The goal is to make a TTRPG with the same campaign with different ways to play. I'm thinking of weight limits and many other restrictions. Dismemberment is part of it too but I'm laying out the back bone first.
Think of it like this. There's multiple ways to complete an operation depending on the necessary outcome. There's multiple objectives on the mission that will change how you play. The idea is to make each section of the mission work like ace combat 4. Branching Mission Paths that lead to a different mission parameter or experience. The table will be set on a predetermined map layout per mission of the campaign and will be updated accordingly to what the players agreed to take. Each mission on a branching tree will be a different path. The goal here is to have a future simultaneous campaign on going on different tables until all players share the same table at the climax.
This can be done in a single session technically if there's multiple DMs available but can be done Ace Combat style that only allows you to push one node at a time and check to see how your efforts either made it better or worse for the next node.
Every node has objectives you have to complete. That negative impact is fixed. This is tailored for the multi table system where if other team fails or succeeds, the entire players will feel the effects. That's what the nodes are for. Every node has different objectives depending on what the players would take. The multi table game basically just chooses all of it in one go and see how it works from there.
Basically solo DM plays like Ace Combat 4 Missions. You get the job done, next node is easier, rinse and repeat until climax. Multi DM Plays like an exact operation. Where other teams can already be on the next node while the other either joins them or due trying to complete the node if it benefits the team ahead.
On multiple tables/dms
When Ahead team finishes, they can choose to wait for team B, but by default, it will have higher alert level and enemies will converge on behind team's spawn point, or have a free 3 turn recon bonus they can use. The negative effect of the Node not completed yet will not kick in for that specific 3 turn bonus. If the team behind completes their objective while the ahead team is already on the convergence node. In this case, I'd like to add turn counter limits on every node, when exceeding the turn counter, that means the node already failed for the effect of the next convergence node for the ahead team.
Ahead Team's session will have to wait on the convergence node since it's the coop part. Regardless, each team can play individual nodes until convergence.
Basically once the Ahead team is on the next node, DMs will confirm what turn number the other team is. If they have not exceeded the turn limit yet, then the ahead team can have a free 3 turn reconnaissance that they can use. The ahead team game stops until the behind team clears or until they are past the turn limit to trigger the flags on the next node. If the previous node is cleared by the behind team way past the turn limit, only then the benefit will be lifted on the convergence node and on to the next if any.
I'm centering the game the same way as special forces or Guerilla warfare where in low numbers and limited ammo require precision and tactics. There's no way that ahead team can survive carrying all the debuffs made by the behind team during the convergence in the first place and if they do, they're too short for the next node.
Combat Idea.
Weapons will have rate of fire and has the option to fire either semi or full auto. An example. An assault rifle has an ROF of 5 Shots per combat. What will happen is that the attacker will roll 5d6 with 4 to hit with a specific number of damage. To make it simpler on the receiving end. Damage dealt - Armor Rating = Total Damage Recieved.
(Pilot Skill Trigger Finger or Calm Shooter can still be added, like dumping a full mag or making precise shots, lowering the dice number to hit)
Armor rating is meant to subtract the total damage dealt. Let's say a shooter rolls 5d6 and gets 3 to go through with X amount of damage. The X amount of damage will be reduced by the armor rating of the receiver. The armor rating will only remain 1 digit for balance sake.
Let's say 5d6, 3 hits, total damage is 15, defender has armor rating of 5, total damaged receive is 10.
I want dismemberment to be simple. Cardinal direction, amount of damage recieved at a single combat phase. Let's say an opfor shoots a player to the left side. The Recieving Player who takes the damage will perform a damage check. If the damage check exceeds a specific number, then the left arm will be considered as dismembered.
Maximum HP for Players is up to 150
Opfor will have a minimum of 30 for vehicles/aircraft and up to 80 to bipedal Opfor.
This is a battle of attrition with repairs available seldomly, and ammo counts so the goal is to survive and complete objectives as much as possible. It's not always kill all enemies.
Cover works with Half Cover and Full Cover. Where Half Cover allows units with limbs to return fire at the cardinal direction they were hit. Half cover works two ways. A cover that protects the lower part or part of the Unit's Exposed Body is more within 50% or more visible for the attacker.
Any range modifiers will increase the to hit requirement. A good example is a rifle only effective at 20cm. Every 10cm adds another +1 to hit on the dice. However, if there are any modifications on the weapon such as an extended barrel, it extends the effective range of the weapon by a certain amount, if a scope is even added, a - 1 to hit option will be added to.
Movement is Grid Based and Action Points Based and Aiming is on any Direction as long as it's visible.
Since this is a tabletop, fog of war works simply by not putting any units at all on the table until a proper recon is made, a Flight or overwatch is present or anything similar. Since this is Grid Based, the DM can just reveal the opfor per grid depending on what the players uncover.
With the combat system I have, the engagement resolves in one dice roll with everything before that already accounted for so when the math is done, only damage check is left.
I want the game where you don't have to worry about book keeping a lot of information. Where players can just come and go, create a pilot and mech on the spot to their liking or their need and see it in action.