Guide to Designing a good Mecha

This is to help all of you out there that are designing your own mecha.
    Mute
  1. No overly cheap systems, or nothing too high tech either. Macross is science fiction, but it greatly differs from Star Trek or Star Wars or Babylon 5. Thus, you shouldn't really have stuff like 'molecular disintegrators' or other weird high tech stuff.
  2. Be logical. Make things practical. Don't make a craft invincible. No offense to anyone, but take a look at the Macross II RPG Site. The Bloody Mary and some other designs there are exactly what you DON'T want in a mecha. It's too overloaded with cheese. (No offense to anyone) Make things fair for the bad guys too.
  3. Don't throw systems onto a design if it doesn't need it. Not everything needs Active Stealth, BDI/BCS, etc.
    Tiglath PileserZ
  1. My thought, If you are an artist or know an artist, make a picture, something visual. Nothing is more annoying or so common as just a bunch of stats. visuals are a must.
  2. Try to think of a niche that other mecha don't cover, or abilities that would help the group as a whole. e.i.: electronic warfare, J-stars, a mecha with a good signal intelligence, a.k.a. ability to find and unscramble enemy transmissions would be good. The game is overloaded with more beat down type mecha, more missiles, faster speed etc. Try to balance, this mecha has more weaponry, but its slower, less maneuverable. Faster, more speed, less payload, how about a couple flaws for excitement or character, look at the Heavy Gear rpg for these.
    Sean Correia
  1. Research your mecha. Use what information is available to you and adapt it if needed.
  2. If you really want a system that's not really needed, e.i. Active Stealth, lower its power to only what is needed. Such as to stealth up any weapons that are on external hard points.
  3. Be creative, but don't go overboard. Fancy new weapons can be fun, but also pointless. Also think about where and how these weapons fit on the craft. e.i. gun units. What is in the way of the player from reaching the weapon, if and how the player can refill the weapon, where the extra ammunition for the weapon is stored, and what must be sacrificed for the extra ammunition (speed, maneuverability, weapons, etc.).
  4. Figure out how the VF transforms, and how many modes of operation it has. If it cant transform, fix what is jamming it up, or start over (do this as a last resort). If you cant figure out how your mecha transforms, look at other VF's for ideas.
  5. Think of a good background for the craft. Explain how it fits into Macross, and why it was needed.
  6. Try to use "proven technology" (engines, weapon, etc.). It can often make repairs for a craft easier and fast due to amount of spare parts. This might be especially helpful for large ships that face a large amount of combat.
  7. Think of a name that best fits your craft, and make sure that the name isn't all ready taken. e.i. The VF-11 THUNDERBOLT should actually be the VF-11 THUNDERBOLT III. The previous THUNDERBOLTS are the Fairchild Republic A-10 Thunderbolt II "Warthog".
Any other tips? Send them in.

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