This is what I have so far for a rewrite of the rules. It is basically re written as an F.A.Q.... It isn't complete, but I hope it will explain enough that anyone who hasn't followed the official rules can play through their turn.
Also, Verbossitude to the max! So don't get lost in there...
And standard disclaimer material, I am perfectly capable of being wrong, so just because this says something doesn't mean that the game actually works that way...North:
[Investigate Crash Site]
[Grid:1:10:Easy:Lavish:Common:Neutral]
[Hijack Carrier]
[Grid:3:15:Medium:Great:Uncommon:Evil]
[Attack Rouge Agricultural Site]
[TeamVsWave:1:10:Easy:Little:Uncommon:Good]
East:
[Destroy Local Rouge Op]
[TeamVsWave:3:15:Medium:Average:Rare:Good]
[Destroy Queen Bee]
[TeamVersusPilot:1:3:Medium:Sparse:Rare:Neutral]
[Capture Rouge Intel]
[Grid:1:15:Easy:Average:Uncommon:Neutral]
South:
[Stop Pirate's Ship Launch]
[Grid:3:15:Medium:Great:Uncommon:Good]
[Destroy Local Rouge Op]
[TeamVsWave:3:15:Medium:Average:Rare:Good]
[Attack Company Factory]
[TeamVsWave:3:15:Medium:Lavish:Rare:Evil:AffectTrade]
The mission in question has the option of attacking three companies:
Sakata Inc, a syndicate owned-and-operated Core-producing company,
Laplace LTD, which manufactures Launchers at the target location, and
Rigel Araments, which makes rifles.
West:
[Assassinate Political Figure]
[TeamVsWave:3:15:Medium:Sparse:Rare:Evil]
[Stop Company Surveillance Op]
[Grid:1:10:Easy:Average:Common:Evil]
[Attack Rouge Factory]
[TeamVsWave:3:15:Medium:Lavish:Uncommon:Good]
example:
[mission name]
[mission type:minimum mechs:maximum mechs:difficulty:item quantity:item quality:reputation{:additional effects}]
[Investigate Crash Site]
[Grid:1:10:Easy:Lavish:Common:Neutral]
-Mission name is a brief description of the mission. These need not be unique, so please specify the region when identifying a mission.
-There are 4 different mission types:
:"Grid" occurs on a grid-based map, there are often map-based mission objectives. Retreat is achieved by moving to a location that is beyond the limits of the map.
:"TeamVsPilot" missions are performed on a line, with each mech's location expressed as a positive or negative distance from the battle's centre point. These missions are usually a team of three to five mechs facing a single opponent. Retreat is achieved by reaching a distance of 11 or -11. Mechs may enter or leave the battle at will, provided that their current numbers never exceed the maximum allowed in the mission.
:"TeamVsWave" missions are performed on three adjacent parallel lines, with each mech's location expressed as a positive or negative distance from the battle's centre point and a letter denoting which line it is on. These missions are usually a team of mechs facing a series of opposing waves. Retreat is achieved by reaching a distance of 11 or -11. The player's mech roster can be changed between waves.
:"BrawlPilot" uses three adjacent parallel lines in the same manner as "TeamVsWave" missions. There is generally a single enemy and there is nothing to indicate that they will split up into multiple opponents when their combined form is badly damaged. These missions do not have a limit on the maximum number of mechs.
-The second and third entries(the two numbers) are the minimum and maximum numbers of mechs that any one base can send to that mission.
-There are six known difficulties:
:In order of difficulty, the single-player missions are "Easy", "Medium", and "Hard".
:The multiple-player missions, from easiest to most difficult are "Crazy", "Insane", and "OMGWTFBBQ". Expect instand deaths...
-loot quantity is represented in the following fashion: 1-3 items=sparse, 4-5=few, 6-7=average, 8-9=great, 10-14=lavish, 15+=Exceptional. Exceptional rewards are only granted if one or more additional objectives are achieved besides victory. These values are generalisations and may not always be completely accurate. Failure to achieve all objectives may result in less loot.
-The quality of loot is depicted by the following:
Common: These items are widely available in the world. This category includes many itmes that are generally inferior the the starting equipment.
Uncommon: Generally superior to starting equipment.
Rare: Noticeably superior to starting equivalents and rare enough to maintain its value for a long time.
Very Rare: Such items are typically only found under special circumstances, such as in the possession of a faction leader or the only items in a heavily guarded vault.
Unique: This does not reflect quality, but indicates a one-of-a-kind or newly developed item that will be an excellent status symbol.
