**The vehiclening of TGMC** Walance doc in the implementation of vehicles in the game In this doc I'll explain the overall goal and walance of vehicles. Thanks to tivi, multitile vehicles are back in town, so in an effort to move TGMC ever fowards I've decided that they should get added into standard gameplay, but I can see you asking "Kuro vehicles are terrible, I hate them, how are you gonna make them fun?" Well, idk, but I'll try. # The Basics * Two new roles will be added, Attack Vehicle Crew and Support Vehicle Crew, which will be responsible for the overall usage of vehicles and their related activites. The ammount of VC's in any given round is up for debate, but since vehicles need 2 people to operate (mostly) it will be more than 4. * Vehicles will be separated into 2 groups Attack and Support. The VCs, at the start of the game, can spawn one vehicle of each category, related equipment is free unless specified otherwise. Obviously Support VC will spawn a support vehicle, and attack VC will spawn a attack vehicle. * Support vehicles provide a mobile defensible position that can support marines with logistcs, transport or groundside medical care and etc. Attack vehicles provide offense, duh. * Ramming does not stun xenos, instead it flings xenos away after doing some damage. ## The Ramming Ram does melee damage, does double damage to Rwalls, normal damage to everything else. * Light (Jeep) 100 * Medium (LVRT, APC, etc) 200 * Heavy (Tank and anything in that weight class) 300 * Super Heavy (Heavy hover tank) 400 ## The Xenos (wait what) Yeah ok so how are xenos gonna deal with these guys, as we all know the main source of hatred of vehicles come from the fact that they are mobile multi tile blockers, and also hard to kill. But TGMC has a sekrit solution to this, a very basic function, the jump. So xenos are simply gonnna be able to jump on top and out of vehicles, while on top, the vehicle itself cant hit said xeno, only marines from outside of it can shoot it down. Of course humans can also jump on top of vehicles. Some xenos have special interactions with vehicles. Acid spits deal regular damage. Gas also deals regular damage. Charge moves like crusher charge deal double damage. Resin spit, or resin in general, slows down vehicles by 2 SECONDS to move delay. Neuro, and non acid gasses in general, dont affect vehicles. Abilities that slow down (like puppeteer fear), or confuse (like kingus confuse), deal a similar effect on vehicles. Effects of specific abilities Crusher - Immune to being pushed&ram damage Rav ravage - Deals additional damage against vehicles due to hitting it 3 times if in the middle of the hitbox Crusher charge - Deals heavy damage against vehicles Defender fortify - Immune to being pushed&ram damage Rav charge - Additional damage? Queen screech - Prolonged stun of crew (might already get stunned) ## The FF Only guns with mentioned IFF are IFF, otherwise they are not. Marines can only shoot over vehicles if they have IFF. Mobs on top of vehicles do not need IFF to shoot over said vehicle. ## The Jumping Mobs can jump on top of vehicles, they can move on top of it and can jump down to return to ground. Human mobs however cannot stay on top of vehicles that are in movement, if a vehicle moves while a human mob is on top, said human mob will be flinged off, the flinging will either be from center of tank or on opposite side of movement. Some vehicles will be the exception