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Battletech

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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What weapon stat system should we base it on?

Poll ended at 26 Sep 2005, 00:17

Tabletop Battletech
10
56%
MW2
3
17%
MW3
3
17%
MW4
2
11%
 
Total votes: 18

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Decimator
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Post by Decimator »

Rather than using the brickcommander site, I think http://solaris7.com/Gallery/ImageList.asp would work very well.
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FizWizz
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Post by FizWizz »

Here's a good site that pulls it's stuff from the TROs, it has just about everything as far as I can tell, and it's also got detailed stats on most of the entries too: 30th Lyran Guards RCT Home Page

By the way, 3doBuilder 2.0 works for me, thanks.
Archangel of Death
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Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Ok, here it is, right on time. This is an outline of how I think the resourcing, techtree, and general gameplay should be. Feel free to analyze, nitpick, comment, and propose alternate plans for any and/or all of it.
Grand Scheme Proposal 1:
Game Mode I:
This mode is for more of a TA style play, with hundreds of units being sent to their deaths or victory, depending on the frugality of their commander. The natural mechanics of Battletech will make Battlemechs kings of the battlefield, but still encourage the use of vehicles and powerarmors as the majority of combatants. Powerarmors weak and slow, but extremely spammable and expendable, can fit easily under the guns of the other units, and will have an easy Aerotech transport option that the heavier vehicles and all but the lightest mechs don't have. The vehicles will fit nicely under the guns of the mechs, be far cheaper than the mechs, and still pose significant threats to them. Also, since they don't have a fusion reactor to keep stable they will not have to worry about heat buildup, making them ideal for hot environments. I'm sure I don't need to argue how aerotech will be desirable to be used. And the mechs, they will be king, but the wise commander would be loath to lose many of them in most battles.
Resource System:
1 primary resource: Metal. Mining facilities would be used to collect it. It would be used for the building of units. Also units capable of reloading other unit's ammo would take a small amount continuously, to represent building up a stock of ammo. No weapons would require resources to fire, they are energy self-sufficient and ammo based weapons are controlled by an ammo system.
Using a 1 resource system may make it harder to balance, but (unless an update brings the ability to have any number of custom resources) allows for a unique and quite possibly very fun opportunity.
1 secondary resouce: Street 'cred'. This would be a limited resource in that it cannot be gathered. It would be used in a special recruitment facility to higher mercenary units. Mercs have very unique configurations that standard mechs would never be deployed with, and some will even have weaponry otherwise found solely in the other race. Also, they would be somewhat insta-built, they would come down on a small dropship to the recruitment facility (which will take some time to come down).

Tech Tree:
At the start of the tech tree is a single, non-mobile, modified Union Class dropship (type C for Clan). It would build the first level construction mech and a few low tech lvl light vehicles and mechs. The lvl 0 construction mech would then build the first labs for vehicles, aircraft, and mechs, as well as other 1st lvl infrastructure buildings. All three would be able to produce the lvl 1 construction mech (AFAIK, there are no construction vehicles or aircraft in Battletech). This mech would build the lvl 2 buildings, and so on to the end of the tech tree. In the world of battletech, unlike TA, the mobiles are at the highest level. The tech lvl for the power armor factory is undecided, and it may or may not warrant being on two different lvls.
0 lvl mobile combatants: These would be low tech lvl light mechs, fulfilling a few roles from scouting to skirmishing. Attempting to take down another players dropship with these would be very unwise. Built from the Dropship.
1 lvl mobile combatants: These would be average tech lvl light units of their respective factories, as well as some low lvl medium chassis. Attempting to take down another players dropship with these would be very unwise. Built from lvl 1 factories.
2 lvl mobile combatants: These would be some high tech light units, average tech mediums, and low tech heavies. There is some chance of success against an enemies dropship at this lvl. Built from lvl 2 factories.
3 lvl mobile combatants: These would be high tech mediums, heavies, and low tech assault chassis. The Dropships firepower is far to lacking to defend against a concerted effort to destroy it, if it is unsupported. Built from lvl 3 factories.
4 lvl mobile combatants: High tech heavies and all the assaults. The firepower being thrown around at this point would easily vaporise the dropship if it were still alone. Built from lvl 4 factories. There is no lvl 4 construction mech, unless it is decided that advanced assault chassis should be put in their own factory.

Game Mode II:
This would be a separate mod, only adding a few kilobytes to whole package. It's gameplay style will be completely different than Mode I. With resources limited to only what you start with and build times negated, it is suited to creating lance command scenarios, Solaris IV style competitions, and many other limited-resources situations.
Resource System:
1 resource: Points. There is no gathering of resources. Each unit is given a cost, example: a Daishi costs 500 points. All units are built from one drop point, and built instantly. The commander is required to chose his units from the limited pool of resources as chosen by setting the resource lvl. Under the example of a Daishi costing 500 points, setting the resources to 5000 would allow the deployment of up to a binary of Daishis, or perhaps a full trinary of cheaper mechs.

Tech Tree:
None to speak of. You have the drop point which is where all your units come in. Losing it means your landing zone is compromised, so don't expect them to send more dropships at this point. In the future, map scripting may be able to take this mode even further by overcoming the problem of either having an invincible drop point, or being able to lose it before deploying your whole force.

Once again, feel free to analyze, nitpick, comment, and propose alternate plans for any and/or all of it.
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Gryph
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Post by Gryph »

I've not been paying attention, but I really like the idea of the second gametype -- It could be even more interesting, if you made the points directly proportional to battle value. I've had some reeeeally interesting fights with BV limits.
Archangel of Death
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Post by Archangel of Death »

It could be even more interesting, if you made the points directly proportional to battle value. I've had some reeeeally interesting fights with BV limits.
:-) Thats the idea.
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FizWizz
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Post by FizWizz »

mmm.... there's a lot to look over in that post of yours. I'll try a point-by-point approach.

Fusion Reactors: I regret to inform you, but Mechs, vehicles, and Aerotech all use fusion reactors =(. [edit] I'm wrong here, a couple vehicles do use non-fusion. The term is I.C.E which I'll bet hard cash stands for Internal Combustion Engine.[/edit] It shouldn't really be a problem, however, because they use ammunition-based weapons a whole lot more often than Mechs do. Go ahead and implement heat for vehicles, it won't handicap them a lot though. Aerotech fighters are a bit different, they tend to have more energy-heavy designs than mechs, but This shouldn't be much of a problem because they'll be strafing ground units and won't have much chance to overheat except for dogfighting. hopefully a substantial variety of turrets will be made for this mod, but I don't think that they should have heat and ammo effects if they are of the tripod-mounted-gun style. Bigger things like Caliope turrets should probably have heat enabled though.

Mercs: Street Cred? *shudder* please... no, it weird it all up. I'm not for throwing in mercs and custom configs, but I'm not exactly against it either. I think mercs should should be built at a slightly premium cost from a seperate factory, available mid-way up the tech tree. Think of it as an MRBC (Mercenary Review Board and Commision, the IS's "Mercs R Us") branch. sure, even assault mercs are available only halfway up the tree. But that's how it works, doesn't it? If you've got the money, you can get the merc. One exception: Gray Death Legion (IMHO, GDL FTW, BTW =P) battlearmor should probably be built at the same place as other IS powerarmor. I think I had another point or two to make, but I'll have to remember them again.

Resources: I really don't think a single-resource system would be the best here. What I would recommend might be considered raw material vs. engineering requirements, using Metal and Energy. I've actually got two different ideas for how to implement this.
1.) Metal will be based roughly on the tonnage of the unit, and Energy will be used to reflect roughly the C-Bill cost of production. Ever looked at the difference in price between a variant with a standard engine and one with an XL engine? It's astromical, but then again, you're getting an engine that's smaller AND more powerful, the difference between mechs with these two engines is that although they use the same amount of material, one uses more advanced technology.
2.) Make the metal cost of a unit depend on it's C-Bill cost, maybe slightly modified for size. The energy cost would be dependent on the metal cost, but would be modified for the overall technological level of the unit. so 2750 mechs may have nearly a 1:1 M/E ratio, 3065 stuff and clantech may have stuff more in the 1:5 range, or something along those lines. So basically, energy would approximately represent the infrastructural (infrastructure in the econonomical sense) demands of building your tech: not any backwater planet (or expeditionary force in our case) can go making X-Pulse lasers and ATM systems and nonsense like that. In my mind, the advantage of this second resource system is that the energy is basically a giant fudge factor that can be used to balance-out units in the mod, because Battletech probably won't translate perfectly into the Spring system.
[edit] I just realized I didn't explain resource buildings here, but I'll get to that some other time if people are interested[/edit]

