Wednesday, June 16, 2021

Titans in Tabletop Simulator: Configuration 2

Part of the design of Titanomachina is for players to be able to customize their Titans, but due to my technical limitations I've only been able to upload Titan figures as single chunks, rather than as customizable figures. I also haven't been able to fancy them up with nice paint jobs, although the ability to tint them works for board gaming purposes. 

So instead I've been uploading preset configurations to try to show off how players could customize their figures if we ever got this into meatspace production. There have been three waves of configurations, each with their own customized figures, dashboards, and decks of cards. 

The second wave of configurations gives Rhea and Tethys their own Reaper configurations, paring down their armaments to be essentially the same, but also changing up thinks like their legs. In this wave Rhea gets the Digitigrade Legs and Tethys gets the Plantigrade Legs. Rhea also gets a pair of Big Arms, mirroring Styxx's Reaper configuration somewhat. Notably if you put all the Reaper configurations together, you'll see that combined they have one of each type of weapon. 




Sculptor Jason Miller's work on Eos' Regent configuration is something I also love, trading in Rhea & Tethys' sponsons for an extra pair of arms. Similarly to how Rhea & Tethys' Reaper configurations maintain their Regent configurations' mix of weapons, Eos' Regent configuration takes the Reaper and doubles up on one of the weapons. In this case, Eos is hauling two Plasma Howitzers to back up Their Mega Gun and Buzz Saw. 


The second configuration of Styxx is the Raptor configuration, going in the opposite direction from Eos' Regent configuration, and reducing the number of limbs and weapons to maximize Sponsons, Capacitors, and Jump Jets. With only two weapons, players are going to want to use Styxx's hyper-mobility in this configuration to ambush, hunt, and otherwise avoid a stand-up fight with the other Titans. 


Notably the Reaper configurations lack the raw damage of the Regent configurations due to the capacitor systems like the Plasma Capacitor and the Plasma Cell requiring more charge than your average weapon short of charge-hogs like Claws and Macro Lasers. Tethys toting two such weapons suggests She wouldn't suffer a reduction in damage, meaning 7 damage for all weapons, 10 with the capacitor activated, and 16 for a close-range hammering. Rhea's powerful arms and legs mean that the 7 damage done by Her weapons, up to 10 using the Plasma Capacitor on the Macro Gun, tops out at 20. Like Styxx' Reaper configuration, it is going to take 13 other cards to charge this assault. 

Eos has perhaps the nastiest alpha-strike, clocking in at 12 damage, pushing that up to 20 once all the punches and kicks are counted. The extra arms are more likely to be getting Eos into position though, and the weapons alone will require 8 other cards to charge them for activation. 

Styxx is the tricky one here, with a deceptively weak 6 points of damage for some poor target two squares away, supposing the Mega Gun's Shield Breaker has an effect. The capacitors though can double this to 12, at the cost of only 7 other cards. With the shortest-ranged weapons array, the Raptor Styxx is going to need to activate a Sponson and either a leg or a jump jet to get into position for that apha-strike combo to work, and activating those legs to push that damage output up to 18 is going to slow it down. This mobility might encourage opponents to spread out their shields in the hope of avoiding any expected outflanking maneuvers.

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