We are in a Titanfall-inspired mech-based game currently with the incomparable @Dennis_Smithson. Here are the keys to me that give his game a Titanfall feel:
- When playing as a pilot, he keeps the action fast by letting us play fast and loose with movement.
- Key pieces of loot/abilities let us feel amazing: cloaking devices, clone devices, jump jets, slide jets, assault rifles, armor, grenades, etc.
- Human enemies are a threat, but not a huge one unless we are going up against another pilot. Thus, we felt badass against human and robot threats.
- Mech enemies are a major threat. I think two of us were downed with one failed save against a mech attack. We felt squishy agains them.
- Surge Capsules (as per the rules in the Altered State expansion) let us push the feel of the game and push the boundaries of what is possible.
In contrast, once we were in our mechs, we felt badass in a whole other way: several chunks per the rules that give our mechs 4 or 5 key abilities: bolt cannons, limit break swords, deflection shields, repair arms, flame throwers, mortar launchers, swarm missiles, etc. From there, the feel changes because Dennis masterfully:
- Made mech versus mech combat feel like a true back and forth battle
- With several chunks, we could assign damage anywhere, so you didn’t feel nearly so squishy, and combat takes longer; however, with only 5 hit points per chunk, you can’t just go toe to toe with another mech too long
- Against human opponents, we were gods. We easily crushed human troops by walking on them (no roll needed); picked them up and threw them across the map like dolls; and didn’t have to roll to mow them down. On the flip side, their bullets just plinked off of us ineffectually.
- Many of the normal mech functions were just hand-waived to a degree: anyone can overload your reactor and go nuclear; when your mech goes down, you auto eject and parachute down in a random D8 compass direction; you assign damage among systems (chunks); you can have another mech pull your pilot compartment off and attach it to their mech; your mech can be given commands when you are in your pilot form, and it will execute them (stand guard, follow, scoop you up), etc.
- And then he used several great maps, where we felt the scale difference. As humans, the highway was a huge space, but then once in mechs, a large battle map had us fighting across the whole city. That kind of ability to “zoom in” and “zoom out” (easy with our VTT game) to discrete spaces and then larger ones is key.
I am probably missing a few, but because Dennis leaned into those pieces, our game definitely had that killer Titanfall feel. We felt totally badass on both sides of the coin, which I think is the key to that Titanfall game.