Protoss119
03-27-2006, 02:58 PM
I introduce to you a game called Battlemech, a turn-based game in which you have to blast your enemies to ribbons (no duh). It has two modes:
Mission Mode
Arena Mode
In Mission Mode, you go through a specific mission on the mission list, sort of like in Armored Core 2. It will usually move through a specific campaign such as a plot to stop an invasion or to take the enemy capital and stuff like that. If a mission doesn't go through a campaign, it's usually just to stop a crime of some sort or hunt down a smuggler and stuff like that. A mission is indicated as part of a campaign if there is the word "Plot" before it. For example:
Mission List:
Plot - Troop Barracks destruction
Plot - Fuel Bunker protection
Non Plot - Smuggler Hunt
In addition, if multiple campaigns are in effect, some will be labeled as "Plot 2" or even "Plot 3" at that.
In Arena Mode, the setup is kind of like WWF in the sense that we're using 2v3 matches and stuff as well as the average 1v1 or 2v2 match. You can challenge NPCs to matches as well as other players.
Pilots start with 500 credits and a Standard Armor/Chassis and Rifle. When buying stuff, you'll need to know what's what when viewing statistics.
AP= Armor points, the amount of punishment your battlemech can take.
Mo= Mobility Score, the number your opponent needs to beat to hit you for damage.
AB= Attack Bonus, the bonus you get to your attack when trying to hit an enemy. To hit an enemy, first roll a D20 (if needed, use JYAP's dice roller (http://www.wizards.com/dnd/dice/dice.htm)) and add your attack bonus to it. If it beats your opponent's mobility score, then the attack hits and you deal damage. Rolling a 20 always hits and rolling a 1 always misses.
D= Damage, the damage done by your weapon.
RF= Rapid Fire, the amount of attacks you can make with a weapon. If it is 1, you fire only one shot with it in this attack. If RF is 3, you fire three shots in one attack. Each shot has an equal chance of missing, so if you hit with one shot, there's no guaruntee that you will hit with the next shot. If RF is 0.5, you will have to wait one turn before firing the weapon again.
Spread= Indicates whether a weapon's fire has the capability of spreading so it hits everyone. If this is the case, it also has good Rapid Fire. With this good RF, you also get to choose which attack goes to who instead of having all the RF attacks go to one target. For example, if using a Plasma Thrower, you can direct all 8 attacks against different targets.
List of Armor/Chassis available ATM (I will be adding to this)
Standard (75 AP, 15 Mo, 500 Credits)
Vanguard (Comes with built-in rocket launcher, one per Roman Numeral)
I (70 AP, 18 Mo, 650 Credits)
II (75 AP, 20 Mo, 750 Credits)
III (80 AP, 22 Mo, 850 Credits)
IV (85 AP, 24 Mo, 950 Credits)
Assault
I (80 AP, 8 Mo, 750 Credits)
II (90 AP, 10 Mo, 900 Credits)
III (100 AP, 12 Mo, 1050 Credits)
IV (110 AP, 14 Mo, 1200 Credits)
Ambush
I (65 AP, 22 Mo, 750 Credits)
II (70 AP, 24 Mo, 900 Credits)
III (75 AP, 26 Mo, 1050 Credits)
IV (80 AP, 28 Mo, 1200 Credits)
Thor (Most powerful AP-based mech ATM)
I (100 AP, 4 Mo, 1000 Credits)
II (150 AP, 6 Mo, 1500 Credits)
III (200 AP, 8 Mo, 2000 Credits)
IV (250 AP, 10 Mo, 2500 Credits)
Shadowcat (Most powerful Mo-based mech ATM)
I (55 AP, 24 Mo, 1000 Credits)
II (60 AP, 28 Mo, 1500 Credits)
III (65 AP, 32 Mo, 2000 Credits)
IV (70 AP, 36 Mo, 2500 Credits)
Vulture (Most powerful balanced mech ATM)
I (75 AP, 18 Mo, 1200 Credits
II (150 AP, 20 Mo, 1800 Credits)
III (225 AP, 22 Mo, 2400 Credits)
IV (300 AP, 24 Mo, 3000 Credits)
Stryke (Comes with infinite cloaking device - can be used once per 3 turns)
I (60 AP, 21 Mo, 1300 Credits)
II (70 AP, 22 Mo, 1600 Credits)
III (80 AP, 23 Mo, 1900 Credits)
IV (90 AP, 24 Mo, 2200 Credits)
Main Weapons:
Projectile
Standard Rifle (+0 AB, 5 D, 1 RF, 500 Credits
Battle Rifle (+1 AB, 4 D, 3 RF, 650 Credits)
