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==Raw Ideas== This section is my first raw post on /tg/ and is to last until I have a clear point of view of the whole thing. Basicly : My idea for this game is the following : * it's a game about mechanised warfare, with big tanks and mechas * each vehicle has a pilot * each pilot and vehicle has a tactical rating, from one to five stars. The players agree on the tactical rating of the game. *while there is a pilot bank, most of them generic soldiers, each vehicle would be allowed to be unique, letting the player customise his/her mecha using an online flash generator *aside from this, the players build a manoeuvres deck. (for instance : move, charge, camouflage, ranged attack, decoy, and so on) *there is a third deck : the terrain deck. These decks are pre built and represent the war zone *You can play any number of maneuvres from your hand. They all represent what a pilot is doing this turn. You can't play more than a maneuvre card by turn and by pilot. *Some of them, when played, grant you to pick terrain maneuvres from the terrain deck (for instance : strong wind, terrain slide, cover) *Some maoneuvres can be used only if the pilot or vehicle has certain particular skills or equipement *there are five rows on the table, each player sets his/her cards on the closest one. *each vehicle can cross any row, provided no ennemy controls it. * You can only enter a row occupied by an ennemy with a maneuvre card allowing ramming / charging or stealth move *a difference of one row is a short range, two rows is a moderate range and three rows is a long range. This affects shooting *I think some characters will have leaderships abilities, some others psychic powers, thus allowing the use of associated maneuvres
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