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| <inputbox>
| | == Weapons == |
| type=create
| | Pants |
| preload=Template:DivisionInfo/Preload
| | Weapons are an issue in the system. Not that they are particularly complicated, put some parts together, figure out stats, math, ???, profit. However in this case we've had trouble figuring out the math and how we want weapons to be built. So this is intended to explain what we want out of weapons and how the design should work going forward. |
| buttonlabel=Division
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| </inputbox>
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| <inputbox>
| | === Stats === |
| type=create
| | All parts have Durability but weapons, and some equipment, have other Stats. Damage for starters, balancing that and AP has been an issue. We did determine that the best course of action would be to have a Basic Attack be 1 Damage, 1 AP and 1 Range. So with Damage and AP we need to allow for higher Damage weapons having higher AP. |
| preload=Template:SubDivisionInfo/Preload
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| buttonlabel=Sub-Division
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| </inputbox>
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| <inputbox>
| | ==== DC Calculation ==== |
| type=create
| | The mathematical calculation determined to be the, current, best for balance is (Range + Damage) x 2 - AP + Durability. This creates a number that is fair on DC before any abilities are added in comparison to the mech and scales fairly well to allow higher AP weapons to do more damage, but also to cut down on long range high damage weapons with low cost. |
| preload=Template:SquadInfo/Preload
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| buttonlabel=Squad
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| </inputbox>
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| <inputbox>
| | === Abilities === |
| type=create
| | Abilities in this case come in two flavors Systems and Mods. The real problem with them is that it is hard to tell when to make an ability a mod or a system. This is due to the smaller canvas and the greater requirements weapons have. Many of the abilities we may need to give weapons could be sectioned out and currently, while they are in their original categories, they have been by the title of Mechanisms. Changes to the weapon that may or may not be visible, but are considered a separate category when assigning them to a Unit. The reason for this is so that you may assign these Mechanisms to the weapon themselves without needing to take up a slot on the Unit. Mechanisms should give a weapon a flavor that acts like a real weapon in some form similar to shooting with a machine gun, or a shotgun. |
| preload=Template:UnitInfo/Preload
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| buttonlabel=Unit
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| </inputbox>
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| == The issue: == | |
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| What you see is what you get (WYSIWYG) play vs. Tournament or non-WYSIWYG play.
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| == Web App solution: ==
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| === Opening page ===
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| Units
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| :*New Unit
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| ::*WYSISYG (Advanced Assembly)
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| ::*Tournament (Simple Assembly)
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| :::*[WARNING: Good for beginners new to the system, but will be at a slight disadvantage]
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| :*Load Unit
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| Pilots
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| :*New Pilot
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| :*Load Pilot
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| Hangar
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| :*New Hangar
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| :*Load Hangar
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| === New WYSIWYG Unit (Advance Assembly) ===
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| Request:
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| *'''Name:''' textbox [Ability to Skip][Default: "Unnamed"]
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| *'''Description:''' Long textbox [Ability to Skip][Default: "No information"]
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| *'''Unit Type:''' Combobox [Mech, Vehicle, Drone]
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| If Mech: Add [Head, Torso, L Arm, R Arm, L Leg, & R Leg] to Core Parts
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| If Vehicle: Add [Cockpit, Body, L Section, & R Section] to Core Parts
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| If Drone: Add [Body] to Core Parts
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| ==== Core Parts Page ====
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| Page displays defaults loaded in from above (Mech as example). Clicking on a Section bring up its page.
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| ===== Head =====
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| *'''Rename:''' textbox [Default: "Head"]
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| Title will display [Total Defense Value][Default: "0"] along with the name of the section. Page below will be empty except for a "+" icon in the top center with the text "Add New Part".
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| *'''Add New Part'''
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| Hitting this will add a new box:
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| ::{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#f9f9f9; color:#222;"
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| |-
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| ! Name of Part:<br />textbox
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| ! Notation:<br />combobox
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| ! Image of Part
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| ! Confirm:<br />Y/N
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| |}
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| :All will sit on the same line side-by-side. Once name and notation are added, the part image will populate and a confirmation icon will appear on the right. Once confirmed, the part will be added to the section and the "Add new part" icon will appear under it.
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| ===== Torso =====
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| ===== Left Arm =====
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| ===== Right Arm =====
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| ===== Right Leg =====
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| ===== Left Leg =====
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| ==== Equipment ====
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| ===== Thrusters =====
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| ===== Weapons =====
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| Add location of equipment as part of creation. IE for Hands or mounted
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| If Mounted, request location based on number of limbs.
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| ===== Other =====
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| ==== Systems ==== | | ==== Systems ==== |
| | | Systems are designed to show what the model can do with a visual look. These are boost that are specified and designed to help elaborate that a unit with special armor or weapons can do things. Like having a machine gun that acts like a machine gun. However this also causes some issues with freedom. We need to find the appropriate middle ground to show that a weapon is a specific type of firearm. |
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| ==== Completed Unit ====
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| Show completed mech
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| -> Add to new hanger -> Send to new Hanger file
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| -> Add to existing hanger -> Load Hanger file
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| -> Save unit solo - > Save Unit file
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| === New Pilot ===
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| Request:
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| Name - Text Box
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| Affiliation - Text Box
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| Background - Long Text box
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| Rank - Combobox
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| ==== Traits ====
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| Cap Number based on rank
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| ==== Mods ==== | | ==== Mods ==== |
| | | Mods on the other hand are designed to be internal changes that would not show up on the model. Normally these are changes like increased/decreased armor, special activation abilities like a Hyper Mode, or changes to the internal of the unit. Mods on a gun are an issue because it's hard to |
| Cap number based on rank
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| ==== Pilot Completed ====
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| Show Pilot
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| -> Add to new hanger -> Send to new Hanger file
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| -> Add to existing hanger -> Load Hanger file
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| -> Save Pilot -> Save pilot file
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| === Create New Hanger ===
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| Create a file to save and load units and pilots.