to his rule, but the vehicle description will mention that. Xenos on the other hand are not affected, and can stay on top of vehicles indefinetly. While xenos or humans are on top of a vehicle, they can initiate a channel to forcefuly open the hatch/window and enter the interior of said vehicle. # The Vehicles ## Support ### Jeep ![image](https://hackmd.io/_uploads/rJoDCKIsa.png) The most basic of vehicles, Jeep can hold up to 5 passengers, is moderatly fast, lightly armored, and can have some modifications. This vehicle has no inherent offense although marines can shoot out of it. While inside Jeep, if its moving, shooting out of it will incur a scatter and accuracy penalty. - Stats - Health:450 - Armor: 20 on melee/acid/fire, 35 on the rest - Move delay: 0.3 SECOND - Ram damage: 20 - Size: 2x2 ### Modifications: **Medical Jeep** ![image](https://hackmd.io/_uploads/r15vcjwoT.png) * The jeep has a medical vendor and a operating table inside. **Mounted Machine Gun Jeep** ![image](https://hackmd.io/_uploads/rk0SqiDoT.png) * Adds a Mounted machine gun * The machine gun has MMG stats * Increases melee/acid armor to 40 and the rest to 50 ### APC ![image](https://hackmd.io/_uploads/SkqSk5Isa.png) The main support vehicle, carries up to 12 people, can be modified with (up to debate). Moderatly armored, moderatly fast, has some offense built in. * Health:700 * Armor: 40 on melee/acid/fire, 60 on the rest * Speed: 0.5 second * Size: 3x3 * Has a built in gun, the gun is basically a GPMG stat wise. ### Modifications **Medical APC** * Adds a vendor and a operating table inside * Overall space in the interior is reduced **Infantry Support** * Adds a directional light that faces foward from you, 7 tile range * Adds a built in mortar, marines can use it from inside the apc * Adds clothing and weapon vendors inside apc **Logistics Support** * Adds a req beacon * Adds a req request console * Adds engi vendor * Bigger interior * Has a sandbag dispenser inside of it ## Attack ### Tank ![image](https://hackmd.io/_uploads/Syk6y9Ija.png) The one and only, the most feared and hated. Tank is the main attack vehicle, carrying up to 4 people, having the most modifications, being highly armored albeit slow. Also obviously, has high direct offense. **IMPORTANT, GUNS WITH THE MANUAL STAT NEED TO BE MANUALLY LOADED FROM INSIDE, GUNS WITH AUTOMATIC STAT ARE AUTOMATICALLY RELOADED** **Stats (God help me)** * Health: 950 * Armor: 50 on melee/acid/fire, 100 on bullet, 100 on laser, 100 on bomb 90 on the rest * Hard armor: 20 bullet/laser/energy 30 bomb * Speed: 0.9 seconds * Size: 3x3 #### Weapons ## Main weapons ## LTB Cannon (Manual) (Not IFF) * Fires a rocket * Damage: 150 * AP: 50 * Explosions: 3 heavy 5 light 0 throw 3 flash * Rof: 5.0 SECONDS * Scatter: 0 * Accuracy: 90 * Mag size: 1 shell * Manual reloading time: 4 SECONDS * Ammount of ammo per racket: 20 ### Ltb alt Ammo * **Scatter Shell** * Works like the mech light cannon * Rof: 3 Seconds * Spread: 10 * Damage (stats are per spread): 30 * Ap: 15 * Sunder: 0 * Falloff: 7 * Scatter: 10 * Accuracy: 90 * Reload time: 3 Seconds * Ammo per racket: 150 ## Minigun (Automatic) (IFF) * Its a minigun, has to spin to fire * Damage: 30 * AP: 10 * Sunder: 0 * ROF: 0.10 SECONDS * Falloff: 2 * Scatter: 15 * Accuracy: 80 * Mag size: 150 * Reload time: 3 Seconds * Ammount of ammo per racket: 500 ## Laser Auto Cannon (Automatic) (IFF) * Fires continuous stream lasers * Rof: 0.30 SECONDS * Damage: 50 * AP: 20 * Sunder: 2 * Falloff: 2 * Scatter: 0 * Accuracy: 10 * Reload time: 3 Seconds * Ammount of ammo per battery: 500 ## Railcannon (Manual) (Not IFF) * Fires one high damaging bullet, the bullet has wall and mob pierce * Rof: 10 SECONDS * Damage: 250 * AP: 30 * Sunder: 0 * Falloff: 2 * Scatter: 0 * Accuracy: 100 * Mag size: 1 * Reload time: 8 Seconds * Ammount of ammo per racket: 10 ## Plasmacannon (Manual) (Not IFF) * Fires one high damaging plasma ball, on impact, does a energy explosion * Rof: 7 SECONDS * Damage: 200 * Explosions: 2 heavy 4 light 0 throw 2 flash * AP: 40 (uses energy armor like all plasma guns) * Sunder: 15 * Falloff: 4 * Scatter: 0 * Accuracy: 100 * Mag size: 10 * Reload time: 8 Seconds * Ammount of ammo per racket: 20 ## High Intensity Flamer (Manual) (Not IFF) * Fires a glob of Xfuel, each shot consumes 10 fuel * Rof: 6 Seconds * XFuel stats otherwise * scatter: 5 * Accuracy: what accuracy lol * Reload time: 5 Seconds * Ammount of fuel per tank: 150 ## BFG (Req Weapon) (Manual) (IFF) * Gun cost: 1600 * Ammo cost: 200 * Fires a green ball of energy that does a aoe zap (like tesla) on all mobs in a 5x5 area around it * Zap stats * Damage: 150 * AP: 50 * Sunder: 0 **Gun stats** * Rof: 8 Seconds * Scatter: 0 * Accuracy: 100 * Reload: 4 Seconds * Mag size: 5 * Ammo per racket: 50 ## Secondary weapons ## Machine gun (IFF) (Automatic) * Normal machine gun * Damage:30 * AP: 10 * Sunder:1 * rof: 0.20 * Scatter: 5 * Accuracy: 100 * Mag size: 150 * Ammo per racket: 500 * Reload time: 1 Second ## Low intensity Flamer * Fires a stream of fire projectiles, they leave 1 red fire tile on hit and apply fire stacks on a direct hit. * Rof: 0.20 Seconds * Red fire stats otherwise * scatter: what scatter lol * Accuracy: what accuracy lol * Reload time: 3 Seconds * Ammount of fuel per tank: 150 ## TOW launcher (IFF) * Fires 1 homing rocket * Rof: 5 Seconds * Damage: 100 on direct hit * HEDP explosion * Reload time: 6 Seconds * Mag: 4 rounds * Ammo per Racket: 20 ## Mini Laser Gun (IFF) (Automatic) * Normal machine gun * Damage:20 * AP: 5 * Sunder:1 * rof: 0.15 * Scatter: 5 * Accuracy: 100 * Mag size: 200 * Ammo per racket: 600 * Reload time: 1 Second #### Utility ## Zoom * Increases view range, tank can fire while zoom is engaged ## Overdrive * Increases speed, -0.2 Seconds to move delay. * Should probably rework it to be a boost fowards, doubling ram damage. ## Smoke launcher (Antigas or Stealth) * Deploys smoke around the tank in a 6x6 area * Cooldown: 30 seconds ## Anti Infanty Device System * Fires a scattering of 10 mines in a cone. * Cooldown: 60 seconds ## Active protection system * Fires a laser at a target projectile, destroying it before impact. * Destroys boiler globs, behemoth's rocks and rockets. * Cooldown: 35 seconds ## Mine Destroyer * A attachment that automatically destroys mines,resin holes and removes resin in front of the tank. Think CM snow plow. ## Shield Energy System * A attachment that deploys a arrowhead like shield on the tank and on all mobs around it in a 6x6 aoe. * The shield has a value of 150 on tank, and 50 on the other mobs affected by it. * 30 seconds cooldown on each mob after shield breaks. * 10 second regen delay on tank. ### Artillery vehicle ![image](https://hackmd.io/_uploads/B1oGx5Ljp.png) Placeholder sprite * **Health:** 650 (Slightly better than a Jeep) * **Armor**: 20 on melee/acid/fire, 40 on the rest, 70 Explosive * **Hard Armor**: 