IC ThreadSpace colonisation is a great idea, all things considered. Humanity will be able to survive even if Earth is destroyed, exploration will lead to new discoveries, and a whole host of other bonuses. However, space is a pretty hard thing to travel through; radiation and distance really screw it up.
So, in the year 2025, when some bright spark discovered a way to create interdimensional wormholes, people were very excited. Why bother flying millions of miles when there are thousands of worlds just around the dimensional corner?
Eventually, in 2030, explorers discovered what they thought was a pristine, alien planet, ripe for colonisation and filled with exotic resources. Several governments and organisation sent through colonists, hoping to secure themselves a piece of the pie. However, this new world was not uninhabited as thought. An alien civilisation lived there, one that didn't take too kindly to a bunch of freeloaders stealing all of their shit. They quickly took over one of the portals, located in Russia, with the assistance of large mechanical combat suits and massive biological weapons that quickly earned the nicknames 'Mecha' and 'Kaiju', after the first overtly offensive pair took a romp-a-stomp through Japan.
Fortunately for humanity, the portal in Russia is heavily damaged, and the aliens did not develop interdimensional travel, leaving them with a single weak lifeline back to their home dimension. However, the facility is heavily guarded by weapons and fortifications often beyond human comprehension. However, some mecha and materials were salvaged from earlier conflicts, leading to the discovery and creation of titanium-70, advanced fusion reactors, and humanities' very own mechanised combat suits.
That is where you step in, the pilots, as part of the recently formed UNMD (United Nations Mechanised Division), in control of your own mech. Your ultimate task is to push through the titanic Russian Defensive Line, and destroy the portal, ending the stream of invaders once and for all...
But for now, you just need to hold the line.
Obviously the most interesting and important part of the game. As humanity only has access to limited stockpiles of these new resources, the weapons and armor systems are determined with a value limit/tonnage per mecha, lessening the amount of equipment lost in the event of an accident. Only a few options for weaponry being able for access at this time. However, scientists are hard at work engineering new modules, with new material and information coming in from battles accelerating the process.
Mecha Classes:
Light: 75 tonnage. 3 speed. 500 health. 5-10 metres tall.
Medium:100 tonnage. 2 speed. 600 health. 10-15 metres tall.
Heavy: 125 tonnage. 1 speed. 700 health. 15-25 metres tall.
Aesthetics are completely up to you.
Offensive Modules
Melee Weapons:
Damage determined by Tonnage*4.
Kinetic Weaponry
Kinetic weapons include all firearms or cannons. Attempting to fire weapons above their expected range will result in accuracy penalties. You can either have the weapons mounted or as a physical weapon.
Long Range: 25 shots, at 3 damage, a salvo. 8 per unit.
Medium Range: 45 shots, at 1 damage. 6 per unit.
Close Range: 60 shots, at 1 damage. 4 per unit.
Energy Weaponry
Lasers and flamethrowers. What could go wrong?
Long Range: Single shot, 100-103 damage. 10 per unit. 1.1x accuracy multiplier.
Medium Range: Single shot, 135 damage. 8 per unit. 0.9x accuracy multiplier.
Close Range: Single shot, 45-65 damage. 6 per unit. 1x accuracy multiplier.
Flamethrower (melee): 305 damage, 25 per unit. Deducts -100 health due to fuel tanks being volatile.
Defensive Modules
Predictive Plating: +50 health. 12 per unit.
Layered Hull (kinetic armor): 10 kinetic 'rounds' deflected per turn. 8 per unit.
Reflective Isotopes (energy armor): 10 laser damage deflected per round. 6 per unit.
Support Modules
High Energy Coupling: 30% more damage on weapons. 20 a unit, does not stack.
Boosted N-way Engines: +1 Speed. 20 a unit, does not stack.
Automated Repair Systems: +15 health per round, AOE in close range. 15 a unit, does not stack.
Reactive Systems: +20% chance to dodge. 20 a unit.
The gear you have won't let you take the fight to the enemy, let alone hold the line efficiently. Fortunately, there is plenty of research to be done with the influx of new material and the development of N-way fusion plants.
Gather enough research points for a project, and it will be completed. Certain items gathered on the battlefield will greatly accelerate the progress of a project, while others won't do a thing. Module development projects give access to new weapons and armor the pilots can use, providing more firepower and protection.
R&D projects help improve the rate at which research is completed, as well as providing some useful surprises every now and again.
Finally, Material Acquisition projects focus on gathering exotic materials, decreasing the cost of certain modules, and allowing for more advanced modules to be created.
Available Projects:
Module Development
Specialised Isotopes: 100
Unstable Isotope Manipulation: 30
Neural Robotics: 130
R&D
PEV-Scale Accelerators: 130
Resource Acquisition
Deep Crust Mining: 130
Soil Xenobiology-40
Xenolinguistics-130
Xenobotany - 30
Arid Epidemics-30
In-Depth Kaiju Analysis: 130
Combat is fought between four ranges: Long, Medium, Short, and Melee. It takes 5 turns, 3 turns, and 1 turn to move between each pair of ranges respectively, although both sides may attack each other during the switch. However, having a higher speed shortens the journey by one turn per point.
Weapon accuracy is determined by rolling the damage of the shots fired. This rolled number is then multiplied by (1-(Speed/10), determining the amount of shots dodged. Finally, some damage is repelled by the appropriate armor, determining the final damage value.
However, melee weapons are not affected by this, doing a constant amount of damage, although enemy armor and blocking is a factor in this.
Additionally, battle actions can be played during combat, allowing pilots to get the jump on their less intelligent enemies. The more intelligent ones may block actions with their own, as some actions counter others.
Known Battle Actions:
Defense: Kinetic Field- Counters Offense. +40% kinetic defense, -20% kinetic attack
Offense: Weapon Overclock- Counters Tactics. +40% kinetic damage, -20& kinetic defense
Tactics: Adaptive Strategy- Counters Engineering. +40% best weapon damage, -20% best defense
Engineering: Barrier- +50 health for one round. Excess health depletes at end of round.
Retreat: Run away.
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