So then, the idea behind this is post-apocalyptic mech wars- that never end.
First off, you need to create a [Base.]
You can spend up to 350 points on each of the three sections of a base, in blocks of 25 points.
Agriculture: 5 points supports one crew.
Hangar: Every 10 points allows for another mech to be stationed, however, it takes 25 per mech to be able to upgrade and repair.
Defense: Defenses are your base's defense against invaders. Every 25 points in this gives another 100HP to the health of your base.
Once your base is made, you'll require a [Crew.]
Crew members are as follows:
-Researcher: Once per turn, generates one Research point. You can spend these on weapon suggestions. More points means more chances to get the weapon, however, it must be reasonable (If it's got amazing power, it won't have much ammo or something.) If a request is bad, no points are lost.
-Engineer: They can repair a unit once per turn, and can use a Research point to increase one of your mech's stats.
-Backup Pilot: Not required. They can bring out a mech during an assault without the need of the base's controller to be online (I.E., you say 'Retreat at x HP, blah blah, and I'll do the fighting.)
-Speaker: Needed for trading between bases. If two players agree to a trade and have a Speaker, then it's a viable trade.
-Interrogator: Capturing an enemy unit and having this on base allows you to obtain one of the enemy technologies or mech parts you don't have.
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If you really don't feel like messing with anything, grab an Engineer and two Researchers at start, then maybe grab a Speaker and Backup pilot.
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Mechs have three components, shells, cores, and mods.
The shell is the most basic of the suit, determining how many weapon slots a mech has and all stats except for Shields and Energy.
Cores are generators, they determine sheild strength and generator power.
Mods are parts that modify the basic stats of a shell and generator. They are not mandatory, but they are the most common drops.
The first three starter shells are:
Regulator:
HP 250 (Total HP. If this reaches 0, you're toast.)
Speed 5 (Turn ordering. 1-10. Highest moves first, in the case of equal speed, 6d roll. Highest goes.
Weapon 3 (Weapon slots. You can equip three weapons.)
Mod 1 (Total mod slots, it's how many mods you can have on.)
Kitsune
HP 200
Speed 7
Weapon 3
Mod 1
HVAU-01
HP 300
Speed 3
Weapon 4
Mod 1
--Cores--
-Law-001
Shield 100/10 (Shield HP. This has to be depleted before the core takes damage, unless the 10 energy it takes to keep up isn't there.)
Energy 200/25 (Total generator energy reserve and energy per turn generated. With the shield, it only generates 15 energy per turn.)
Type [Furnace] (The type of generator. Only applies during certain battlefield circumstances, like rainy weather and such. Furnace types are less efficient subtract (1/3 of generator power per turn) from the power per turn. Mechanical types are less efficinent in dry or dirty enviroments like deserts or ruins, with the same subtraction. Hybrids do not lose any power anywhere.)
Youkai II
Shield 150/15
Energy 100/30
Type [Hybrid]
Mythril-C
Shield 50/0
Energy 300/20
Type [Furnace]
---Mods---
None are available at start, but defeating mechs or completing other tasks often net these.
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Weapons come in three variants, metal, heat, and chemical.
Metal weapons do not have any fun modifiers.
Heat weapons cut through a shield with damage x1.2, but do less to a shell at x0.8
Chemical are reversed, x0.8 shield damage and x1.2 shell damage.
Weapon stats depend on the type of weapon.
There are also starting weapons to choose from:
Rifles
[spoiler]
Anubis-I
Fire [10/3] (Damage and fire rate. 10 is base damage, 3 is the number of attacks and ammo consumption. This rifle, assuming all shots hit, does 30 damage.)
Ammo [30M] This shows ammo type and total. This weapon has 30 metal shots. M is metal, H is heat, and C is chemical.
Accuracy [80] The chances of an attack hitting out of 100. So this hits 4/5 times, theoretically.
Mantis-I
Fire [30/1]
Ammo [20C]
Accuracy [90]
Carat I
Fire [5/5]
Ammo [50H] Heat rounds use either ammo, or, if the box reads "HE", the number is the energy consumed by the rifle from the generator.]
Accuracy [75]
---Launchers---
Launchers have two extra stats, [type] and [launch]. Type is the missile type, which can be "Ballistic", "Charge", or "Chaff". Ballistic is straightforward, like metal bullets, Charge ignores shields but are often not very good to use other than this fact, and Chaff missiles are a guaranteed, but often cheap, hit. Launch is either [Horizontal], which has no fun additions, [Vertical] which hits the next turn, and [Angled] which always fire at the start of a turn.
-Dragonbreath 01
Fire [40/1]
Ammo [1]
Accuracy [80]
Type [Charge]
Launch [Vertical]
ERMS-01
Fire [15/3]
Ammo [9]
Accuracy [85]
Type [Ballistic]
Launch [Horizontal]
Lastly, there are blades.
Blades only have Fire and Accuracy stats.
Fox Fang
Fire [10/4]
Accuracy [80]
Scorpion
Fire [30/1]
Accuracy [85]
Rapier-X
Fire [50/1]
Accuracy [20]
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So now you have your base and your fully built mech. Two last things before you're done though...
Pilot Stats
This is simple. For every 3 kills a pilot gets, a level point is given. Level points are used on these:
Rifle Aim : Rifles gain +5 accuracy for each point, but cannot reach over 95 for a rifle.
Launcher Aim :Above with rifles.
Blade Combo : For every two points, gives another strike with blades.
Rife Capacity : Each point raises total rifle ammo by 5.
Launcher Capacity : Same as above with rifles.
Blade Critical : Each point gives a 5 percent chance to deal an extra 10 blade damage
Escape: One point allows a pilot to be retained after death. If he/she loses in combat, this point is removed along with three out of every four points in other stats. In such a way that 2 points becomes 1 point, and 5 points becomes 2 points.
Pilots need a name, age, gender, and page with all the information from this page. People in your base can be given as littte of a description as "researcher" to something more dwarfy.
With pilot stats down, a base, and a mech, there's just one last step, i pwomise.
Location. This has no effect until we get 8+ people. You can have any of the four theatres: Northern, Eastern, Southern, and Western. Each has it's own common weather, battlefields, and tasks to do when not PvPing.
It sounds really complicated, but it will get easier once everything is made. Changing something out is a simple copy/paste. You have near direct control over new weapons, and they can always be whored through tasks...
Tasks: There are things to kill. Go do it, and you get rewarded with some random drops. If you do well, you may get to name a never-before-seen part, mod, or weapon.