Went on a #Pathfinder2e and #StarfinderRPG book binge. It turns out Paizo has been very busy since I initially got these. Sooooo much new stuff to see!
So they have mechs now
The mech rules are pretty clever, managing to take into account even the possibility of playing a Power Rangers Megazord.

For reference, that'd be a Colossal frame with five operators, which means it gets like five actions every turn.
At least I'm pretty sure the Megazord would be colossal. The sense of scale in Power Rangers is hard to pin down.
Gypsy Danger is definitely Colossal though. With two operators. And a Gundam is probably Gargantuan.
The rules for how these operate basically translate each character's full turn into a mech action, which condenses the mech neatly compared with ship combat. Ships have a different job for each station like it's Star Trek, but with mechs you all contribute turns to the same gear.
The result is that it's somewhere between vehicle combat and ship combat -- detailed enough to have power management, shields, etc., but snappier, with the group operating as a "brain" for one entity.

Or several if everybody has mechs.
If you wanted to Macross it you'd need to do some homebrew. Basically you'd have a mech with an alternate starfighter form and switch between them as-needed. It seems like with the things mechs share in common with ships, the translation isn't too bad?
It feels like the sweet spot here is to have at least two operators and make each mech a team coordination thing. But I think for my setting, where there's a lot of solo mechs, I'd give them a computer assistant that contributes an extra action.
Like in a lot of Gundam series, there's an OS (operating system) that's actually a bigass suite of predictive software that interprets the pilot's actions, making it easier to do complex things.
So, I think an aux module for the OS, and that gives the mech 1 extra action in addition to the ones provided by the pilots, as long as at least one uses a full action to operate the mech.

High level OSes could divert power to overclock the mech and add more. But at great risk.
You might overclock and get 3 actions, even as many as 4 -- but you might burn the CPU out and get stuck with 1 action after your burst of activity.
Lots of fascinating opportunities to play with this and bring different aspects of the game into the mech. These don't really cover magic, for instance -- but the Operations Handbook (IE PHB2) has a Magic Officer for starships that you can probably crib ideas from.
I'm feelin' fresh inspiration from this'n. This was a good idea to salvage my mood tonight.

Also what the goddamn fuck there's like 50 pages of weapons in the arms and equipment book
Do you know how many weapons fit on a page? All of them -- so how many weapons do you think there are on 50 pages!?
Okay this is an ABSURD amount of traffic for a post like this what the heck happened

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More from @Mike_Prinke

Apr 9
The short version is that I work on documentation on the Unreal Engine docs site at docs.unrealengine.com. I write stuff mainly in platform support, pipeline tools, and programming.

There are a lot of ways that this job is surprisingly not so simple! 🧵
Imagine writing the manual for a feature that has not been released yet. You cannot google the answer, and there's no Stack Overflow post demystifying it. 100% of the knowledge about that feature is internal to the company, and you need to find it.
Here's probably the biggest case of that I've experienced. The Valley of the Ancient sample showcased a lot of key UE5 features for Early Access. But, even the docs for each individual feature were still in-progress. And some tools were still not final!

docs.unrealengine.com/5.0/en-US/vall…
Read 12 tweets
Apr 8
#SonicMovie2 is a BIZARRE ride. Like right when you think it’s going to become rational for a minute there’s all these left turns into chaos. This movie is surely made by goblins.
I do not know how to describe what I just watched. There is this insane clash of like three different kinds of movie happening. It’s all following the same, reasonably cohesive plot, but you just never know which style of movie it’s going to veer into on the way to the goal.
SPOILERS below.
Read 16 tweets
Jun 14, 2021
Thread time again.

I will both answer the question the OP is asking, and explain why the point of view expressed in the article is … frustrating.

JRPGs don’t really need fixing as much as people think, but it’s a very common point of view from game devs to want to change them.
To lots of people, the appeal of the genre is from a handful of examples and the surface-level traits the genre brings to the table: novel-like storytelling, with detailed worldbuilding and clean exploration. Interesting places and characters with a full plot wrapped around them.
Simply put: Many people who want to tell stories with games want to make something with a world as detailed and characters as appealing as their favorite JRPG. These hallmarks are universally appealing.

The gameplay is a lot more divisive among designers for a few reasons.
Read 33 tweets
Jun 13, 2021
As an extremely career-driven person, I cannot possibly overstate the level of maliciousness in this person’s advice. She is deeply out of touch with the realities of the current job climate, and adopting these kinds of habits will ruin your life long-term.
If you give your boss your weekends with blind enthusiasm, they will begin to schedule around the assumption you will always do it. I spent years filling a role as an “indispensable” programmer, and many of the folks I worked with would ping me on Slack after 11 PM on a Sunday.
It’s THEIR job to make sure projects are scheduled well enough that you don’t need to do overtime, not your job to compensate for their management or acquiesce to their lack of boundaries.
Read 5 tweets
Jun 11, 2021
Thread time.

I’ve worked on several Kickstarter-backed projects, and Doc’s take here is accurate. KS is far from an ideal way to build a video game budget.

I won’t reveal specific information about projects, but I’ll fill you in on some budgeting realities. 1/
To give a ballpark figure on what games cost, think $10,000 per person per month. That’s not necessarily everybody’s salary, but rather an average estimate of their pay plus running costs, like software licenses, office space, etc. 2/
Most of a video game’s cost is man-hours. Material costs are lightweight relative to other kinds of entertainment, but people must constantly do work for any ground to get made. Everything you see is manually built and tested by someone. 3/
Read 32 tweets
Jun 4, 2021
Time for a thread.

I’m going to let everybody in on a little game development secret: when you work on a bad game, almost everybody on the team is PAINFULLY aware that it’s bad. Morale drags, everybody struggles to try and at least make their contribution acceptable.
It’s like standing in the path of an oncoming bus, too late to get out of the way. The time at which you realize it’s going to hit you may vary, but at some point ahead of the game’s release, you see it coming in slow motion.
Literally everybody on the team knows the problems that the public will complain about when they play it. If it was obvious to you as a player, imagine how obvious it is to people who’ve been living with the project for several years.
Read 24 tweets

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