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Mecha Planet Battle. 

Tags: rping, fighting, planet battles, Mecha 

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Guild set up & Profile skeletons creation.

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Oryo Prime
Captain

Dangerous Genius

PostPosted: Sat Mar 13, 2010 2:31 pm


So far we have;

Gaia name:
Character name:
Gender:
Age:
Bio:
Race: (can be anything from android,mutation to alien or human, Nothing over the top. )
Appearance: (image or descriptions please)

Mech
Mech Appearance:
Code name: (Call sign or Alias)
Unit type: (Mobile or armor. One is fast the other not so much.)
Operator: ( Some mecha have pilots while the the member uses the guns. Blue Gender mecha. )
Accommodation: (Any carry items. Side arm or extra space. More seats in cockpit, but the leaves you with less space for fighting equipment. )
Weight: (In tons)
Armor materials: (List of alloys Will be listed.)
Powerplant: ( Powerplants are just what your using. Your power is determined by your stats.

Minovsky generator- A fusion generator that is great on a lot of mechs, but has a byproduct of particles which jam radar and missle guidance systems. more details can be found at this site:
http://en.wikipedia.org/wiki/List_of_Universal_Century_technology#Minovsky_Physics

Problem is that this generator requires specific catalysts to run, thereby making it hard to find and rare in many mechs.


HiPER generator: High Power laser Energy Reaction generator, another fusion generator that harnesses the power of the sun by focusing intense lasers and magnetic fields inside a core. Using cold laser technology, the equivalent of a miniature sun's power is harnessed to create massive amounts of energy for the mech, and allow it to use the most massive of weapons. Only available on assault mechs (80+ tonnes)


Nuclear fission: A banned powerplant due to it's highly radioactive core. Easy to find, mine, and produce, they are capable of being put into any suit and generate massive power. Side effects may include cancer, radiation poisoning, meltdown, and inability to have an ejection system that survives.


EMF generator: A standard generator for current battlemechs. By harnessing the currents induced within a tightly packed solenoid coil, a nearly silent generator is produced. The flux created by a moving charge through the coil induces current and creates power for the mech. No advantages. )

Equipment and design features: (Drop weapons. Weapons will be picked by member. But if we the mods feel you have gone over or not enough we will step in and give you some suggestions. )
Fixed armaments: (Back mounts and or equipment. Weapons will be picked by member. But if we the mods feel you have gone over or not enough we will step in and give you some suggestions. )

Performance ability levels (300 points to distribute)-
Speed: (0-300)
Power: (0-300)
Energy: (0-300)
Performance statistics-
Melee strength: (add power plus energy)
Ranged strength: (add speed plus power)
Agility/Evasion: (add speed plus energy)
Armor/Block: (add power plus 1/2 speed ,

Armor-
150 armor score: Vibranium. A specific alloy made up that's known for high-speed mechs, that's not particularly strong for taking impact, but due to vibrations in the molecular structure, it's capable of excellent parrying and dodging skills. it's notable feature is it's ability to ripple when glancing blows, causing an almost lifelike appearance.

150-175 armor score: ferro-duranium. Standard alloy on most mechs, it's capable of handling impact or blaster hits on occasion.

175+ armor score, you're stuck with diamond-laced neutronium. A difficult material that's strong as hell. Can only be produced by geothermal plants or solar furnaces due to high tolerances. Makes artillery shells look like mosquito's. Minimum weight: 80 tons.

Weight class-
10-40 = light mech (Around 2x speed, 1/2 power compared to battle)
40-80 = Battlemech
80+ = assault mech (1/2 speed, 2x power compared to battle)

give or take when comparing in between score. this is just a consideration, not necessarily to be taken literally. If you're an 80 ton mech with a high speed, that doesn't mean you'll outrace a battlemech that's a couple points slower.

Overpower score:
Overpower is the ability to carry armor, shielding, ammunition, weapons, as well as being able to reverse, power through, or otherwise overpower another mech's defenses or attacks. a high overpower will allow for a mech to throw his opponent down, reverse his attack, carry more ammunition than a low overpower score. It will also allow for the mech to 'power through' an attack better, like taking a direct hit better wihtout losing inertia and like.

Overpower score is Energy score plus 1/2 power.

Add ons may include;

Dexterity
Strength
Willpower

Maybe 100 points to allocate or even as little as 50 to show some scale between human and mecha.

Basic idea was just to add the pilots numbers to the mechs numbers.
Dex for piloting and gunnery.
Strength to resist the beating one takes in the cockpit of the mech.
Willpower for operating your machine like you know how to use it as well as tactics and how long one can stay in battle until fatigue sets in.

that way if anyone get into someone elses mecha the thing will handle differently.

