Difference between revisions of "User:Lavtiz29"

From 30 Minute Missions: Wargame
 
(81 intermediate revisions by 2 users not shown)
Line 1: Line 1:
== The issue: ==
== 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.


What you see is what you get (WYSIWYG) play vs. Tournament or non-WYSIWYG play.
=== 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.


== Web App solution: ==
=== 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.  
=== Opening page ===
 
Units
:New Unit
::WYSISYG
::Tournament
:Load Unit
 
Pilots
:New Pilot
:Load Pilot
 
Hangar
:New Hangar
:Load Hangar
 
=== New WYSIWYG Unit ===
 
 
Request:
Name - TextBox
 
Description - Long textbox
 
Number of arms and legs - Comboboxes
 
If arms > 2 and < 4 then add one ancillary arm
 
If arms >= 4 and odd then add Ancillary R and Ancillary L arms with Ancillary arm for the odd one
 
If arms >= 4 and even then add Ancillary R # and Ancillary L # with # being the paired number of arms.
 
 
If legs > 2 and < 4 then add one ancillary leg
 
If legs >= 4 and odd then add Ancillary R and Ancillary L legs with Ancillary leg for the odd one
 
If legs >= 4 and even then add Ancillary R # and Ancillary L # with # being the paired number of legs.
 
If 0 arms then remove the option from the Core parts list
 
If 0 legs then remove the option from the core parts list Request method of movement
 
@Black, add something here I'm catching the dumb
 
==== Core Parts Page ====
I'm not sure the most efficient way to get the list of parts for a mech. However do it section by section starting with head.
Once that's done add the numbers together to create the Core Durability part of the sheet.
 
===== Head page =====
 
===== Torso =====
 
===== Main R. Arm =====
 
===== Main L. Arm =====
 
===== Main R. Leg =====
 
===== Main L. Leg =====
 
===== Ancillary arms and legs =====
 
 
==== Equipment ====
 
===== Thrusters =====
 
 
 
===== Weapons =====
Add location of equipment as part of creation. IE for Hands or mounted
 
If Mounted, request location based on number of limbs.
 
 
===== Other =====


==== 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.
 
==== Completed Unit ====
 
Show completed mech
 
-> Add to new hanger -> Send to new Hanger file
 
-> Add to existing hanger -> Load Hanger file
 
-> Save unit solo - > Save Unit file
 
 
=== New Pilot ===
 
Request:
 
Name - Text Box
 
Affiliation - Text Box
 
Background - Long Text box
 
Rank - Combobox
 
==== Traits ====
 
Cap Number based on rank


==== 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
 
 
==== Pilot Completed ====
 
Show Pilot
-> Add to new hanger -> Send to new Hanger file
 
-> Add to existing hanger -> Load Hanger file
 
-> Save Pilot -> Save pilot file
 
 
=== Create New Hanger ===
 
Create a file to save and load units and pilots.  
Request: Name Hanger
Save file locally on Person's machine
 
 
=== Load hanger ===
 
Generate list of Units and Pilots
 
Units by Size Category then Durability
 
Pilots by rank
 
Assign Pilots to units somehow? I'm not really sure on this one.
 
View Unit Datasheet

Latest revision as of 03:35, 14 November 2023

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