# Boomerstation Battletech-style Mech Overhaul
###### tags: `In Development` `White Sands`
* Mechs require three basic components:
* Chassis
* Engine
* Equipment
* Mechs have two basic fitting resources:
* Powergrid
* Tonnage
* Mechs come in four basic classes
* Assault
* Heavy
* Medium
* Light
* Chassis…
* ...Are printed in eight individual pieces
* Head
* Center Torso
* Left Torso
* Right Torso
* Left Leg
* Takes manipulators as parts to determine tonnage bonuses
* Right Leg
* Takes manipulators as parts to determine tonnage bonuses
* Left Arm
* Right Arm
* ....Determine limb structural health
* ....Have armor placed onto them before they are attached, determining the armor value
* ...Determine the tonnage capacity for that section
* Three different tiers of Chassis
* Titanium Steel = Titanium + Iron
* Plastanium Fibrous = Plasma + Titanium + Iron
* Crystalline Hexaferrum = Bluespace Crystals + Titanium + Iron
* Engines…
* Are the heart of the Mech
* Type of plasma fusion reactor.
* Engine type determines power grid resource amount
* Determines base speed as well
* Each class of mech has its own engine type
* Should be limited to 1-2 for each mech class
* Should be a component that takes parts
* Cell - Gives -10%, -5%, +5%, +10% Power Grid per level
* Capacitor - Gives -10%, -5%, +5%, +10% Top Speed per level
* Micro Laser - Gives -10%, -5%, +5%, +10% Fuel Efficiency
* Mechs are NOT powered by straight energy/electricity
* Instead use equal parts plasma sheets and oxygen gas.
* Equipment
* Weapons
* Three main types:
* Ballistic
* Energy
* Missiles
* Reuse some existing weapon types from base mechs (?)
* Weapons use powergrid and tonnage
* Energy weapons use more powergrid, generate more heat
* Ballistic weapons generate less heat, use more tonnage
* Missiles use more tonnage and powergrid, but generate no heat
* Utilities
* Standard shit like DNA lock (?), rename, etc all come standard
* Some way to remotely remove DNA lock/locally hack the DNA lock would be great.
* Heat sinks increase dissipation of heat but require tonnage
* Auxiliary power plant increases powergrid at the cost of tonnage and heat
* Tools like mining drills still apply, although just take tonnage.
* Movement/Use
* Mechs move with a throttle instead of direct WASD
* W = Throttle up
* S = Throttle down
* Reverse at 1/3 max speed
* Limited cone of vision to the front of the mech
* Offset vision with ability to torso-twist 90deg left and right
* Weapon Controls
* Borg-style icon tray with weapons
* Group each weapon by type by default
* Two modes of fire
* Group
* Fires all weapons in the category
* Chain
* Rotates through each weapon type
* Weapons can be grouped manually using UI
* Can only fire in cone of vision, meaning if you can see it you can shoot it
* Build Interface
* Loadout screen similar to MechWarrior Mercenaries, but simplified
* “Try before you buy”
* Lets roboticists plan out their builds before investing material.
* Simulates all parts of the loadout in a drag and drop interface for equipment, dropdowns for chassis/armor/class/powerplant
* Should warn when a loadout is over capacity in a given category (powergrid, tonnage, heat generation etc)
* Note: TGUI makes this _reasonably_ easy but this could potentially be the most difficult part of the rework
* Roadmap of development
* New Mech type addition
* Keeps existing mechs in place
* New Base Object
* Single class (light) of mech
* Single Power Plant type
* Focus on getting core mechanics working
* Heat
* Assembly
* Movement
* Two examples of each weapon type
* Port existing weapons
* Adds the ability to print new “MechLab” and “MechFabber” boards for making new mech loadouts and printing parts
* MechLab as computer board, MechFabber as machine board
* Not mapped in this phase, must be created manually
* Simple Hyperink-Only UI with limited functionality
* Existing Mech Parity
* Adds support for existing mech equipment in new system
* Replicates features like DNA Lock etc from existing mechs
* First iteration of MechLab full interface
* Focuses on…
* Drag/drop UI for equipment
* Printing in fabber of current loadout
* Persistent/synced console for all users looking at it
* Backend support for
* Any export to copy/paste format of mech loadouts
* Simulation of powerplant/tonnage/heat
* Statistics display
* Adds medium/heavy classes
* Adds chassis component material variants
* Adds medium/heavy powerplants
* Phasing out old mechs
* Remove older mechs from:
* Maps
* Bounties
* Maps in MechLab and MechFabber machines/consoles to robotics bays
* Adds any remaining equipment not already provided in parity
* Adds armor variants for mech chassis parts
* Adds Assault mech class + powerplant
* Adds variant power plants for each mech class
* Adds weapons until there are 3 weapons of every type with a niche
* Full replacement
* Any final features not included in roadmap are completed here
* Polish, balance, feedback response
* not bugfixes, as those should happen continuously
* Full removal of old mechs from codebase.