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Payload Traits

A topic by Faevrd created 4 days ago Views: 33 Replies: 1
Viewing posts 1 to 2

I'm initially making this post cause I can't use my cable winch on the objective and I'd very much like to it seems like it was made for stuff like that


But while we're talking about it, would it be hard to make the payload an actual mech that can be hacked and the like, or a person you have to either carry or put in an expanded compartment?


Are there already plans for this kinda thing?

Developer

Hi! Thanks for your post. Our objective with LT is to make a new-straight port of the TTRPG ruleset (which we did not design), and needing to be adjacent to the objective for moving it (as well as the equal-to-your-speed limit on spaces it can move per turn) is important for game balance.

Generally, the design of the TTRPG is “Lancer is not a simulationist game” ie a lot of things that might make intuitive sense don’t work for the somewhat frustrating reason “because of game balance”. I think you’ve correctly identified the one system in the game that most breaks from that philosophy; the Cable Winch is a pile of one-off rules to have it be a quasi-roleplaying human-judgement sort of system, which makes it a big headache to implement on the computer. If anything, we may in the future be forced to prune it back/simplify it for Lancer Tactics so it doesn’t raise these sorts of questions.

Hope that makes sense!