Most anime-themed games. Not all. I mean that would be silly given the contents of this blog and all. Also it might actually not be that good. Anyway, robots!
An issue with balancing asymmetrical systems is that some options will inevitably end up as better than others, but it is in the rest of the metagame to have enough counters and niches to make all options legitimately viable and not the most obvious ones unstoppable. Making sure everything works, isn't too overpowered, and is ultimately fun is what I've been trying to do here for a while and a lot of things have been shuffling around as of late. As such, with all the talk of what is changing or being cut out, I figure I should list out what exactly is changing and how.
The Intermission/Operation divide:
This one is staying as is, mostly. As I've mentioned before, I would like to have a small influence from the Character side to the Mecha side, but it would be optional and only specific builds would really need it.
Customization and Generic-ness:
The ease of reflavoring is another biggie that mostly stays as-is. The one change here is that with more customizable Weapons (and a couple of Upgrades too) it is much easier to adapt to anything that suits your fancy.
The Evasion/Armor and Accuracy/Penetration distinction:
Currently, stats aren't as balanced with each other as I'd like them to be, and Armor/Accuracy builds are a bit better than others than they should. That said, it does play a part in representing the Real/Super Robot divide, and adds depth to the mechanics of combat that would otherwise be about a linear attack axis. They just need some rebalancing. With the better stats starting out lower and costing more to increase, the issue is mostly solved.
Tension and Timing-based Combat:
It has some issues currently, since each point is 1.5 damage, it spirals out of control pretty fast for anyone who hasn't spent a lot of UP on defenses. It does, however, do a lot for the anime feel of the game and makes combat more fun than the usual spamming of the same stuff over and over, so it stays. Though it will only affect Accuracy, and Penetration will no longer be rolled bringing it down to a +.5 Damage per point of Tension. Tension raisers are still too strong.
Genre Points and Powers:
A surplus of
Attributes, Skills and Traits:
Separate Plot Armor values are out, as is adding up Genre Points to calculate Defenses. The new Attribute of Awareness adds to each of the three old Attributes to calculate individual Defenses, and Willpower does the same for Plot Armor. The last new thing here is the Resources Attribute which handles rules for Equipment and Social Networks, mostly its function is that you make a Resources Test when you are looking for an object or information.
That's mostly it. In all honesty the brunt of new content is for Intermissions, to add a little more depth to conflicts there and make sure the rules for them are fun to use. Operations will remain largely as they are, but with a better back and forth flow to them. I don't have an ETA on this, but I've done the proof of concept tests already, so it is somewhere in the horizon.