10 bullet/laser/energy * **Speed**: 0.7 second * **Size**: 3x3 * **Passengers**: 2+1 (1 for a Loader, 2 for Gunner/Driver) * **Racket Size**: 10 for Howitzer, 20 for Infantry Support #### Weapons - Howitzer - DESC: A full length howitzer made to fire indirect at opponents. - Racket Size - 10 - Indirect Capable? Yes [Indirect fire works excatly like mortars/howis, get coords fire at coords.] - Direct-fire Capable? Yes - Shell types - Identical to howitzer shells, save for a slightly worse payload overall. Numbers to be decided upon later. - HE (HE.) - Incend (Incend.) - TFoot (Tfoot.) - Infantry Support Gun - DESC: A low pressure gun equipped to fire heavy HE rounds, can fire indirectly but is direct fire focused. - Indirect Capable? Yes - Direct-fire Capable? Yes - Shell Types - Bigger than mortar payload by a bit. - HE (HE.) - Incend (Incend.) - HEAT (Works like RR HEAT.) - GLKATGM (Fires a less lethal AP Rocket, moves at incredibly fast speed but has no tracking and is less lethal than most ATGMs, however it does sunder the target on hit unlike most of them.) #### Utility Utility list here #### ~~Light Recon Vehicle~~ Shelved for now ![image](https://hackmd.io/_uploads/BkAxIZuoa.png) - Health: 350 (Slightly better than a Jeep) - Name: Reconnaissance Fighting Vehicle (Tracked) (RFVT) - Armor: 25 on melee/acid/fire, 50 on the rest - Hard armor: 15 bullet/laser/energy - Speed: 1.5 seconds - Ram damage: 20 - Size: 2x2/2x3/whatever kuros sprite turns out like - Passengers: 4+2 (4 Passengers, 2 for Gunner/Driver. Certain configs might have more.) - Racket Size: 30 for Infantry Support Gun and Autocannon. * WEAPON - Clip Autocannon * DESC: A slow firing clipfed Autcannon, fires at high pressures for an autocannon. * Magazine Size: 8 * TAG: AUTOMATIC (I'm not sure how this reloads but it should swap mags every 2 seconds for your average RARDEN gunner) * Fire Delay: 0.45 SECONDS (Very slow firing.) * Indirect Capable? NO * Direct-fire Capable? Yes * Reload time: 8 Seconds * Ammount of ammo per racket: 10 * Shell types - Autocannon. * APDS * Damage: 40 * Bonus Damage Against Walls: 35 * AP: 50 * Sunder: 1 * Falloff: 1.5 * HE * Damage: 20 * AP: 30 * Explosion Range (Light/Weak): 3, 4 * Sunder: 0 * Falloff: 1.5 * WEAPON - Low Velocity Cannon * DESC: A rather low caliber cannon, can be fired quickly at the cost of explosive power. * Magazine Size: 1 * Fire Delay: 1 SECONDS (Very fast firing if you can load that fast.) * Indirect Capable? NO * Direct-fire Capable? Yes * Shell types - TAT, basically. But no aim mode. - APHE * Damage: 150 * AP: 30 * Explosion Range (Heavy/Light): 3, 4 * Sunder: 15 * Falloff: 1.5 - HE * Damage: 120 * AP: 40 * Explosion Range (Heavy/Light): 4, 5 * Sunder: 0 * Falloff: 1.5 ### Heavy Hover Tank ![image](https://hackmd.io/_uploads/rJg9XLf2a.png) This is for when everything else on the list is added. Consists of 1 primary turret which can fit 2 primary guns, 2 secondary turrets which can fit 1 primary gun each, 4 tertiary turrets that can fit 1 secondary gun each, and 5 emplacement positions that can field 1 emplacement gun each, a emplaced gun needs a marine to man it. Each gun has a limited firing arc set to the side they're looking at. The main turret has a 360 firing arc. **Stats (God help you)** * Health: 2500 * Armor: 70 on melee/acid, 100 on bullet/laser/energy, 80 on everything else * Hard armor: 30 hard armor on bullet/laser/energy/bomb * Speed: 1.2 Seconds * Size: 5x5