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| Request: Name Hanger
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| Save file locally on Person's machine
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| === Load hanger ===
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| Generate list of Units and Pilots
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| Units by Size Category then Durability
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| Pilots by rank
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| Assign Pilots to units somehow? I'm not really sure on this one.
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| View Unit Datasheet
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| ---------------------------------------------
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| New Unit creation:
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| == Assemble your unit ==
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| == Pick power plant ==
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| Power plants are limited to how much armor they can carry, however you can pay extra to remove some of those restrictions. You may only pick a single power plant per unit. If a unit has two classes less armor than it gains a +1 Move bonus. If it is four classes below it gains a +2 move bonus.
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| === Power Plant List ===
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| ==== Class 1 ====
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| Maximum Core Durability: 75
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| Name | Movement | AP
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| Basic Power Plant | 5 | 2
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| ==== Class 2 ====
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| Minimum Core Durability: 76
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| Maximum Core Durability: 150
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| Name | Movement | AP
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| Basic Power Plant | 4 | 2
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| ==== Class 3 ====
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| Minimum Core Durability: 151
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| Maximum Core Durability: 225
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| Name | Movement | AP
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| Basic Power Plant | 3 | 3
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| ==== Class 4 ====
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| Minimum Core Durability: 226
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| Maximum Core Durability: 300
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| Name | Movement | AP
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| Basic Power Plant | 2 | 4
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| ==== Class 5 ====
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| Minimum Core Durability: 301
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| Name | Movement | AP
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| Basic Power Plant | 1 | 4
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| == Core Unit ==
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| When building your unit it will have a core section. Most of the time for mech units this is the chest. For others it depends on the parts used for a vehicle. If it is a vehicle and you're not sure, pick the core unit from the unit that most of your parts came from. If unit has multiple chest pieces, in the case of some mechs, pick your favorite. It is also possible that you may pay extra to pick a different one.
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| === EA Cores ===
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| === Bryon Cores ===
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|
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| === Maxion Cores ===
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| === EXA Vehicle Cores ===
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| === Custom Cores ===
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| == Unit Durability ==
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| Durability is your units ability to survive combat. Purchasing more allows you to stay on the battlefield longer. However some Power Plants are unable to carry more than a specific amount of durability on the main parts of the unit. Each unit is broken down into sections. For a mech unit this is its limbs, torso, and head for vehicle units it is based on the design of the unit and how it is built.
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| Purchasing armor is done at 1 Durability per Deployment cost. When building a mech unit pay for the torso, head, then any limbs the mech has attached. The torso should have the greatest durability since it contains the pilot and losing the torso is an instant kill. Afterward do any wings, but not the backpack they are attached to that counts as part of the torso, or other extraneous parts that don't count as limbs.
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| == Optional Movement ==
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| 5.a. if you've got thrusters and shit they need armor too
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| 5.b. if they have enough durability to match the power plant then you can fly.
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| == Weapons ==
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| 6.a. fuck weapons
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| == Pilot ==
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| 7.a. fuck pilots
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Weapons
Pants
Weapons are an issue in the system. Not that they are particularly complicated, put some parts together, figure out stats, math, ???, profit. However in this case we've had trouble figuring out the math and how we want weapons to be built. So this is intended to explain what we want out of weapons and how the design should work going forward.
Stats
All parts have Durability but weapons, and some equipment, have other Stats. Damage for starters, balancing that and AP has been an issue. We did determine that the best course of action would be to have a Basic Attack be 1 Damage, 1 AP and 1 Range. So with Damage and AP we need to allow for higher Damage weapons having higher AP.
DC Calculation
The mathematical calculation determined to be the, current, best for balance is (Range + Damage) x 2 - AP + Durability. This creates a number that is fair on DC before any abilities are added in comparison to the mech and scales fairly well to allow higher AP weapons to do more damage, but also to cut down on long range high damage weapons with low cost.
Abilities
Abilities in this case come in two flavors Systems and Mods. The real problem with them is that it is hard to tell when to make an ability a mod or a system. This is due to the smaller canvas and the greater requirements weapons have. Many of the abilities we may need to give weapons could be sectioned out and currently, while they are in their original categories, they have been by the title of Mechanisms. Changes to the weapon that may or may not be visible, but are considered a separate category when assigning them to a Unit. The reason for this is so that you may assign these Mechanisms to the weapon themselves without needing to take up a slot on the Unit. Mechanisms should give a weapon a flavor that acts like a real weapon in some form similar to shooting with a machine gun, or a shotgun.
Systems
Systems are designed to show what the model can do with a visual look. These are boost that are specified and designed to help elaborate that a unit with special armor or weapons can do things. Like having a machine gun that acts like a machine gun. However this also causes some issues with freedom. We need to find the appropriate middle ground to show that a weapon is a specific type of firearm.
Mods
Mods on the other hand are designed to be internal changes that would not show up on the model. Normally these are changes like increased/decreased armor, special activation abilities like a Hyper Mode, or changes to the internal of the unit. Mods on a gun are an issue because it's hard to