Sorry for double post but I suppose it's been a while so I'll do it and hope that it'll be okay.
Gonna preface this by saying that due to a similar game already being live, and OTC being what it is, I have no intentions of running this game here right now. That said, I got some excellent feedback last time, and I did my best to use that feedback to (hopefully) improve upon what I had before.
So yeah here goes please tear it apart it's what I need to improve it don't hold back.
EDIT: Formatting is being weird, I'll fix it when i next get a chance.
Rise of Tigers
A BattleTech inspired Mech Game
The year is 3550. Man kind has spread through the stars, finding no other sentient species. Aggressive colonisation has left technology in communications lacking, leaving most planets unable to communicate past a few thousand light years. Warfare has evolved. Infantry no longer serves as the frontline in planetary wars, instead, immense, multi-ton machines called BattleMechs dominate the battlefield. Armed to the teeth and more maneuverable than any land vehicle, Mechs are the ultimate war machines. Mech pilots are the new frontline soldiers, and you, Mech Jockey, are about to join that illustrious group.
Planet Kell is embroiled in civil war, and you are part of a mercenary group of Mech Jockeys hired to fight, whether for honor, fame, or money. A rebellion has risen against the government after a coup to take control of the various Houses. Raiders, scavengers and pirates roam the wastes, trying to make quick money on the war. Fights break out in urban streets and rural hills. The odds are stacked against you, but the pay is too good to pass up. So you’ve come, three lances of Mech Jockeys, taking whatever hard jobs the rebels need. For now. Whether that holds true in the future depends on the actions of you and your teammates.
The Rebellion- House Blake
Taking up the banner of House Blake, and led by one Jacob Hawthorne(allegedly an illegitimate son of the former king), the Rebels have little in the way of proper BattleMechs, relying mostly on modified Industrial Mechs, tanks, and power armor to make fast strikes. They have the edge in numbers, but can't field them as effectively. They won’t survive alone. Their headquarters is secreted away, deep in a mountain in the northern continent. They fight to restore the old Monarchy that had ruled peacefully for decades.
The Government- House Rasquales
The de facto government, led by a council of military governors that overthrew the previous monarchy, is well equipped, but they’ve been fighting a long time. They represent House Rasquales. Once pristine Mechs now have been repaired time and again. They've got a technological edge, and better equipped units, but they have smaller numbers. The Capitol is heavily defended, and all strikes against it thus far have failed. These usurpers fight to bring order to Kell, by force if they must. No one knows where they're getting their tech, but it's more advanced than anything the rebels have ever seen.
The Mercs (Lightning Tigers)
This is the player faction, a not quite ragtag group of Mech Jockeys making a name for themselves. A competent merc group is well worth it's weight in credits, but getting that kind of reputation isn't easy. Modestly equipped, they’ve brought their own dropship and a company of Mechs. Led by Commander Natalia Faust, the Lightning Tigers have taken the rebels up on their offer, for the hefty reward of 50 million credits upon Kell's return to the monarchy it was before. How this faction develops is up to you and your fellow players, be it fame or infamy.
The Rest(Pirates and Scavvers):
Not everyone picked a side in the war. Some people banded together for multiple reasons, be it anarchy, neutrality, money, or just wanting to stay alive. These groups can be dangerous, but also tend to be small and unorganised.
Player setting for in between missions is the DropShip, a large, egg shaped craft that Houses not only the Lightning Tigers, but also has a well equipped Mech Bay, for storing, modifying, or repairing damaged Mechs. There are bunks, a mess hall and a recreation deck. Four shuttles ferry Lances to dropzones. Player setting during missions will be described per mission. Planet Kell was once a pristine paradise world, with beautiful scenery and abundant natural reserves. That was long ago. Industrialization and war have torn it asunder, in the search for resources to fuel countless aggressors. Still, forests and plains are plentiful, but the growing amount of desert may soon leave this planet uninhabitable by anyone. Not every mission will be mech exclusive, and some missions might require a team to not use mechs at all.
