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Old 09-08-2003, 04:41 PM   #5 (permalink)
imported_Zero_Point
Senior Member
 
Join Date: Sep 2003
Location: Uh... A Village?...
Posts: 139
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Here were my ideas for how to do a TC in case you're interested (or haven't read it already)

1) Mech production: There will be 3 factory types to create for mech production: Light, Medium/Heavy, and Assault. There will also be airfields, helicopter pads, vehicle production facilities, and, if applicable, naval facilities. A barracks wil also be available for the training of additional pilots to take over salvaged mechs.
2) The following faction conversions are:
America-Innershpere: Innershpere mechs will be cheap, relativley quick to produce, but not as powerful or advanced as the clan mechs.
China-Clan: Clan mechs will be expensive, slower to produce than normal, and slightly more powerful than IS mechs, at the cost of reload times.
GLA-Mercenaries: Will have access to some of the lightor medium mechs of both factions at the start, with no heavy or assault production facilities available. The mercs advantage is economy and salvage, which will use the Marauder logic to upgrade some mechs/vehicles.
3) I've heard that up to 6 weapons can be added to a unit in a weaponset, so to customize mechs for different duties, I hope to utilize ranger logic to select between different weaponsets, one with 2 med. Pulse, a light gauss, and an LBXAC-10, another with a Rotary Autocannon5, 3 Med. X-pulse, etc.
4) Salvaging of enemy mechs will be accomplished with a very slow-moving Killpilot projectile. If the mech is destroyed before the projectile comes in contact with it, the mech explodes, and a salvage crate is left behind (If mercenary, possibly for all sides). If it reaches the mech before it explodes, the mech will be available for capture by any extra pilot you have. The KillPilot weapon's speed will be determined by the weaponset selected.
5) Capturing buildings will be handeled by Commandos, which can be carried in transport choppers or ground vehicles. The Commandos can also be used to steal blueprints for enemy mechs (if this logic is applicable. If it's not, don't laugh. It's not like I know the code like the back of my hand)
6) If applicable, there will be a "Free Market" strcture available for the Mercs (possibly all factions) at which you can sell off any mechs you don't need.
7) If naval units are possible, most mechs will have the ability to wade across water to reach a destination or to attack naval targets, at the cost of speed (if applicable).
8) Campaigns are open to suggestion. Mercenaries will of course be working for whoever. (if only the game allowed you to select the next campaign...)
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