-The Ethical implications of a mission are depicted as Evil, neutral, or good. The missions that are completed will influence the moraility of their region, resulting in more missions of that kind. Any mission can contribute to a base's reputation, but Evil missions tend to cause friction with the authorities while good missions have the reverse effect. There is no reason to believe that performing too many Evil missions will cause your bases and mechs to be attacked by bounty-hunters or that performing too many good missions will completely sever any contact with the criminal element. Given that it is a midapocalyptic waste-land, and you are basically a military operation, the authorities are not always in a position to do anything...
-A mission can have additional effects besides those describes above. "AffectTrade" for example may cause a rise or decrease in the costs to research new equipment.
-A player may not play the same mission more than once, although a mission may be played separately by multiple players.
-If a player cas played all the available missions, then they may submit a work order for more missions. The player may request any tags they wish, even specify multiple desirable tags in the same category, but work orders are not reliable...
examples:
Work Order: ExampleBase
Evil
Lets say you wanted to take on a pilot or take on a grid mission.
Work Order: I'mABase!
TeamVsPilot, BrawlPilot, Grid
No mission would have all three, but that weeds out TeamVsWave missions.
You could also do this by doing like so:
Work Order: WeHaveFancyText
Evil, Rare
TeamVsWave, Common, Uncommon
That says "I want an evil mission with rare loot, and won't like any TeamVsWave missions or any with Common or Uncommon loot."
Again, it won't always match.
(application form must be contained within a single spoiler)
Base
Name:
Owner:
Location:
Agriculture: blocks/ points, people total
Hangar: blocks/ points, mech full/ mech total
Defense: blocks/ points, + HP
Crew:
Researchers:
Engineers:
Backup Pilots:
Speakers:
Interrogators:
Mechs.
name:
Shell:
Core:
Upgrades:
mods:
weapons:
-
-
-
Pilots.
Name: (Mech's name)
Age:
Gender:
Desc:
Stats:
Spare Parts:
Base Design
I am going to assume that all players have an unlimited supply of the starting equipment and can freely build new mechs.Defence seems a bit awkward to me. It is useless unless attacked and has rather specific requirements. if 5 mechs with 2 ERMS-01s each attack an undefended wall then it needs, on average, 38.25*10*5=1912.5damage=20 defence blocks, and damage is likely to increase faster than wall hit points. Obviously a battle would deplete time, ammunition, and the number of attacking mechs, but it is quite possible that the defender could win and not need a wall at all, especially if they placed their resources towards getting more or better mechs. Perhaps defence could add mech component storage, maybe twenty items plus five per point of defence, to give it more frequent value, and a role within battles, perhaps as a barrier that blocks weapons and only defenders can move through, or it could grant a small accuracy bonus to mechs that remain still behind it. A 100 hit point wall could be relatively easily destroyed, while an attacker might be more inclined to accept the disadvantage than spend ammunition destroying a 500 HP wall. And, of course, if the defender is stuck at the wall then the attacker is free to choose what range they engage at.-A new base has 350 points worth of buildings. Buildings consist entirely of 25 point blocks.
-A base has five crew for each Agriculture block.
-One mech 'can' be gained for every ten points spent on Hangar space, but mechs stored so densely cannot be repaired or modified.
-A mech requires an entire Hangar block(and an engineer) all to itself if it is to be repaired or modified.
-Each Defence block adds one hundred hit points to the base's wall.
-If a force attacks a base they must battle any defending mechs. In order to take anything from the defending base the attacker must then deplete the defending wall's hit points within 10 turns minus half the turns spent in the battle against the defending mechs.
-Engineer: They can repair a unit once per turn, and can use a Research point to increase one of your mech's stats.
I will just remove this for now, as it was slated for removalHow much exactly can an engineer do over a given day? For now I will just assume that engineers can do one thing per day and are required for everything that requires an empty hangar.-Researchers each generate one research point per day. Research points can be spent on building new parts. The first of any given part that you build will likely cost about five times as much as subsequent copies.
-Each Engineer can perform one action per day. Actions include repairing a mech and swapping a mech's components.
-If the player is not available, a Backup pilot entitles that player to have a mech active for particularly urgent events.
-A Speaker can perform one trade per day. Without speakers a player may not trade their items to other players.
-In the event that enemy unit is captured, an Interrogator can obtain a technology or mech part from them.
mech specifications
example:
HP: Shell Hit points
HP: 250
-Shell Hit points are reduced When a mech receives damage and the mech's shields fail to prevent all of it.
-If a mech is reduced to zero or less Shell Hit points then that mech is destroyed.
-A mech shell's hit points can be restored to their maximum if the mech is currently stationed, with an engineer, in an otherwise unoccupied hangar block.
-Mechs can be restationed after 24 hours have passed since their previous station assignment.
example:
Shields: Shield hit points/shield regeneration
Shields: 100/10
-Functional shields lose hit points when a mech receives damage.
-Shields are reset to their maximum hit points between battles.
-If a Shield is reduced to zero or less Hit points then it ceases to function for the remainder of the current battle.
-If a mech's energy reserve is lower than the shield's regeneration value, then the shield ceases to function for the remainder of the current battle.
-At each turn's end, immediately after energy regeneration, every mech loses an amount from its energy reserve equal to the shield's regeneration value if its shields are functional.
-Each turn ends with all functional shields regenerating hit points equal to their regeneration value.
-A shield can be regenerated by reducing a mech's energy reserve. This increases the mech's shield hit points by an amount equal to the shields regeneration value or five, whichever is higher, and reduces the mech's energy reserve by the same amount plus five for every previous time this action has been performed by the mech in the current turn.
-Shields cannot exceed their starting hit points.
-Shields may be voluntarily rendered nonfunctional for the remainder of a battle.
example:
Energy: Energy reserve/Energy regeneration
Energy: 100/30
-A mech's energy reserve is reduced by five for every distance unit it moves.
-Energy reserve can be reduced by the normal function of shields.
-Energy reserve is reset between every battle.
-Energy reserve cannot exceed it starting value.
-At the end of each combat round, immediately before shield regeneration, the energy reserve increases by energy regeneration value.
example:
Speed: speed
Speed: 5
-Speed can be between 1 and ten, inclusive.
-Higher speed mechs fire before lower speed mechs and can destroy lower speed mechs before they act.
-higher speed mechs move before lower speed mechs and can obstruct lower speed mechs by occupying terrain in a lower speed mech's path.
-If two mechs have the same listed speed then their relative speed is determined randomly.
Can mods be removed from one mech and then added to another? Yesexample:
Mod: maximum mods
Mod: 1
-Shells have a maximum number of mods.
-Mods modify properties of a mech.
-Installed mods, like other components, cannot be altered without an exclusive hangar block and engineer.
example:
Fire: [damage/fire rate]
Ammo: [ammunition]
Accuracy: [accuracy]
Fire: [10/3]
Ammo: [42]
Accuracy: [80]
-Mechs have a maximum number of installed weapons.
-Each mech may fire a single weapon each turn, immediately before or after its movement.
-When a weapon fires, it loses an amount of ammunition equal to its fire rate, and attacks that many times.
-An attack from a weapon has a percentage chance equal to its accuracy to damage its target by an amount equal to the weapon's damage.
-A weapon cannot fire more times than it has ammunition.
-Installed weapons, like other components, cannot be altered without an exclusive hangar block and engineer.
example:
Fire [damage/fire rate]
Ammo [ammunition amount|ammunition type]
Accuracy [Accuracy]
Fire [10/3]
Ammo [42M]
Accuracy [80]
-There are four types of ammunition: Metal(M), which is consistent; Chemical(C), which deals 80% damage to shield hit points and 120% damage to Shell hit points; Heat(H), which deals 120% damage to shield hit points and 80% damage to Shell Hit points; And Heat Energy(HE), which deal damage as heat does, but has no ammunition, and instead drains its total ammunition amount from the mech's energy reserve every time the weapon is fired.
-Rifles can be used against targets at ranges of two to six, inclusive. At a range of two the accuracy is reduced (Accuracy is multiplied by 0.8.).
-If two rifles use identical ammunition, then ammunition may be transferred between them.
example:
Fire [damage/fire rate]
Ammo [Ammunition amount]
Accuracy [Accuracy]
Type [missile type]
Launch [Launch direction]
Fire [25/1]
Ammo [4]
Accuracy [80]
Type [Charge]
Launch [Horizontal]
-Launchers may attack targets at ranges of four to eight, inclusive.
-There are three different missile types: Ballistic deals the listed damage normally; Charge deals the listed damage to the target's Shell hit points, regardless of its shields status; Chaff always hits, regarless of accuracy.
-There are three categories of launch direction: Horizontal attacks immediately as other weapons do; Angled attacks at the end of the target's turn; And Vertical attacks during your next turn.
example:
Fire [damage/attacks]
Accuracy [Accuracy]
Fire [10/3]
Accuracy [80]
-Blades do not cunsume ammunition and can be used as long as the mech continues to function.
-Blades may only be used at a range of one.
Still needs a section on mech maintenance, starting equipment, and probably something detailing combat sequence.P.S.
I'll, umm, put a link to this and the current missions listing on my first post(reply #12, the one with the red writing.). No promises about keeping it up to date though...