Mechs come in three standard sizes, Light, Medium, and Heavy. Light Mechs are typically scouts, or forward strikers, moving fast with a decent punch, and good heat management, but not a lot of armor. Heavy Mechs conversely, are either close in brawlers or weapons platforms, dishing out huge punishment, and taking it just as well, but heat management is low. Medium Mechs are well rounded, tackling melee or ranged capabilities well, and having decent heat management, but having neither the speed of lighter Mechs, nor the staying power of heavier ones.
Mechs all come with hardpoints, in the center torso, side torsos, and arms. Some larger mechs have an additional head hardpoint. Each Mech has two slots for weapons per hardpoint, but can carry a weapon of one level above their weight class in each hardpoint at the cost of additional heat generation and less weapons over all. Keep in mind that the more weapons you pack on, the heavier your Mech will be, and this will impact engine performance if you have too many, leading to power draw issues and a slower Mech.
All weapons produce heat, with heavier weapons producing more heat than lighter ones. All Mechs have a heat shutdown point, to keep from frying a pilot alive in their own Mech. Heavy Mechs typically have a heat shutdown much higher higher than Light Mechs; Medium Mechs usually sit between the two in heat management. Certain weapons run hotter than others, with energy weapons being the hottest and ballistics running the coolest. Missiles sit in between.
All weapons have a classification of light, medium, and heavy. some require ammunition, while others do not. Keep in mind that you can only bring so much ammunition, and that heavier weapons will require more ammo space.
Missiles come in two varieties, SRM(Short range missiles) and LRM(Long range missiles). Short range missiles are fast, and are devastating up close, but don't have the burn time to reach long targets. Long range missiles are slower, but can be locked onto a target that you or an ally can see. The downside is that they take time to fully arm, so up close, they're all but useless. Larger Mechs can hold larger missile pods more easily. LRM pods occupy two slots.
Lasers are varying range energy weapons that require no ammunition, but run hot and require a steady hand to keep them on target for their whole burn time to maximise damage. Larger lasers take longer to recycle than smaller ones, and of course do more damage. Savvy pilots will twist their Mech's torso to try and spread damage, increasing survivability.
Particle projector cannons (PPCs)are a strange and poorly understood energy weapon, using charged particles to fire a fast moving energy projectile great distances. They generate significant heat, and take time to recycle, but unlike ballistic weapons, require no ammunition. Due to their relative size, they occupy two weapon slots.
Autocannons are automatically reloading ballistic weapons of varying sizes and reload times, with smaller AC's reloading faster than larger ones. They don't produce too much heat, but heat scales with size, leaving heavier autocannons running hotter. They have good range, and hit harder than PPCs but are impacted by drop and weather conditions, as well as requiring physical ammunition. Autocannons require two slots.
Machine Guns are fairly old tech, but ever reliable, and can pack the most ammo per ton of any weapon. They don't deal a lot of damage, and have poor overall range, but produce almost no heat, and chew through internals voraciously.
Mech's can be fitted with countermeasures for missiles or sensors, though these take up a weapon slot and can only be installed in the side torsos.
Melee can be accomplished in certain mechs, in the form of arm attacks. This usually damages the mech attacking to some extent however, and is seen as a last resort option. if a mech has hand actuators, they can use improvised melee weapons, though currently no dedicated melee weapons exist for BattleMechs. Certain Industrial mechs are equipped with sawblades of various types, and if you so desire, such a tool can be weaponised on a Battle Mech, limited to arm slots, and occupying two weapon slots.
1. Godmodding. Don't do that ######.
2. Have fun.
If you're having trouble designing a mech, I've taken the time to find some examples for each class. None of which are scaled properly, but no matter, it's the design we're after, anyway.
Name: Explains itself, what's the character's name?
Age: Explains itself, how old is your character?
Gender: Explains itself, what gender is your character?
Appearance: What does your character look like? bodily features and normal off duty clothing, etc.
Personality: What is your character like?
Bio: What happened to your character that led them to where they are now?
Weaknesses: What about your character is flawed?
Mech Name: The name of your giant walking tank.
Mech Class: The class of your mech, be it light, medium, or heavy.
Mech chassis: The name of the base frame of your mech. These are standardised across all variants of that mech.
Appearance: what does your giant walking tank look like?
Armament- What weapons does it have?
Center Torso Hardpoint:
Left torso Hardpoint:
Right Torso Hardpoint:
Left arm Hardpoint:
Right Arm Hardpoint: