Just gonna drop a bunch of points here in no particular order.
(1) More MEC Stat Involvement
Base Mobility contributes to Speed Sum, but no other Stats are involved on the MEC sheet. I’d like to see each Stat involved in MEC calculations. For instance:
- DUR is given as the Stat for an improvised attack, but that should probably go to TOR.
- Instead of Armor being base 12, maybe 10 + DUR?
- Not sure about FIN.
- The thing that stands out to me for ATU is max SYN, but you seem to have that specifically calibrated for “max SYN = Flash Action”, assuming no Unshackled perk.
- Max Shields could be 3 + COM instead of 4 by default.
This would probably involve an audit of the existing Part Bonuses, to verify that numbers remain within the intended ranges. As with MOB and Speed, only the base amount of a Stat would count for these calculations, not Part Bonuses. Still drawing a blank with FIN, though.
(2) Why Integrity and not Max Armor?
The lack of symmetry between Shields/Max Shields and Integrity/Armor is a bit strange to me. It’s not a problem, per se, just a headscratcher.
(3) ATKs that cost multiple Actions
True Charge via the Hunter’s Great Sword and Giga-Blast via the Pirate’s Cannon-Arm have incentives for using them in the next Phase, assuming the Target is still in Range. I don’t like these because it removes agency from the player; certainly the game is meant to be played with teammates, and there are tools to restrain or manipulate enemy movement, but an individual player doesn’t have absolute control over when they’re allowed to use the Chance effects. It’s particularly bad for the Great Sword since it only has a Range of 2 and explicitly forbids Movement. The Cannon-Arm at least has a Range of 4-12.
What if these ATKs instead had Cost : 2 Action Points? This is a different kind of restriction that, to my mind, seems to be less dependent on the opponent’s cooperation while still having a significant opportunity cost. Could sprinkle in other clauses like it having to be your first Action in a Phase or that you haven’t Shifted or Moved via Stratagem. (Boosting might be fine, since it has a cost?)
This would open the door for other Stratagems down the road that can’t be used in one Allied Phase. 3-4 Action Points means it would only be usable in the second Allied Phase. Probably wouldn’t want to go higher than that, though. Either way, Boosting and free Shifts are probably a wrench in the works here, if the goal is to make MECs feel slow while they’re charging up, but that could perhaps be addressed with a (scaling?) Speed and Boost distance penalty if a Stratagem has non-zero charge? Requires more thought.
That’s all for this round. I’ll be back with more later. o7