Damn. This is some great feed back thanks. When we were designing it we talked about ranged weapons but we didn’t add any. I thought they would be too strong but I could have been wrong.
You bring up a great point about movement and allowing an attack at any point. I have it as you move your default, you can throw an attack and then use your overdrive to move away. But being allowed to attack at any time would probably make the game feel faster and feel like you were just charging into a dude. I will look into this.
I have the movement set as whatever your movement value is, you have to move that full distance. So if you have a base 6 move, you move 6 in a straight line. You can spend your single dice to pivot during that movement. In between your base move an overdrive move you can pivot for free. It makes sense in my head. So I was thinking there would be a chance for collisions, We also didn’t add in the rules about fumbling when a ball holder collides with something.
Regarding the d12, I have been really interested in a d12 system for TTRPG where the number you roll determines success and damage. I wanted to implement that into this but I think it doesn’t work well since there is only miss, hit and crit. It might work better if crit was more damage and there was a damage status that’s was between a hit and crit.
I guess I saw the loadout sections as synergies. Different frames, weapons, enhancements and crew perks would synergies with each other in different ways.
I appreciate you taking the time and giving this feedback. I want to continue working on this and these points will be very helpful.