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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.