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#1
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HAAM suits.
These very much need an update. They are to useful to discard and too powerful to give out to players as more than one or two. |
#2
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TMP in many ways seemed like someone brainstormed a post-apocalyptic game, and then decided to just include every idea without asking if they were consistent or made sense. The HAAM suit is wildly inconsistent with the rest of the game, and so mismatched in power that I cannot see any way it could be used in a game without making every subsequent mission a joke.
Kill it. Or change it to something much simpler and more limited. |
#3
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Think when the game was originally developed and what where the sci-fi games at that time to compete with?
Aftermath and Gamma World, there are others, but the names escape me at the moment. So we have the Blue Undead and HAAM suits and other oddities in the game. Do they make sense, no in most cases, but they make sense if you are developing a game in that time period. |
#4
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The HAAM suit and Blue Undead scream Gamma World to me, but that was the mistake - be distinctive, don't copy! And now is probably not a good time to emulate games that were popular so long ago. TMP 4ed should have no qualms about overwriting the decisions of 3ed and older.
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#5
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No Blue Undead in 4th edition.
HAAM suits are acceptable because the Project only has about seventy or so, one per Mars 1, one per Science 1, one at each regional command base and one at each of two regional supply bases. With twelve regions that accounts for 48 suits. If PB1 and PB2 each have ten for MARS service or as replacements that makes the total 68. Most HAAM suits went to the US military (p. 186, 4th ed.). If the WoK were able to secure a US military base (pre-war) where HAAM suits were being issued then WoK might have ten to a hundred suits. After 150 years maybe half survived and are still functional. |
#6
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Why so few, when they are so unbelievably useful and powerful? And how did the US military get any, I thought they were always a Project invention?
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