One of the key goals behind the scenes was to balance the weapons. In order to do that we had to do some math within each weapon system. For example, we needed to make sure that all ballistic weapons using the same cartridge behave roughly the same, damage-wise, when they send that lump of metal in the direction of danger. Balancing weapons that use energy rather than bullets has its own set of problems because those weapons are so varied. Creating a mathematic model for each cartridge sounds simple but we learned early on that it was easier to create a new model for each weapon system rather than trying to design a model to match the existing systems.
Another benefit of that rebalancing is that you can now have interchangeable power packs for your weapons! How much energy used for this omega cannon per shot vs. how much energy for that laser rifle per shot? We figured that out. For purely energy-based weapons, we wanted to have a system that allowed someone to pick up an energy cell, which is the energy-based equivalent of a magazine filled with ammunition, and use it in any weapon. Now your buddy’s can throw you an energy cell and you can slap it into your weapon and start pulling the trigger.
The good news is that YOU don’t have to figure any of that out. We did all the math for you and all it cost us was a portion on our sanity. The other good news is that we also have the basis for creating new weapons systems that can be scaled up or down from the existing systems and still be game-balanced when compared with the current line up of weapons. If we hit stretch goals, you may just get a chance to see some of the new creations…
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Battlelords Quote of the Day
"He who laughs last, shot first"