First order of the day, decide what weapon stats we are going to base it on. A poll has been put up to decide this. Once this is decided, throwing up all the weapons will be a fast, easy thing for me.
Next is to work out what we are going to base costs on. I'm currently thinking base it off MW4: Mercs costs as a start. This just needs to be decided to some extent and thought about for now.
Now the more tedious and hard part of any mod. We need modellers. There is an old TA: Mechwars mod, but it only has a handful of light mechs, and I'd prefer to get permission from whoever made it before using it. So all you old time TA'ers out there, I'll need help trying to get that if we are to use those models.
Even with models from the MWTA mod, there is alot of modelling work to be done. This needs to go all the way up to the 100 tonners. Now, thats hundreds of mechs so we are starting small. It would be best if we did it in packs.
So to start I need volunteers to start producing clan and innersphere light mechs, along with other vehicles, aircraft, and turrets. I can handle weapon loadouts for those that can't (or don't want to), including aim scripting. I will however need people a little more skilled willing to handle walk animations, we want them to look good now don't we?
Now, another thing that would be nice is a set of maps with more of a Mechwarrior and Battletech inspiration. It would be nice to have a map pack to go along. Throw in some concepts different from normal Spring TA, like base assault/defense, inner-city close-combat brawling, etc.
Edit (Sept 15): Anyone who wants to model a mech (or has a model of a mech), tell me the name, tonnage, and roll and I'll start getting a list up so we don't get duplicate effort here. Try not to go to far over 800 pollies total on the largest mechs. It will probably be balanced so that mechs aren't the most numerous units on the battlefield, but still expect dozens per player.
Also try to keep the primary weapon configuration in mind and have it look like its mounting those weapons. If your not sure on its armament pm me or post here and I'll get it to you with positions asap.
Is some modellors can't texture for any reason let us know and hopefully we can find someone who could get it done for you.
What is currently needed is a couple more medium mechs on both sides, perhaps a couple more heavies (at least 1 for innersphere), and a few more assaults. Also keep in mind unit roles of whats already here and what you might want to make, not to much overlapping in a single class except at considerable wait difference. Don't overload yourselves now!
The following mechs have already been done by bobthedino:
Light:
Clan:
Avar
Cougar
Firemoth
Jenner IIC
Mist Lynx
Locust IIC
Snowfox
Kit Fox
Incubus
Innershpere:
Cheetah
Fireball
Hammer
Hollander
Javelin
Owens
Raptor
Tarantula
Thorn
Medium:
Clan:
Arctic Wolf
Battle Cobra
Conjurrr
Shadow Cat
Innersphere:
Bushwacker
Hunchback
Uziel
Heavy:
Clan:
Cauldron Born
Hellbringer
Timber Wolf
Summoner
Mad Dog
Innershpere:
Archer
Avatar
Catapult
Warhammer
Assualt:
Clan:
Stone Rhino
Marauder IIC
Innershpere:
Atlas
Ontos
Mapmakers: If we have any interested in making maps for this, the minwind and maxwind suggest value range to use is anything over. A value of 50 will be normal heat sink efficiency. 1 is the coldest you can get as it is scripted to convert 0 or less to 1 to prevent crashes (divide by 0 anyone?) and undesired behavior (reversed heatsinks?). 100 would be rather hot and half heat sink efficiency. To get the heat efficiency you want decide on a percentage and get tempurature as 50/%. So for 120% efficiency 50/120%=~41.7 map temp. And yes, you can use floats (90% sure). I'd like at least some maps with stable tempuratures, minwind=maxwind, but you can vary it, just be sure to calculate efficiency for both max and min. And put in the description that tempurature varies. Also put map tempurature in the description like "cold", "very hot", something like that at least, or an exact tempurature if you want.The following non-mech vehicles have already been done by bobthedino:
Light:
Clan:
Avar (35 Ton Assault VTOL)
Asshur (Artillery Spotter)
Cheetah (25 Ton Combat VTOL)
Elemental (Standard Power Armour)
Elemental (Machine Gun Variant)
Gabriel (Scout Hovercraft)
Gunship (Light Attack VTOL)
Mithras (Light Battle Tank)
Odin (Scout Tank)
Zorya (Light Battle Tank)
Svantovit (35ton Hover Tank)
Innershpere:
Badger (Tracked Tank)
Donar (Assualt Hellicopter)
Galleon (Light Battle Tank)
H7 Warrior (Attack Hellicopter)
Harraser (Light Missile Platform)
HawkMoth (Assault Helicopter)
Boomerang (Spotter Plane)
Gaurdian (Fighter)
Power Armor (Standard Power Armour)
Power Armor (Flamer Variant)
Kestrel Warrior (Light VTOL)
Mantis (Light Attack VTOL)
Maulter (Hover APC)
Pinto (Attack VTOL)
Savannah Master (Fast Scout Hovercraft)
Seydlitz (20 Ton Assault VTOL)
Skulker (Wheeled Scout Tank)
Sprint IIC (Light Scout VTOL)
Striker (Light Missile Tank)
Saladin (35ton Hover Tank)
Medium:
Clan:
Batu (40 Ton Bomber)
Sulla (45 Ton Assault Bomber)
Epona (50ton Hover Tank)
Hachiman (50 ton Medium Tank)
Ku (50 ton Medium Tank)
Innersphere:
Bulldog (60 ton Medium Tank)
Mechbuster (50 Ton Aircraft)
Regulator (45ton Hover Tank)
Heavy:
Clan:
Sabutai (75 Ton Assault Bomber)
Innershpere:
Shilone (65 Ton Aerotech)
StingRay (60 Ton Aerotech)
Transgressor (75 Ton Aerotech)
LRM Carrier (60 ton Vehicle)
SRM Carrier (60 ton Vehicle)
Assualt:
Clan:
jengiz (80 Ton Aerotech)
Kirghiz (100 Ton Assault Bomber)
Innershpere:
Chippewa (90 Ton Aerotech)
Long Tom (Mobile Artillery)
Stuka (100 Ton Aerotech)
Other
Clan:
Anhur (Mech Transport)
Overlord (dropship)
Union (dropship)