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Mechwarrior: Tactics
Obviously, that's just a working title.
Overview[-]
This is the specific implementation I thought of when Robert mentioned wanting to make a "tactics"-style game. The main focus is mechanized combat and empire-building. This would probably use the Miniatures-Based Game Engine? for a combat system. The rest is pretty much your typical empire-building game. Empire Building[-]
The setting I originally envisioned is a single world where multiple forces want to take control. Certain areas of the world would have strategic value. For instance, certain areas would produce certain kinds of Mechs, vehicles, equipment, pilots, or resources. Empire building commands would be issued by each player for a turn and would happen simultaneously. When units from two or more players occupy the same area, the players would be given an option to begin a combat. This setting can be expanded greatly by adding additional planets. Movement between planets can be coordinated by using dropships. Combat[-]
Combat would be initiative-based. Each pilot would have an initiative value; the pilot with the highest initiative gets to act first. Combat would continue until only one player remains on the combat map. Units could run off the side of the map in an attempt to escape, but enemy units could always pursue if they were fast enough. Units not moved during the world map phase could be given the order to Blockade certain entry points or protect certain structures. These orders would modify their allowable starting positions. Conflicting Forces[-]
A number of different 'clans' could be trying to take over a planet (or segment of the galaxy). The player's clan would determine the Mechs and weapons that the player could produce. Area Control[-]
Units moving into an enemy-controlled area could be given orders to Hit-and-Run or Occupy. In a Hit-and-Run mission, units are always moved back to the nearest friendly area after an attack, even if all enemy units are destroyed. In a Occupy mission, the assaulted area could be converted into a friendly area after a successful attack. Alternately, areas could be "controlled" by population opinion and military. The less a population supports a player, the more military a player must keep there. Running from battles might decrease a population's support; conquering enemies might increase a population's support. Over time, the presence of a military might increase a population's support. Population Support[-]
The more I think about this idea, the more I like it. If a population openly supports your cause, then you don't need to keep any military there to control the area. If the population doesn't support your cause, you must keep at least one military unit there to control the area. However, you may need to keep additional units in the area to maintain order. Otherwise, a revolt may begin in the area, causing random sabotages that could affect units or industrial ability. Pilots with higher Command could be better at maintaining order. Units[-]
Units can have a maintainence meter. The longer a unit is away from a maintanence facility or repair vehicle, the farther down the meter goes. As a meter goes down, the unit's effectiveness degrades. Once the meter passes a certain point, some systems may cease to operate. Mechs[-]
Mechs could be customized with equipment produced or salvaged. The amount of equipment that a Mech can carry is limited by the tonnage of the Mech and the available equipment slots. A Mech must have a pilot. A Mech's equipment slots could be expanded at a Modification Lab, but this process would be expensive. In general, smaller Mechs would carry less firepower and armor but would move farther and be more capable of dodging enemy fire. Larger Mechs would carry more firepower and armor, but would move slower and be less agile. During combat, Mechs must manage their heat meter. High levels of heat may be generated by weapons fire, enemy weapons, or terrain features. A Mech that overheats will shutdown. A Mech that reaches a critical heat level will explode. Mechs can be damaged, destroyed, and salvaged in combat. Equipment on a Mech can also be damaged, destroyed, and salvaged in combat. Vehicles[-]
Multiple types of vehicles could be implemented. For example:
Pilots[-]
Pilots would have stats and skills that affect how well the Mech is operated. Pilots can be injured, captured, released from duty, or die in combat. Injured pilots may be healed at hospitals. Injured pilots suffer a penalty when piloting. Captured pilots may be executed. Stats[-]
Stats could include Reaction Time, Accuracy, Piloting, and Command. Reaction time would determine a pilot's initiative and the pilot's ability to punch out before being killed. Accuracy would determine the pilot's base weapon accuracy. Piloting would determine the pilot's base piloting skill. Command would determine the pilot's base ability to coordinate other units. Skills[-]
Skills could include Piloting Skills (by Mech class), Gunnery Skills (by Weapon type), Electronics Skills (by Equipment type), and Command skills. Piloting skills would increase a pilot's ability to dodge fire in certain classes of Mechs. Gunnery skills would increase a pilot's accuracy with certain types of weapons. Electronics skills would increase a pilot's ability to use various forms of equipment. Command skills would increase a pilot's ability to coordinate other units. These skills could be increased as a pilot gains experience in the field. Commanders[-]
Units fight best when coordinated. Pilots with Command skills grant bonuses to other units in the same area during combats. Only the pilot with the highest Command grants bonuses. If that pilot is killed, the pilot with the next highest Command takes over. Bases[-]
Multiple types of base structures could be implemented. For example:
Each base structure would be placed on an area map. Base structures could be damaged or destroyed during the course of a combat. All buildings must be within range of a power generator or a power relay. If a power generator or power relay is destroyed, any building left without power becomes deactivated until power is restored. Terrain[-]
A planet may have many different types of terrain. A few examples are:
The type of terrain will determine the heat effects, the elevation changes, and the area map features.
Contributors to this page: Levi
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