Tech Tree: First off, Commanders being Dropships (as buildings) is totally awesome.
Also, having Mechs as the construction units is also a good idea, just use modified Agromech designs or something. Since the Dropship is a building, why not make IT the level 1 (or 0?) factory? I think it would be effective and not overly complicated if the tech tree went like this:
Lvl 0 (Dropship) --> Builds powerarmor, builds lvl 1 worker
lvl 1 worker --> builds lvl 1 buildings, defenses, lvl 1 factories (Light & Medium Vehicles Powerarmor factory, lvl 2 worker)
lvl 2 worker --> builds lvl 2 buildings, defenses, lvl 2 factories (Light/Medium Aerotech, Light/Medium Mech (builds lvl 3 worker), Medium/Heavy Vehicle), MRBC branch (IS only)
lvl 3 worker --> yadayada, builds lvl 3 factories (Heavy/Assault Vehicle, Heavy/Assault Aerotech, Heavy/Assault Mech (builds lvl 4 worker, if we plan on having one))
a couple notes: (1)yes, I know I put down powerarmor in two places, that was intentional, for building both immediate forces (Dropship) and making forward production sites or larger scale production (Factory). (2) I know my proposal makes all the vehicles available earlier than everything else, but the poor guys can't go over everything like jets and just don't have the versatility of mechs, so they need a break somewhere. (3) this is just a rough draft, I may very well have forgotten some tech-tree related ideas and theories.

Game Mode II: Me likey. A lot. Of course, you don't need a seperate mod file if you want to do BV-based games. Just turn build bases and crank out units until you reach an agreed unit cost limit (unit cost, handily enough, is displayed for selected groups) and then duke it out somewhere on the map. This is an honor system of course, so although fellow clanners may use it perfectly well, it's not meant for everyone =P. I guess I'll wait for the seperate mod afterall then.

I suppose that that's all I've got to say at the moment, though there may be more to come! (especially one thing in particular: the armaments of the dropships)
Last edited by FizWizz on 18 Oct 2005, 06:17, edited 2 times in total.
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FolCan
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Post by FolCan »

All good ideas except for Mercs...


If i wanted to hire/build Mercs I would play something like warcraft 3
Pnakotus
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Post by Pnakotus »

Points-based armies would be excellent for many different mods, but particularly high-unit-value mods like this (and War at Sea).
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bobthedinosaur
Blood & Steel Developer
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Post by bobthedinosaur »

jut a couple quick ideas; ive been gone awhile so if they already were discussed ignore it.


one, your own website. it will premote the mod, and forums deticated to the mod will he productivity, and you can advertise progress, via screen shots news, ect

gryph, would you mind helping them? im sure tau wouldnt mind hosting.

2:
i was thinking about ifantry alot. i know in cbt they played thier own role, sure they are small and can be stepped o an incenrated by direct laser shots, but they can be stealthy and cheap and have thier advantages. maybe a spotter unit, anti mech unit, capturing unit (for mainly buildings), and that guy from the old C&C game from the early 90s who walks u to builings with the C4. :) sorry for the C&C reference....
any ways im sure they could be of some strategic value, and would give a small but altenatively 4th tech type.

keep up the good work and ask around at mektek if any wouldnt mind helpng the cause, i know theres millions of mech fanatics there!
j5mello
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Post by j5mello »

bump (cause i also wanna see this one done :lol: )
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SwiftSpear
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Post by SwiftSpear »

j5mello wrote:bump (cause i also wanna see this one done :lol: )
No worries mate, archangel is still very much at work. There's just a TON of scripting to plow through. He bugs gnome virtually CONSTANTLY trying to fix the latest bug he's encounted with scripting stuff.
Gnomre
Imperial Winter Developer
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Post by Gnomre »

He bugs zwzsg and the SYs a lot too!
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SwiftSpear
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Post by SwiftSpear »

Gnome wrote:He bugs zwzsg and the SYs a lot too!
Well, look at it this way. Once he's done I'll bug him sometimes rather then you when I acctually have the time to work on my mod.
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FizWizz
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Post by FizWizz »

I think we should re-think what we will do for Commanders. The idea of using Dropships as Commanders has been bugging me for a while. In my opinion, I'm afraid that it will push game tactics in the wrong direction.

