This is a place mostly for explaining my vision about the changes i've done so far (didn't realize it was that popular) and for anyone who wants to talk about it.
Brief overview of my design philosophy regarding these: I generally, ultimatel,y like and enjoy how vanilla lancer players, and broadly, i work towards making the changes so that the game feels "closer" to itself, as it were. I like to make efforts to preserve as much as possible the things that might very well be weird in most contexts or that differentiate Lancer from other games, with as few changes as possible, and an emphasis more on cutting out "Jank" and boring options while preserving the things and moments people tend to enjoy the most.
- Structure and Stress I've talked about before already, but broadly, Structure was Too volatile and punishing, and Stress was something that your build either never ever ever cared about, or that killed you immediately, and together, enabled volatile death loops that punished non-agressive options.
- Overchargs changes were not because of overcharge itself, but because of the Overcharge loop gameplay. Changes to overcharge were done to kill the ease and ability to Over-charge-stabilize and benefit from all the potent danger zone combos before stabilizing, and to also make sure that Danger Zone builds had to actually think about how they get into the zone, rather than just go "i get heatcap ten and then overcharge until im in DZ", likewise, Overcharge's change was necessary due to how the new Stress Table works.
- Brace i felt would often have its difficulty brute forced and so i made a change to accomodate that, if you use something like rebakes, then the conventional brace might not be as weak in that context.
- Op Cal and Autostabs Down 🥳🥳🥳. I killed them both because they had to go tbh. turned into mods with different effects (in part to introduce more mod competition) and replaced them with non-dps options. if you want more damage then extra mounts and integrated and everything else is all right there.
- Serious there's a lot of changes, a new integrated for napoleon+ something else to do, Changes to the White Witch Armor, The Mourning Cloak Jump, etc. Barbarossa flak cannon, etc. check it out if you are interested.
- Operators and Assaults and whoever else random nobodies are now no longer universally good at invading just because ™
Final notes:
- I generally do not like changing the core mechanics of lancer (rewriting rules, new tags or conditions, etc.) and seek to do it as little as possible. I actually like and enjoy the base CRB version of lancer as it was pitched and am still willing to play it.
- I might always change, remove, or add things down the line, i have ideas im toying around with in regards to the base weapon types (this is a long shot)
- I might put Player Prestige/mastery traits here.
- If you see something missing you think should be on there and want to know why, the answer is either
A) i dont think i care enough to have a problem with it (its too fun, i find it easy to manage, etc.) these are things like nuke cav, superior by design, invisibility, etc.
B) i only like to make changes to things I am personally familiar with via long term direct usage/play in a campaign or campaign-like setting, to ensure i have a deep understanding both of how it works, and how it leads to problems that manifest in ways i think need to be cut (Ie i didn't change white witch until After i had personally used it, had it on my team, and gm'd for it, even though i had long heard everyone else's opinions on it and could have probably made an adjustment.)
