Games are Team A vs Team B which each team comprised of 1-5 players (or more, idk). Each team has as their most precious asset a Dropship, snuggled within a base, with each base placed at opposite ends of a symmetric map. Victory condition is exclusively the destruction of the enemy dropship.
THE MAP
![Image](http://i.imgur.com/6DQzCL6.jpg)
Example Map
Maps are symmetrical in nature, with each team's base and dropship located on opposite ends. The bases are connected by three open lanes, one in the center and two on the flanks of the map. Each lane will have several defensive turrets along its length, with each team controlling the turret on their half of the map.
Each base will spawn waves of AI-controlled units (vehicles) that will follow these lanes towards the enemy base.
The area between these lanes will be a maze-like quagmire of impassable terrain and much denser, LOS-limiting areas (the "jungle"). Populating this maze will be more powerful, neutral AI units as well as special objectives whose destruction or capture will provide certain bonuses for the team that destroys/captures it.
A long lake or river will run opposite the two teams' bases, deeper towards the centers.
MONEY
Players will generate a small amount of money (c-bills) throughout the game. They can also earn money by destroying enemy units, including neutral AI units in the maze areas. Naturally, destroying enemy player Mechs will earn the most money.
PLAYER MECHS
At the start of the game each player will have a relatively small selection of Light Mechs to choose from, each embodying a specific style of play. These Mechs can be traded in for different Mechs throughout the game, as long as the player has enough c-bills.
EQUIPMENT
Players will also be able to purchase equipment for their Mechs. This equipment will range from additional or improved weapons, things like jumpjets, MASC, Beagle Active Probes, ECM Suites, Coolant Flush systems, etc, and will provide both passive bonuses and active abilities. Equipment will not carry over from one Mech to another, and all Equipment will be "lost" when a Mech is sold.
The amount of Equipment a Mech can hold will be limited by Mechs' Critical Space and Weight Limit. See below!
CRIT(ICAL) SPACE & WEIGHT LIMIT
Every Mech will have a set amount of Critical Space as well as a Weight Limit that will be used to determine how much equipment you can stuff onto it. As a rule, bigger Mechs have more space and weight available.
PILOT PERKS
These are unlocked by XP levels and will normally be passive enhancements to various stats. Unlike equipment, they are tied to the player themselves and so will pass on to any Mech the player owns. Players will have to be careful not to "waste" perks by upgrading to Mechs that can not take advantage of a previously-unlocked Perk.
HEAT SYSTEM
This will remain but be far more tied in to Mech abilities and equipment; every action a Mech takes will produce more heat.
DEFENSIVE TURRETS
Experimenting with having the ability to upgrade the turrets sounds interesting. Like perhaps the ability to replace a turret with a Repair Bay, or a Vehicle Depot to increase the number of AI units that spawn in that lane, or a super-tough garrison bunker that will barf out little Power Armor infantry for additional defense. These would probably be purchased by players using their own personal money, or may be some sort of Team-based upgrade ability.
TYPES OF EQUIPMENT
Here is a list of some types of equipment that could be purchased for Mechs. Many of these will be carryovers from normal MCL, others will be new, others will be similar to MCL but function differently.
- Jump Jets: Obviously.
- MASC: Limited speed boost.
- Beagle Active Probe: Time-limited sensor (LOS) range increase, but also makes your Mech visible map-wide.
- Guardian ECM Suite: Time-limited ability to shroud all friendly units around you to stop them being seen by enemy sensors.
- Angel ECM Suite: Has same functionality as Guardian, but in addition has a targeted ability to blind enemy units, greatly reducing their LOS.
- Narc Beacon: If it hits a target, target becomes visible for an extended length of time even if it moves out of LOS.
- TAG Laser: Target takes additional damage from LRMs.
- Artemis Guidance System: Greatly increases LRM range and makes Arrow IV missiles guided.
- Streak Guidance System: Greatly increases SRM accuracy.
- Thunder LRM Warheads: Replaces standard LRMs with a variant that leaves small cluster mines where they hit, that last for a duration of time and slow anything that triggers them.
- Inferno Warheads: Upgrade for LRMs and SRMs that makes them apply heat damage to targets, but reduced physical damage.
- Coolant Flush: A one-time ability that flushes a Mech's coolant and returns its heat levels to 0.
- Anti-Missile System (AMS): Reduces damage taken from guided missiles.
- Advanced Tactical Missile System (ATM): Replaces LRMs with a missile system that does slightly increased damage, better accuracy but a flat trajectory (they won't be able to crest over intervening terrain nearly as much).
- Anti-Infantry Pod: Activates explosive sub-munition pods that will greatly harm nearby infantry around the Mech but do little to no damage to anything armoured.
- Deployable Sensor Pod: Drops a temporary LOS beacon.
- Mobile Sensor Drone: Like the Sensor Pod but it can be deployed further.
- Endosteel Skeleton: Increases the amount of equipment that can be taken on a Mech.
- Ferro-Fibrous Armor: Greatly increases HP of a Mech but reduces amount of equipment it can have?
- Double Heatsinks: Increases heat cooldown rate but reduces total heat capacity.