It will probably effect game tactics adversely compared to using a 'conventional' commander. In order to counter being immobile, the dropship will understandibly be heavily armed and armored. The problem with this is that it will completely eliminate any early-game raiding element, and will probably make all the light units obsolete from the get-go. The dropship will also make porcing way too easy to do. I think that encouraging porcing and jumping straight to higher tech levels is the wrong direction to make this go.

The problem here is that there are not other units in BTech that can really act as equivalents to Commanders, but I think that that can be remedied. Although I have not seen any actual units built from it, BTech does have construction outlines for the "Super Heavy Tank" class of vehicles. SHTs range from 100-200 tons, so they can mount a considerable amount of armor and weaponry, as would be appropriate for a commander-unit. Unfortunately, Super-Heavy Tanks are Inner Sphere technology only.

I produced two tank designs to see how well they could fit the Command-Tank role, which I'm calling the IS-CT and C-CT. The IS-CT was 200 tons, had a movement speed of 1, had ~600 points of armor (for reference, 100 ton mechs have ~300 armor points), an Ultra AC-20 on one turret, 2 PPCs on a second turret, and then a medium pulse laser and LBX-5 AC on two sponson turrets, with 30 tons reserved for "construction equipment" (Read: nanolathes). The C-CT was 100 tons, had a movement speed of 2, had ~500 points of armor, 2 ER Pulse Lasers on a single turret, and 15-20 tons (I'll have to look at it again to remember) reserved for construction equipment. It also carried an Active Probe, ECM, and a Laser-Anti-Missile-System. I realize that the IS-CT outguns the C-CT by a great deal (especially within U/AC-20 range), but the C-CT has its own advantages too, since its weapons are longer-ranged and have a high-ish rate of fire, and it also has enhanced radar, an anti-missile system, jamming, and a faster speed to boot. For anyone interested, the price-values came to 19Mil (C-CT) and 50Mil (IS-CT).

I also want to say that these specs were drawn up just to make a point, and some more balancing work could probably be done. I had talked to Archangel about this a while ago (although I hadn't built these two models yet), and it seems that the key issue to Tanks vs Dropships is which style of gameplay would be better that these two option naturally lead to. Sorry about the excessively long post (again), but I want to know what others think about commanders in BTech.
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SwiftSpear
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Post by SwiftSpear »

I think the dropship should have heavy armor... but why does it have to be heavily armed? It should only need the bare minium armorments, low level units shouldn't be obsoleted immediately.
Doomweaver
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Post by Doomweaver »

The basic builder cannot be stationary, because this unbalances some maps. FOr example, one player might be able to cover a lot of metal with one, and another half the amount.

That might have just been crap, i'm not sure if I even understand what is being said here. But anyway.
Archangel of Death
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Post by Archangel of Death »

The original plan was to have the dropship build the first construction mechs and a few light units for early game scouting and skirmishes.

What Fizwiz has brought up is a very valid point. Dropships are just plain to heavily armed. The first two tech levels would hardly stand a chance against one.

One option is to use Fizwizz's tanks. We can even make mobiles with mobiles now, so it wouldn't necessarily be a game started with solely buildings like TA (because in the world of Battletech, ac5 turrets just aren't that fun to watch).

Another option would be to call it a custom varient dropship, with most weaponry removed to fit a full construction facility. Course, the other problem is that realistically, the smallest mech carrying dropships are slightly smaller than a small map.

Thoughts? Opinions? I was hoping for more than 1 overall gameplay plan, course maybe they are just that good.
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mecha
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Post by mecha »

Can we have an update on this project, or better yet an upload!! :-)

Just been drooling over the screenshots in the other topic:

http://taspring.clan-sy.com/phpbb/viewt ... sc&start=0
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SwiftSpear
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Post by SwiftSpear »

mecha wrote:Can we have an update on this project, or better yet an upload!! :-)

Just been drooling over the screenshots in the other topic:

http://taspring.clan-sy.com/phpbb/viewt ... sc&start=0
Dude, the lead developer posted the day before this post... plus the last topic of conversation here WAS what work was currently getting done. It's not done yet, you will get an upload when it is.
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FizWizz
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Post by FizWizz »

what the...? I looked into the other thread and noticed that this picture has a dropship in it, which I didn't notice or know about before. Does the dropship exist? work? Heck, if it does, then I really wouldn't mind a bit if we used it at least for the initial releases. Although I do think that using command tanks would be better, if we already have dropships available then we should use them to make the release time sooner.
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