR, and the Plasma Shotgun goes up to 3 HR. I'll need to redo the habitat numbers on the cards, but I also have some ideas about that I want to explore before I update the Tabletop Simulator demo version.