Grunts vs Aces: Is there a difference?

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Grunts vs Aces: Is there a difference?

Postby Omniscient Frog » Sun Aug 19, 2018 7:41 pm

(not sure where to put this, so for now it's here)

I was brainstorming frame concepts earlier when I realized something. In the descriptions for some of my frames, I've said stuff like "X frame has more raw output potential than Y frame." However, in game there is no difference between the two aside from cosmetics. They both have the exact same base statistics: d6wd6w. By the rules of the game, no one frame is inherently superior to any other frame, despite the lore of some frames stating that they are.

To use another (hopefully clearer) example, a Gundam is inherently better than a GM, yet both would have the same d6wd6w if brought into the MFZ universe.

I'm not trying to complain about the game. This one aspect isn't going to ruin MFZ for me. But I do want to try and start a discussion, and ask of those more experienced: how do you deal with this disparity between lore and gameplay, if at all? What differentiates your ace units from your run-of-the-mill soldiers? How does a hurdy-gurdy Trundle (no offense to Trundles) manage to keep pace with a state-of-the-art Super-Chub?

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Re: Grunts vs Aces: Is there a difference?

Postby Atavism » Sun Aug 19, 2018 7:58 pm

You can run frames with fewer systems. I've fielded conscripts with 3 systems as the underling units, for example. Otherwise my heros and officers are just better colors or specialist loadouts.
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Re: Grunts vs Aces: Is there a difference?

Postby Blorf » Sun Aug 19, 2018 9:33 pm

I've explained it in other ways. For example, my Razors supposedly have enhanced armor. But that armor doesn't actually keep the frame operational longer, it just does a better job of keeping the pilot inside it alive when the frame is attacked. In gameplay terms, it's an irrelevant difference.
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Re: Grunts vs Aces: Is there a difference?

Postby CmdrRook » Sun Aug 19, 2018 9:37 pm

Or a fundamental part of the build may advise loudout options, as you may give a quad d6G for the extra limbs, as an example in the book gives. It's reasonable to believe that if you did, other quads you fielded would also have a similar d6G.
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Re: Grunts vs Aces: Is there a difference?

Postby Mantisking » Sun Aug 19, 2018 10:16 pm

Omniscient Frog wrote:I'm not trying to complain about the game. This one aspect isn't going to ruin MFZ for me. But I do want to try and start a discussion, and ask of those more experienced: how do you deal with this disparity between lore and gameplay, if at all?

I pitched lore out the window. I think I'm one of the few people more interested in assembling cool bits of Lego than in telling a story.
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Re: Grunts vs Aces: Is there a difference?

Postby VitorFaria » Mon Aug 20, 2018 12:37 am

There are official optional rules for ace units in RA!

The trick is that it's written on the very end of the IO book, actually, as it's a section that gives a suggestion on how to incorporate RA matches in an IO campaign.
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