First draft

Frame Stats:
Speed/Agility:
Power/Strength:

Equipment Stats:
Generator Specs (Power Output - Power Used):
Armor (Strength - Durability):
Shield (Power - Charge):
Left Hand Weapon Specs:
Right Hand Weapon Specs:
Left Shoulder Weapon Specs:
Right Shoulder Weapon Specs:
Drop Weapons: (Generally hidden inside of the mech itself)

Final Specs:
Dodge/Agility: (After all calculations)
Armor (Strength - Durability): (After all caculations)
Shield (Power - Charge): (After all calculations)


And then have the weapons minus from the Frame Stats itself and add to how much power is used. biggrin Oh... and we could also have a little pilot level thing where we can be like:

Pilot Level:
Melee Skill:
Ranged Skill:
Control Skill:

And have those as percentages, then convert Percents to decimal and go (0.XX * Level)*100. Where we can make it where each mech would handle different with other pilots.

Like go

Agility * Control Skill = Final
Melee Weapon Power * Melee Skill = Final
Ranged Weapon skill * Ranged Skill = Final

Second

Ok, basically we just give them an initial amount that is reasonable like 300... they distribute:

We assume frames to weight 8 tons alone... static calculation.

Quote:
Frame Stats:
Speed/Agility: 200
Power/Strength: 100


Then they go and buy a basic generator with an initial charge of say... 1000?

Then they buy lower weight armor, with like... 100 armor? And due to it's light weight class has low durability of say... 500? And hell add the Weight of like... 2 Tons to the Frame.

Then they buy a Shield with reasonable lower class specs compared to higher priced ones. It has 200 Armor and 1000 Durability.

Weapons could be customized to be reasonable, like:

Power - Ammo - Accuracy - Weight

Let's say they took lower class stuff to be allowed to buy a single high-powered weapon?

All weapons have a base like Handguns: 10 - 6 - 50 - 0.5 Tons

And have a customization buy out like:

Power Up - +10 Power; -2 Accuracy or + 0.1 Tons
Ammo Up - +1 Ammo; +0.1 Tons
Accuracy Up - +5 Accuracy; -5 Power

To make said weapon like:

210 - 10 - 100 - 3.4

And then they got a base Melee Weapon (Power - Weight):

100 - 10

(Upgrades would only be Power Up which increases power by 10 and weight by 0.5)

And just to jump ahead, start calculation

Quote:
Equipment Stats:
Generator Specs (Power Output - Power Used): 1000 - 0
Armor (Strength - Durability): 100 - 500 - 2
Shield (Power - Charge): 200 - 1000
Left Hand Weapon Specs: (High Powered Weapon) 210 - 10 - 100 - 3.4
Right Hand Weapon Specs: (Melee Weapon) 100 - 10
Left Shoulder Weapon Specs:
Right Shoulder Weapon Specs:
Drop Weapons: (Generally hidden inside of the mech itself)


Now we find the Final Specs as such

Dodge/Agility = (Speed/Agility) 200 - (Weight) 13.4 = 226.6

And then Armor would be as simple as (Armor Strength) 100 + (Power/Strength) 100 = 200

Quote:
Final Specs:
Weight: 13.4 Tons
Dodge/Agility: (After all calculations) 226.6
Armor (Strength - Durability): (After all calculations) 200 - 500
Shield (Power - Charge): (After all calculations) 200 - 1000


Obviously these things would have a power used to operate, based on types of ammo used it would increase power usage like if the melee weapon was a beam weapon it would take more power as opposed to a metal blade. xD I wouldn't wanna add to it.


And a thing to add to my pilot system to make it understandable:

Pilot Level: 1
Melee Skill: 45% (4.5)
Ranged Skill: 10% (1)
Control Skill: 45% (4.5)

Get it now? :/ Basically it's putting it from Percentages to decimals then *10 and poof, skill.

In the current system we could be like:

Control Skill * Agility/Dodge = Total Agility/Dodge of the Mech when piloted by...

Ranged Skill * Ranged Power = Total Ranged Power of the Mech when piloted by...

Melee Skill * Melee Power = Total Melee Power of the Mech when piloted by...

:/ If not the first part, my pilot system would help determine veteran from newbie when piloting and allow for people to trade mechs, kinda how Hiiro traded Wing Zero for the Epiyon (SP?) in Gundam Wing. Both pilots had a different feel when piloting the others Gundam.

Also, Armor Strength in the current System, how do we determine what/how damage to the armor would take?
PostPosted: Sat Apr 17, 2010 6:29 pm


I have a method that I use form my O/M guild to determine armor and weapon value. I could post that if you like.

GrayFox436
Crew

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