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On the different dice thing, I think I saw a game where models all had the same stats but rolled different dice depending on how powerful they were? So say your target number was a 3+ a scroat might get a d4 whereas captain mcdoogle fancy pants might roll a d20, ring any bells? Probably something on ash barkers YouTube channel? I like the simplicity of the idea.
It's not new. Star Grunt used sliding die sizes. My grunts use d8s, Regulars, d10s and Heroes d12s.
I just want a dirt simple mecha game but they dont seem to exist.
I like hard science fiction - Traveller, Stargrunt, etc. - vice space opera. Don't like the Warhammer 40K fantasy-based type versions of the future. I also don't like generic rules-sets of the sort that Osprey has been going to, where the mechanics and game design are so similar whether the game is medieval, pirate, or the future. The game should be grounded in its background material.
Somewhere, recently, I read an overview of a rule set (space opera/distant future sci-fi) that assumed all shots fired would be hits. The game only resolved the effect of a hit, not whether it happened. At first I rolled my eyes, but as I got to thinking about it I figured it might not be that wrong. At least for something like an elite/well drilled soldier. I think that mechanics start to look like deja vu, because we see the world through our limited perspective. We assume that shots fired will miss, and perhaps that makes games interesting. We assume that soldiers shot at won't charge headlong into certain death (or at least assume that some heroic test of wills would be needed to do so). We assume that many centuries into the future we will still have guns with bullets and magazines, even if they are bigger and sport skulls and shoot exploding rounds. All of that assumes a very 20-21st century understanding of warfare, and so long as you start from that perspective I think you will always see a few similar ways to skin the cat.