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Spiceracksargent001

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A member registered Mar 22, 2023

Recent community posts

So, continuing on from what I mentioned yesterday, I've decided to take a look through the rest of the Rival NPC prebuilds, as well as those for the Grunts, and have discovered a few other units with MP Deficits (only 4 when not counting the Psycho Rival).  I've compiled a Google Doc of both my findings, as well as potential spot-fixes for the MP deficits I found, for your review and judgement.

(1 edit)

Psycho Rival was the only one I noticed with this MP deficit problem.  All the others looked like they checked out just fine according to the mental math I was running at the time, but I could also be mistaken.  Will take a thorough look and a calculator through the prebuilds sometime and let you know if I discover any other point deficits in the pre-built NPCs before you do.

Something I just noticed, having bought this new edition a few months ago: the Psycho Rival, at the very least, has a Mecha Point deficit.  Just tried punching everything into a function on a CS made in Google Sheets to calculate all the MP costs, and without any Design Flaws, the Psycho Rival's final MP balance comes out to -10 at PL0.  Feel free to reference my work below to verify if desired:

Starting allowance for Rival NPCs: 100MP at PL0

Might and Speed cost: 21MP each at PL0 for a stat of 6

Guard and Threshold cost: 15MP each at PL0 for a stat of 5

Energy cost: 3MP at PL0 for a stat of 2

Systems cost: 0MP at PL0 for a stat of, well, 0

Experimental Reactor: 20MP

Reactive Booster, Beam Saber, and Beam Rifle: 5 MP each

f=100 -(21+15+15+3+0+21)-20-(5x3)

100-75-20-15

25-20-15

5-15

-10