Rocket Launcher (+0 AB, 8 D, 1 RF, 700 Credits)
Homing Launcher (+4 AB, 10 D, 1 RF, 800 Credits)
Chain Gun (-3 AB, 3 D, 7 RF, 750 Credits)
Rail Gun (-1 AB, 15 D, 0.5 RF, 1000 Credits)
Flamethrower (+0 AB, 1 D, 10 RF, 600 Credits)
Laser
Rifle (+0 AB, 6 D, 1 RF, 650 Credits)
Shotgun (-2 AB, 8 D, 1 RF, 700 Credits)
Chain Gun (-3 AB, 4 D, 6 RF, 800 Credits)
Plasma
Rifle (+0 AB, 4 D, 2 RF, 600 Credits)
Thrower (+0 AB, 2 D, 8 RF, Spread, 800 Credits)
Megarifle (+1 AB, 2 D, 8 RF, 1000 Credits)
Misc Weapons
Shock Cannon (+2 AB, 3 D, 1 RF, 450 Credits)
Flash Rifle (Always hit, 2 D, 1 RF, 900 Credits)
Ion Gun (-2 AB, 4 D, 1/2 RF, Disables enemy on hit, 1000 Credits)
Useful thingies:
Accuracy Improver I - I noticed a major problem in Mobility Scores - they were so high, and AB bonuses don't improve like they do in NWN. So I added this thingy. The Accuracy improver gives you a +10 AB Bonus for 3 turns. 200 credits.
Repair I - Repairs 10 Armor points. 300 credits.
Sludge - Reduces an opponent's Mo points by 3 for 1 turn. 500 Credits.
Cloaking Device - Makes you unable to be attacked for 1 turn. 650 credits.
Accuracy Improver II - Gives you a +15 AB Bonus for 6 turns. 800 Credits
Have anything to reccomend? Send me a PM with your item idea and I'll try to make some improvements (if needed) before putting them in. Please do not send me stuff like "THE PERFICT ARMOUR" with 1000000000 AP and 20000 Mo that costs 2 Credits. I will consider that stuff spam.
I will be improving upon both lists and will be adding Sidearms and Melee weapons later.
Mission Mode
Arena Mode
In Mission Mode, you go through a specific mission on the mission list, sort of like in Armored Core 2. It will usually move through a specific campaign such as a plot to stop an invasion or to take the enemy capital and stuff like that. If a mission doesn't go through a campaign, it's usually just to stop a crime of some sort or hunt down a smuggler and stuff like that. A mission is indicated as part of a campaign if there is the word "Plot" before it. For example:
Mission List:
Plot - Troop Barracks destruction
Plot - Fuel Bunker protection
Non Plot - Smuggler Hunt
In addition, if multiple campaigns are in effect, some will be labeled as "Plot 2" or even "Plot 3" at that.
In Arena Mode, the setup is kind of like WWF in the sense that we're using 2v3 matches and stuff as well as the average 1v1 or 2v2 match. You can challenge NPCs to matches as well as other players.
Pilots start with 500 credits and a Standard Armor/Chassis and Rifle. When buying stuff, you'll need to know what's what when viewing statistics.
AP= Armor points, the amount of punishment your battlemech can take.
Mo= Mobility Score, the number your opponent needs to beat to hit you for damage.
AB= Attack Bonus, the bonus you get to your attack when trying to hit an enemy. To hit an enemy, first roll a D20 (if needed, use JYAP's dice roller (http://www.wizards.com/dnd/dice/dice.htm)) and add your attack bonus to it. If it beats your opponent's mobility score, then the attack hits and you deal damage. Rolling a 20 always hits and rolling a 1 always misses.
D= Damage, the damage done by your weapon.
RF= Rapid Fire, the amount of attacks you can make with a weapon. If it is 1, you fire only one shot with it in this attack. If RF is 3, you fire three shots in one attack. Each shot has an equal chance of missing, so if you hit with one shot, there's no guaruntee that you will hit with the next shot. If RF is 0.5, you will have to wait one turn before firing the weapon again.
Spread= Indicates whether a weapon's fire has the capability of spreading so it hits everyone. If this is the case, it also has good Rapid Fire. With this good RF, you also get to choose which attack goes to who instead of having all the RF attacks go to one target. For example, if using a Plasma Thrower, you can direct all 8 attacks against different targets.
