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Post Feedback! Sticky

A topic by Seventh Seal Games created Sep 02, 2023 Views: 263 Replies: 10
Viewing posts 1 to 5
Developer

Hello, everyone!

We are extremely proud to be bringing everyone the first playtest-able versions of Lancer: Bleeding Hussars and we're excited to see what everyone thinks of this alternate set of rules for combat. We're aware that at the moment, it appears fairly barebones, but we're hoping to improve the formatting and bring it more in line with the established designs put forward by the Core Rulebook.

Always open to feedback, we'd like to invite people to use this thread as a way to give detailed reports on playtests, use-cases, and anything that seems important enough to tell us about.

Thank you!

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From a preliminary readthrough, this looks aces overall. I like the use of damage mods +d6 vs. other pilots; I think that's a pretty elegant solution to the issue of pilot weapon damage.

At this time, the only thing that stood out to me as immediately odd was how most hardsuits besides the GMS and IPS-N (and maybe the HORUS) ones seem pretty useless due to, among other things, the lack of HP bonuses without ED/EV increases or other compensation. One example of this is the STAMBHA Overarmor. It gives +0 armor, +0 HP, 10/10 defenses, 4 speed, assisted, and +1 difficulty against ranged attacks targeting you if you stay still. This exchanges +3 HP for assisted and a potential -1D over the GMS light hardsuit. Assisted is potentially quite good, though probably mostly for the range on the Heavy Sig (due to the lost damage from loading dropping its damage below the other options) unless you're going into melee (in which case it's hard to stand still, and you'll probably really want extra HP). If you really want that heavy slot, then the GMS assault hardsuit exchanges 2 EV/ED and the -1D for +1 armor and +3 HP, which is probably worthwhile both at range (where you can compensate for the malus by using cover; another -1D on top of heavy cover gives diminishing returns) and in melee (where you've got higher odds of taking small-arms fire, where the armor and HP both do work.

Basically, all-in-all, the hardsuits that don't give HP seem to be, generally, lacking compensation for it. HORUS's hardsuits are odd, since armor doesn't do as much when you don't have enough HP to take more than one or two hits anyway. (And also because, for the Void, I thought pilots couldn't be targeted by tech attacks anyway?) It feels odd that HA doesn't have many tools for tanking (besides the Buckler), and for SSC the Panoply seems possibly great, since speed is especially useful when it's hard to increase and you won't be boosting often if you want to attack, but the Overcoat doesn't do much of anything in combat (which is only odd because all other options do have in-combat effects; if these were all more narrative bonuses then I'd be aces with it).

For weapons: is it meant that you need to find a way to increase the Peacekeeper's limited charges before you can use its special ability, since each shot consumes a charge? Also, the Wink-gun seems like it could be an Upgrade, since it's flavored as a hidden weapon that only has one shot (it having heavy is also odd in light of that, more so because no HORUS hardsuits have the assisted trait).

Also, when you overcharge as a pilot, do you take energy damage? If you overcharge multiple times (via ICEPACK  and Juice both used in one scene), do you take 1 Energy and then 1d3 Energy?

Also, is Brawl meant to only be useable against other pilots, or can you target mechs with it? If so, someone in DURENDAL can put out respectable damage against mechs, attacking for 2d3+1 as a quick action. That isn't a ton, but it's a lot more than most of the other options available to pilots.

Overall, this looks rad! I think you've done a fantastic job of expanding the pilot combat rules into something that actually looks useable, and I love how you've used and updated so many of the cut pilot gear options.

Developer

Thank you for the feedback!

The armors have been noted by others for being overtuned in the past when testing with members of our team, so they had been dialed down for the current release. Seeing that there's still some numbers to adjust is at least encouraging that we can make them all a bit stronger in other ways, so this brings me a bit more confidence that there's more wiggle room than I had originally feared. I'll begin looking into the Hardsuits for each faction and adjusting them in ways that should prove pretty tonally appropriate for each faction's preferred niche.

HORUS "hardsuits" in particular are meant to be pretty weird, you raise a good point about Pilots not being targetable by Tech Attacks. That rule for the Void was made when we were first experimenting with Pilot Tech Attacks, which will be put out with the next update and hopefully provide it a better reason to exist the way that it does.

