Author Topic: Mech Creation  (Read 2154 times)

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Offline MarauderD

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Mech Creation
« on: September 17, 2011, 07:30:22 PM »
Hello again!

Let me say I continue to enjoy this fantastic mod. The combined arms approach is really a joy and adds a ton to the Battletech experience! Great job devs!

Also, let me give the standard disclaimer: if this information exists elsewhere on the forums and I missed it, I apologize for this post. I did look around for answers, and not finding any, have a few questions for the knowledgeable.

How are mechs created in MW:LL?  I come from a pen and paper CBT background from the mid 1980s. My understanding of mech creation goes something like this:

1. Chassis tonnage
2. Engine size
3. Add internals, cockpit, gyro, armor, and other fixed items.
4. Leftover weight is for weapons, ammo, and sinks.

The system is constrained by tonnage, and mass (critical spaces). There is only so much room in a mech, etc.

Did the devs use this same system?  I understand conversions must be made in order to take a pen and paper game and adapt it to real time simulations like this one here.

For example:  I notice MadCats are moving 4/6 instead of 5/8.  (75 instead of 86 kph) I also notice that the mad cat B has more equipment mounted on it than the pod space would contain in the pen and paper game.  It seems like this was a case of an engine being downgraded and using the leftover tonnage for extra pod space.

Furthermore:  are there XL engines and endo-steel internal structures, or just regular?  Are critical spaces the same major factor in deciding what will fit, or does the pod system loosen those constraints?


I love the game, and I'm slowly improving. I'd love to get on teamspeak and see how this game plays out when people are actually communicating and planning together, must be fricking amazing.

Best Regards,

Mad3D

Offline ~SJ~ Xarg Talasko

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Re: Mech Creation
« Reply #1 on: September 17, 2011, 07:33:10 PM »
It's more like 4.5/7 (76kph, 4/6 is 64kph), which I believe is a balance thing for the guns it can carry, (and IMHO to keep it from completely replacing the Thor and Loki)


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Offline KingLeerUK

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Re: Mech Creation
« Reply #2 on: September 17, 2011, 08:00:24 PM »
Everything in MWLL uses XL engines right now.
 
Crit spaces are divided into different categories and not shared across an entire component, but instead are bound to a weapon mount or slot.
 
MWLL tonnages do vary on some items, but are generally close to CBT values.  Any ballistic weapon gets a "free ton" of ammo pre-installed.
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Offline Cloudburst

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Re: Mech Creation
« Reply #3 on: September 17, 2011, 08:54:06 PM »
Everything in MWLL uses XL engines right now.
 
Crit spaces are divided into different categories and not shared across an entire component, but instead are bound to a weapon mount or slot.
 
MWLL tonnages do vary on some items, but are generally close to CBT values.  Any ballistic weapon gets a "free ton" of ammo pre-installed.

I *would* love to ask as per the topic of this thread, are LBX autocannons assumed to be heavier than regular AC's in MWLL (UACs, even)? Many variants with LBX-AC's tend to have less supporting weapons and/or less free tons...
When will full game/demo/beta be released?
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Offline KorJax

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Re: Mech Creation
« Reply #4 on: September 17, 2011, 09:49:23 PM »
I don't have the technical details (not sure if it is something I can't technically disclose anyways) but all variants are made using tonnage rules and guidelines in mind.

These rules are internally created, not strictly based on CBT (partly because what works well in a turn-based CBT situation might not work in the real-time nature of MW). Most rules when designing a variant or a stock model for a mech, follow a similar trail that CBT does though. Even if it isn't exactly the same.

Point is, variants aren't just made for the hell of it (they used to be though!), they have to work with the chassis, tonnages, pod spaces, etc that Leer and other design folks set up  ;)

Offline SquareSphere }12thVR{

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Re: Mech Creation
« Reply #5 on: September 18, 2011, 02:33:14 AM »
golden rule of thumb though is "gameplay is king"
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Offline MarauderD

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Re: Mech Creation
« Reply #6 on: September 18, 2011, 04:11:11 PM »
Thanks for the responses!

It's a fantastic adaptation. It's the first MW game I remember with a purpose and feel to light mechs and armor that aren't simply done better by an assault mech. Making each weight class meaningful has really made it a cool experience exploring the game.  Kudos!


Offline SquareSphere }12thVR{

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Re: Mech Creation
« Reply #7 on: September 18, 2011, 05:23:08 PM »
oh have fun when you finally get in an assault mech, you'll find the experience VASTLY different than previous MW games ;)
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Offline Cloudburst

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Re: Mech Creation
« Reply #8 on: September 18, 2011, 05:36:00 PM »

No joke. Speeds slower than 80kph make me cry.
When will full game/demo/beta be released?
         We're planning a beta release in the next *very* few weeks. At this time, we can't be more specific. Please stop asking.

No, I will not stop asking.

Offline MarauderD

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Re: Mech Creation
« Reply #9 on: September 18, 2011, 09:55:39 PM »
Re: speed


No joke. Speeds slower than 80kph make me cry.

I got into an Awesome for the first time this morning, the one with 6 LLs. Thing was so damn slow that when I accidentally got out in the open I couldn't waddle fast enough to get away from 4-5 enemy mechs and an armor asset.

Lets just say I won't be buying another assault for a while, I'm too accustomed to scooting around between 70-120 kph, not a top speed of 54.  :(

Offline EagleFire

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Re: Mech Creation
« Reply #10 on: September 19, 2011, 02:04:33 AM »

No joke. Speeds slower than 80kph make me cry.

And even though I bitch about how slow the Huit is, I would still jump into an Annihilator if it were ever included.

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Re: Mech Creation
« Reply #11 on: September 19, 2011, 04:22:46 AM »
As much as I love the Annihilator, I don't think I'd ever pilot one should it appear in MWLL given how much ac10s suck. 
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Offline ~SJ~ Xarg Talasko

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Re: Mech Creation
« Reply #12 on: September 19, 2011, 04:51:42 AM »
In the name of the Emperor, death to xenoponies!


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Offline Bloodycrow

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Re: Mech Creation
« Reply #13 on: September 19, 2011, 05:12:39 AM »


Offline ~SJ~ Xarg Talasko

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Re: Mech Creation
« Reply #14 on: September 19, 2011, 05:35:58 AM »
What has science done?!!? :o


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