List of Armor/Chassis available ATM (I will be adding to this)
Standard (75 AP, 15 Mo, 500 Credits)
Vanguard (Comes with built-in rocket launcher, one per Roman Numeral)
I (70 AP, 18 Mo, 650 Credits)
II (75 AP, 20 Mo, 750 Credits)
III (80 AP, 22 Mo, 850 Credits)
IV (85 AP, 24 Mo, 950 Credits)
Assault
I (80 AP, 8 Mo, 750 Credits)
II (90 AP, 10 Mo, 900 Credits)
III (100 AP, 12 Mo, 1050 Credits)
IV (110 AP, 14 Mo, 1200 Credits)
Ambush
I (65 AP, 22 Mo, 750 Credits)
II (70 AP, 24 Mo, 900 Credits)
III (75 AP, 26 Mo, 1050 Credits)
IV (80 AP, 28 Mo, 1200 Credits)
Thor (Most powerful AP-based mech ATM)
I (100 AP, 4 Mo, 1000 Credits)
II (150 AP, 6 Mo, 1500 Credits)
III (200 AP, 8 Mo, 2000 Credits)
IV (250 AP, 10 Mo, 2500 Credits)
Shadowcat (Most powerful Mo-based mech ATM)
I (55 AP, 24 Mo, 1000 Credits)
II (60 AP, 28 Mo, 1500 Credits)
III (65 AP, 32 Mo, 2000 Credits)
IV (70 AP, 36 Mo, 2500 Credits)
Vulture (Most powerful balanced mech ATM)
I (75 AP, 18 Mo, 1200 Credits
II (150 AP, 20 Mo, 1800 Credits)
III (225 AP, 22 Mo, 2400 Credits)
IV (300 AP, 24 Mo, 3000 Credits)
Stryke (Comes with infinite cloaking device - can be used once per 3 turns)
I (60 AP, 21 Mo, 1300 Credits)
II (70 AP, 22 Mo, 1600 Credits)
III (80 AP, 23 Mo, 1900 Credits)
IV (90 AP, 24 Mo, 2200 Credits)
Main Weapons:
Projectile
Standard Rifle (+0 AB, 5 D, 1 RF, 500 Credits
Battle Rifle (+1 AB, 4 D, 3 RF, 650 Credits)
Rocket Launcher (+0 AB, 8 D, 1 RF, 700 Credits)
Homing Launcher (+4 AB, 10 D, 1 RF, 800 Credits)
Chain Gun (-3 AB, 3 D, 7 RF, 750 Credits)
Rail Gun (-1 AB, 15 D, 0.5 RF, 1000 Credits)
Flamethrower (+0 AB, 1 D, 10 RF, 600 Credits)
Laser
Rifle (+0 AB, 6 D, 1 RF, 650 Credits)
Shotgun (-2 AB, 8 D, 1 RF, 700 Credits)
Chain Gun (-3 AB, 4 D, 6 RF, 800 Credits)
Plasma
Rifle (+0 AB, 4 D, 2 RF, 600 Credits)
Thrower (+0 AB, 2 D, 8 RF, Spread, 800 Credits)
Megarifle (+1 AB, 2 D, 8 RF, 1000 Credits)
Misc Weapons
Shock Cannon (+2 AB, 3 D, 1 RF, 450 Credits)
Flash Rifle (Always hit, 2 D, 1 RF, 900 Credits)
Ion Gun (-2 AB, 4 D, 1/2 RF, Disables enemy on hit, 1000 Credits)
Useful thingies:
Accuracy Improver I - I noticed a major problem in Mobility Scores - they were so high, and AB bonuses don't improve like they do in NWN. So I added this thingy. The Accuracy improver gives you a +10 AB Bonus for 3 turns. 200 credits.
Repair I - Repairs 10 Armor points. 300 credits.
Sludge - Reduces an opponent's Mo points by 3 for 1 turn. 500 Credits.
Cloaking Device - Makes you unable to be attacked for 1 turn. 650 credits.
Accuracy Improver II - Gives you a +15 AB Bonus for 6 turns. 800 Credits
Have anything to reccomend? Send me a PM with your item idea and I'll try to make some improvements (if needed) before putting them in. Please do not send me stuff like "THE PERFICT ARMOUR" with 1000000000 AP and 20000 Mo that costs 2 Credits. I will consider that stuff spam.
I will be improving upon both lists and will be adding Sidearms and Melee weapons later.