As for the Overcoat, we agree that's in need of an adjustment and have some ideas in mind, though the actual mechanics of it should remain the same.

The Peacekeeper's charge should remain at 1, however, you may replenish this charge with a Handheld Printer. Internally, we call this the "Fat Fuck Round" because it's the most powerful against armored targets. Enemies with 3 Armor can suddenly be hit by 1d6+5 AP Explosive damage and letting someone do this multiple times in a row would probably obliterate game balance. It would be funny, though. Too funny.

EYESTACK_WINK has Heavy? There must be a version discrepancy. Apologies, it should only have had Armor Piercing and Limited 1. Making it an Upgrade makes sense, we'll consider it.

When a Pilot Overcharges, they should not take any damage at all. It's always in exchange for a Limited charge, although I've been considering changing Juice so that it does damage when injected. Prevents people from banging all three limited charges on their Stims and then running away with it. This is something we've been discussing for a while now, thank you for pointing it out. I will write something into the rules for it.

Brawl could theoretically be used against Mechs, but because it does not actually have any Damage Bonus, it doesn't do anything unless the Hardsuit you're wearing has Assisted. That needs to be clarified and will be clarified on the next update.

Once again, thank you for your feedback, this has been very valuable for guiding the next update to the state that it needs to be in.

(+1)

That makes sense on the hardsuit front, I imagine that it's an extra careful balancing act with anything that makes pilots tougher than they already are.  The blurry line between heavy hardsuits and size 1/2 mechs exists is diagetic!

On the topic of tech attacks, that makes perfect sense, and I look forward to seeing what y'all do with it! Also, since I don't know where else to put it, I'll say here that I love the Puppet Systems hardsuit; that's the exact kind of high-risk for high-impact reward shenanigans that I reckon would end up being fun in play.

For the Peacekeeper, that makes complete sense and is also hilarious. My question is if you need to expend the limited charge to power up its ability, and then expend another limited charge to fire?

Again, I love what y'all have done so far, and I look forward to seeing how it turns out!

Hi! I hope this project is still being worked on. Me and my group recently started to get into Lancer, and atleast two of us are really interested in fighting outside of our mechs, so these rules and equipment are awesome! Cant wait to see what comes next with it, and if itll gain a LCP, and thank you for your work!

Developer

Hey! We’re very happy you enjoy our work. Thank you for the kind words.

As of now, the project has slowed a little bit so that myself and some others on the team can focus on other endeavors. Two of us are in college and another works a full-time job, but when summer comes you’ll see more activity. I hope!

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Hello Seventh Seal.

My group is been playing Lancer for a while and with Bleeding Hussars the campaing now is more like traveller or cyberpunk with mechs which is great.

I like to ask are Bleeding Hussars still in development?

Developer

Yes! It’s still quite in development, but many of us on the team are working hard to graduate! Come summer, there should be more activity.

Thank you for the kind words, I’m very glad you and your party are enjoying the new rules!

thanks for the reply.

Yeah we are having fun but is usually pretty deadly the system without the mechs, but still pretty fun.

The best of lucks for all of you in your studies.

Hi! A bit of a rules question, but I saw in the rule changes PDF that all pilots by default have sensor 0, unless they have equipment that adds sensors. However, I'm looking at the equipment, and there doesn't seem to be any gear that adds sensors? A quick CTRL+F gives the following items that affect sensors:
HORUS WILD_N_CRAZY // As I read this, I interpret this as affecting only your mech's sensor range, and thus is irrelevant to the pilot's sensor range.
HORUS Nanite Spray // While it does state that you can "Draw Sensors", the number is vague, and I interpreted this as saying "You draw sensors equals to your pilot's sensor range". However, as your default sensor range is 0, you can't really draw anything.

Is this an oversight? Or is there something I'm missing from my initial reading of these rules? Thanks in advance!

Developer(+1)

I apologize for such a late response! We are very busy. There were some plans for equipment like the Omnihook to give a Sensor Range to Pilots, but it didn't fit at the time. This is an oversight and is being corrected.