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.)
Youkai II
Shield 150/15
Energy 100/30
Mythril-C
Shield 50/0
Energy 300/20
---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 [42M] This shows ammo type and total. This weapon has 42 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 [12C]
Accuracy [90]
I think maybe 16 would be better if this was a main weapon, but if I did that, this gun's damage would be nerfed slightly.
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 [80]
High ammo gun that, while weak in power, offers a lot of shots should any miss.
---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 [25/1]
Ammo [4]
Accuracy [80]
Type [Charge]
Launch [Vertical]
ERMS-01
Fire [15/3]
Ammo [15]
Accuracy [85]
Type [Ballistic]
Launch [Horizontal]
Missiles are supposed to be like half rifle half blade- rifles for their ease of use and limited use, blades in effectiveness. If someone wants to take a shot at balancing these better, be my guest.
Lastly, there are blades.
Blades only have Fire and Accuracy stats.
Fox Fang
Fire [10/3]
Accuracy [80]
Scorpion
Fire [25/1]
Accuracy [85]
Rapier-X
Fire [50/1]
Accuracy [15]
Blade ver 1.0. Any balancing troubles will be fixed if and when they arise.
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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.
Ok. Balancing sucks. I know. I'll work on that now. I have a headache atm, so any errors, point them out, please.
I'm going to get you all the formulas, I promise. Just not today. My head feels like an iron spike is stuck in it.
The battle engine comes in three variants, Pvp, Mission, and Base Assault
PvP is the most staightforward, each player involved sets a number of mechs to send out (Like each player uses 1, 3, etc.) and they fight it out. Players can bet beforehand on things, such as research points, base blocks, entire mechs, etc. Show me the results, and I may reward you with a randomized drop- I will balance these, I swear- much like researching a weapon core, or shell would do.
Mission is fighting predetermined suits. They come in solo, which is mostly one-on-one fights where the rewards are set beforehand, and multi, where three mech teams fight a preset three mech team. Again, with preset drops.
Base Assault is where one player can challenge another player. The player attacked can use every resource in defending themselves they have, but in the case of them not responding in any form over the course of 24 hours, hopefully they had an automated defense plan- if not, I'll just see what I can do about that. Remember that after the skirmish is over, a team has (10 minus [Turn number of skirmish at end /2]) to destroy your wall and take what they want!
Winning players can take one of the following three items:
One base block.
One mech part not in use by one of the mechs at the base.
Up to five crewmembers.
Battle is turn based, and here's how it works:
Energy is needed to run shields, move, and to use certian heat weapons.
Shields automatically consume the second digit in their stats, leaving the core with whatever energy it generated extra up to it's capacity.
Movement takes 5 energy per category- you can move to-
Extreme Distance- Only missile launchers work here.
Long distance- Missile launchers work, and rifles lose 50 accuracy.
Medium Distance- Missile Launchers are harder to aim (-30% accuracy) and rifles work normally
Short Distance- Missile Launchers are very hard to aim (-50% accuracy) and rifles work normally
Close Distance- Only blades work here.
Fights begin at Long Distance.
So let's say your mech carries a blade. At the very start of battle, you choose to move to Close, spending 15 energy, attacking, then your opponent moves to Extreme- costing 20 energy- then it fires a missile launcher. That's both range and movement in the most plausible yet easy way I could think of.
So there's that.
Next up is attacking- you can use one weapon per turn. Pilot abilities or mods may change this later. Thinking of ways to balance this.
Types and Weather for cores has been removed until further notice. Make according changes now.
Chaff missiles have been changed to homing missiles. Homing missiles do not miss, but the need for computer control limits their explosive payloads.
So hopefully everything is more balanced now? I hope? Any concerns or problems can be made known still.
Furthermore, I'll put all the formulas here after they're written.
Mech Hangars:
Each mech needs at least 10 points of Hangar to be stored- this allows it to go on missions or autodefend- but their HP will not be reset after a fight and they won't be able to be given new parts.
If you have 25 points for one mech, they are fully repaierd after battle and their loadouts can change at any time not in battle. A mech that has participated in a battle cannot swap hangars until 24 hours later, for balance issues. (No. You can't use one hangar to repair everything.)
Did I miss anything? Speak up. I'll get this thing airborne, I promise. Go ahead and change your loadouts now, and if anyone sees one that is broken, inform the person and or me. I can't check everyone's work, not with the amazing amount of people already joining... Should have been ready. I apologize.