Well, I've been hard at work the last couple days and I must say, I am very happy I have no tests coming up or papers due next week.
And now, the list of non-mechs, minus builders, plants, and infrastructure.
The following non-mech vehicles have already been done:
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)
I have a feeling there are several errors there. Perhaps some in side, but I think most in class.
In other news, I have had some success ironing out the scripting in both aiming and a new heat system. Irreconcilable conflicts means individual mechs will focus their attacks on one target rather than fire at different things with either arm as what they target with their torso. Just blame it on them not being leet enough pilots

.
And on the subject of heat, I have found a way we can have maps affect the heat efficiency of the mechs! We are going to jack windspeeds value for it. This means no wind generators in the TA sense, but who cares! For this to work properly we need maps made for this mod with constant min-max windspeeds tailored to how hot the map should be. I'm going to spend a little more time thinking about it and then give some guidline values of what will be cold, normal, and hot.
Of course you may choose to set windvalue's min-max so that the "temperature" of the map changes. I'll try to program it so that this works.
Also, some things to start thinking about for when we get to discussing them later. The build tree: Right now I'm thinking start with a stationary dropship (yes, it makes sense, big ones don't fly about planets much) that makes conmechs and perhaps some scouts. These would build all starting buildings, mech, aircraft, and vehicle. Rather than create aircraft and vehicles to fill the builder role in their tree, we will just have mech builders (which I know do exist in the Battletech universe). First lvl will have mostly light and medium, but possibly some low tech heavies (at least for innershpere). Second lvl mostly medium and heavy with some low tech assualt, but there can also be more advanced light mechs in there. The third probably few or no light, few mediums, heavy and mid-advanced assualt.
Something along those lines at least. This is one of the more vague parts of my planning, but I am hoping for a somewhat simple tech tree. The balance of weight classes comes naturally from the fact that light units can still carry some heavy weaponry (like Pumas, which are fast, small, and carry 2 ER PPCs. Throw out your one assault mech and watch it die to a couple lights that outrange it? You'll be smarter next time).
When thinking about this, do realize the playstyle is going to be different than TA's. Preserving units and avoiding prolonged engagements is going to be a good idea for most units, rather then sending 200 units at the enemy base, then following up with another 50 as that one gets torn apart and tears apart. Guarding your dropship is going to be desirable because its easily a favored place to fight, but just turtling at home isn't going to work when the artillary roles into position.
Cost balancing: What are we going to base this one? There are sources to get costs from, but how are we going to work them in? Should we stick with the 2 resource system? Or drop to 1 and perhaps use the second for stuff like highering mercenaries (and maybe the start dropship wreckages will be reclaimable to get some, and perhaps generate a little on their own. Controlled and very limited, but a fun little addition).
Ammo: There is a chance I can put in an ammo system, when they run out they would have to reload at an mfb or dropship, or it might end up being a simpler reload after time period one. Do we want this? I'll say whether it can be done or not when I find some stuff out. For now remember to just think about it.
Weapon using resources: I'm considering removing this. Mechs are energy self-sufficient, so needing energy to fire doens't make sense. Heat issues will limit them (on most maps). As far as missiles and ballistics taking resources (if we go one resource, we can't pull from the C-Bill pool to fire missiles

), if I do implement an ammo system that will take care of it.