Inventory System and Scale
So one ting I have been noticing as I watch through Exosquad is that the weaponry of the individual E-Frames and other vehicles is pretty inconsistent. The BD-100 Ground Assault E-Frame piloted by Wolf Bronski in the show usually has a wide array of missile weapons mounted in its arm pods, but sometimes it seems to carry laser weaponry. Similarly the standard Neosapien E-frame sometimes fires a beam out of the spiked ball on its right arm, and other times launches the ball itself as a projectile.
I am not sure why the inconsistency exists in the show. I am do not know if it was an intentional choice or if these were animation errors.
For the purposes of this game I am going to treat this inconsistency as an intentional choice and I will be assuming that Eframes are modular and can change their weaponry and equipment to suit the mission at hand.
As I mentioned in another post, My current idea for "inventory" is a pod based system where a vehicle consists of a number of pods equal to its scale number, so an E-Frame or light fighter can carry 8 pods worth of equipment, a larger mecha or shuttle craft can carry 10 pods worth of equipment and a capital ship can carry 12 pods worth of equipment. larger scale equipment is more effective than smaller scale equipment. Most pods will be modular but some pods if selected during e-frame creation are permanent. E-frame scale pods have 5HP per pod, so an average E-frame has 40 HP. (5hp per pod x 8 pods) Shuttles and larger mecha pods have 10 HP per pod So average shuttles have 100 HP and capital ships have 20 HP per pod and thus capital ships have 240 HP.
Under normal circumstances damage would be subtracted from the generic pool of HP and you would ignore hit locations. Hit locations will only be rolled on a critical hit. Because the scale number is equal to the number of pods in a vehicle and the scale numbers correspond to dice numbers hit locations can be rolled up and identified quickly without slowing down game play. individual pods may be destroyed due to damage incurred by critical hits.
Some pods will be mandatory for the type of vehicle. for example an E-Frame has 8 pods but one pod is required to be a cockpit which contains the life support and control systems the pilot uses. A pods worth of actuators, joints and other allow for powered movement. Finally if the E-frame is going to be capable of flight (most are) it needs to have a flight pod. This leaves 5 pods worth of weapons and other equipment.
Example Pods:
Missile Weapons: Deals damage equal to 2D(Scale) Can lock onto targets.
Beam Weapons: Deals damage equal to D(Scale) Deals half damage to armored targets, unlimited ammo
Ballistic Weapons: Deals damage equal to D(Scale) uses ammo
Advanced Sensors: More powerful than the basic sensors that come with the cockpit pod.
Electronic Warfare Suite: Can be used to jam another vehicles sensors, mask the presence of a vehicle to sensors or prevent weapons locks.
Cockpit: contains life support, basis sensors, and controls.
Additional Armor: Double the normal amount of HP for its scale. This additional HP is added to the total for the vehicle. All critical hits deal damage to armor pod FIRST. Critical hits only damage other pods after all armor is depleted. Permanent (if selected this pod is permanent and can not be switched out in between missions.)
Long Range Communication Equipment: Can send long range messages. communicate over long distances in space Send encrypted messages etc.
Comments
Post a Comment