I'm tempted to try and run a mecha-theme gladiator game.
To even try a gladiator game with my track record while school is active is a horrible, horrible idea, but I can hopefully alleviate this with simple mechanics and no drive to update more than twice a week:
Mecha can be anything, there are three presets but for core factors they are all the same. Now then, there are three kinds of builds, all of the presets are midweight.
Lightweight mecha have little HP and can carry only one offense system, but have the benifit of a dodge save: a 1/3 chance to dodge one would-be successful killing blow.
Medium weights have average HP, can carry two offense systems, and gain no real benifits other than versatility.
Heavyweights have more HP and can carry 4 offense systems, and get an extra system slot.
Any mecha can have 4(heavies have 5) systems. A system is one of the following:
An Offense system, which is anything to be used as a weapon to cause damage.
A Defense system, such as better armor, shields, etc.
A Movement system, which allows counterattacks and dodges (low activation chances though.)
An Automatic Action system, such as flares, smokescreens, things that go off when triggered (missiles set off flares, etc)
A Direct Fire Missile, which gives single-use missiles to use as an attack.
The presets (if you don't feel like naming and describing your own mechs:)
Sakata "Superdome"
"
A mecha known for it's versatility on and off the battlefield. A third-generation Sakata build, it's only begun to fall out of use in armed forces despite it's age."
MRX "Rock Lobster"
"
A mecha built for amphibious assault. It's core contains it's sensors instead of having a "head", and has a built-in stabilizing fin that gives it a lobster-like look. Can be made to work in adverse terrain with slight modifications. A MRX fourth generation often used by search-and-rescue teams as well as combat engineers."
Echelon "Witch Hunter"
"
A mecha built from the ground up as a sniper platform. It dosen't have the weight of other snipers and stays bipedal, and offers stability other bipeds cannot match. It's a current(5th) generation mecha by Echelon."
Now then, I might not -ever- run that. Feel free to do whatever with the expressed ideas, but I probably won't.
The other idea was another mecha game- a racing mecha game.
Tracks are varied, and the system is basically the same:
Mecha here have three stats: Speed, Control, and Durability.
(Mecha are divided into classes based on amount of total stat points but that's for later)
The players all start in D Class with either a base mecha or an approved mecha of their description and design.
The base mecha are as follows:
MRX "Red Star"
A conversion of a military machine, where instead of armor more powerful and stable legs are used. A bipedal racer with good control and durability but lower than average speed. (3,6,6)
Sakata "Tarantula"
A larger spider-build mech made by Sakata in their early days. It's old and bulky but offers good speed and durability. It's harder to control than average, however. (6,3,6)
Lunis "Rum Runner I"
An old and cheap false triped design. It's got two legs with wheels and a stabilizing fin that skids along the ground. While fast and easy to control, it's notorious for it's lack of durability. (6,6,3)
Formula "Warp"
A variation of Lunis's Rum Runner that sacrifices the little defense it had for pure speed. While very fast for it's class, it can't take hits at all. Sometimes used by pros to show how awesome they are at driving. (8,6,1)
Echelon "Tanker"
A large quadruped wheeled design. It's got great control and good durability but will be left in the dust by even non-racing mecha. (1,8,6)
Bandit "Frigate"
A large jet-leg design. The controls were reportedly installed by monkeys on LSD, but it has speed and highly superior durability. (6,1,8)
Sakata "Superdome R"
One of Sakata's first forays into the racing world, this is a Superdome refitted for racing. It's suprisingly balanced for the job, but excels in no particular area. (5,5,5)
All racers can have 2 systems. Racing systems differ as follows:
Sub Engine - Increases Speed.
Turning Control- Increases Control.
Reinforced Armor - Increases Durability.
Enviroment Adaptation - Allows you to traverse unusual or harmful terrain specific to the system.
Mobility Adaptation - Allows you to access places you couldn't normally specific to the system. May give autosuccesses to certain obstacles
Rocketbox - Allows you to attack another racer ahead of you once per race.
Cup Holder - Allows you to place a drink in your vehicle and have your hands free at the same time. It actually does something, but it's not directly involved in the race.
Terrain changes variably from course to course, such as the first track I laid out:
The Sakata Agriculture Dome (D Class Cup)
This course is a single-lap medium length course. There are four legs to this course.
The first leg is inside on paved track. There is a single shortcut and various obstacles.
The second leg is outside and is a dirt track. There are two paths that reconnect.
The third leg is outside on a dirt track. There are two paths that reconnect.
The fourth leg is outside on dirt track. There are two shortcuts.I probably will run this using this information and finished systems.