Mechwarrior: Revival
This project is designed to develop the mechanics for a fully multiplayer Mechwarrior type map. Once online play is added, there will be player vs. player mech combat with approximately 6 different types of mechs, each with different strengths and weaknesses.
The ultimate goal of this project is large base vs. base (Terran & Protoss) warfare with player mechs supporting computer forces to complete objectives and defeat the enemy forces.
Interesting hm. I am actually interested in creating some kind of BattleTech map. tho I am model maker and we already are testing things in wc3 until they release some model importing tools.
Any other people interested in Mech Games ?
I'm a fan of meches. Been playing MW4 MekTek for past 5-6 years.
@Kerensky
Awesome ideas. If I can find a way for the units to attack a specified target and not attack at anything close, this will be a great system. Having a mech shop with some neat camera angles and custom interface that will allow you to change your weapons would be really awesome. Thanks for the idea.
@Nerdy
The heat and coolant systems are on my to-do list for sure. I'm not 100% sure how to implement them yet. Maybe have an integer variable for coolant that starts at 100, and the heat buildup for the weapon would be based on an equation unique to each weapon, with the coolant level value in it. When the coolant is dumped, the maximum coolant value would decrease, and lower the heat level at a higher rate.
For example:
Let's consider the initial coolant level at 100 (range 1-100 so I don't have to mess with dividing by zero), and the temperature range from 0 to 10000K, in true mechwarrior fashion.
Let's take an example weapon that generates heat with each shot.
The equation to determine how much heat the weapon generates would look something like:
Heat generated = 100/(C/2) Where C is the amount of coolant left.
So if you had 100 coolant level, the heat generated would be 2
If you had 50, it would be 4
If you had 1, the minimum, it would 50.
As far as jumpjets, I haven't worked on that much, but it's probably going to end up something like rrowland has in his reaper madness map. Jump jets are on a different fuel system than the weapons or anything else, so it's something that could be implemented later on.
I am currently working on overhauling the targeting system so that you use crosshairs to fire where the camera is pointing. Pointing at a unit will bring up a unit frame with information on the target.
Thanks for your comments guys, they are definitely making an impact on how this project will turn out.
The loading infantry into the 'Mech idea sounds brilliant. I personally imagine a MechCommander 2 kind of loading setup. But I have another question. How exactly would you setup jump jets? Maybe an ability that lasts for 5 seconds that has the Reaper jet pack visual and counts the 'Mech as a flying unit in that span of time? It would probably have a 15 second cooldown. Also, you may want to utilize iWaNN's Third Person Control to prevent the UI of the "weapons" from interfering. http://www.sc2mapster.com/maps/tpsfps_battle_rts/
While making my own map, I came across a possibly amazing way for you to design 'Mech weapons.
Load 'infantry' into your 'mech!
Basically a 'Mech will be a giant walking bunker.
Think of it. You're at your hangar, you select your weapon load out. Buy a couple PPCs, 5 medium lasers, and 4 machine guns. The game spawns 2 immobile units equipped with photon cannon graphic weapon, 5 with stalker weapon graphic, 5 with marine rifle graphic. You load them all inside of your 'mech.
Video example of this idea:
The empty thors suck vs the monster. The thors packed full of 'infantry' can actually do enough damage to take it down. Seriously how cool does that look, a thor firing all that crap out simultaneously? Could you imagine a larger 'mech' with even more weapon systems? Oh man. And with this system, it's super easy for ppl to customize mid game. Just unload infantry and load different ones at your base/hangar/spawn.
Also, there are ways to kill units INSIDE a unit/structure while damaging the unit/structure. Hello battle damage? Take too much damage? Your PPCs have been destroyed. Take even more? Your lasers are offline. 'Mech is crippled not only in health, but it's weaponry is also being destroyed. If that's not the essence of Battletech/Mechwarrior, I honestly don't know what is.
In addition, each 'mech chassis can have a variable amount of damage it takes before it's weapons start to be destroyed. It's takes a lot of firepower to disarm an Atlas compared to how much it would take to disarm a Locust.
I just read someone's comment about heat/ammunition. Both of these are easily configurable using this type of weaponry system. Your 'machine gun' unit starts with 200 energy. Every time it fires, 1 energy is depleted. Guess what? Your individual machine gun has an ammuntion system. Heat system? Easy. Your 'PPC' unit has 50 energy. Every PPC shot has a 10 period delay between shots and uses 10 energy per shot. You can use a 'stimpack' effect to increase your rate of fire temporarily, but guess what, it's going to cause you to 'overheat' IE after firing 5 shots rapidly, your 'mech is now firing its PPCs slower because it's got to wait for the 'PPC' unit to recharge back up to 10 energy.
The only downside is I don't know how well this will mesh with your ideas for a targetting system. As far as I know, each individual unit still has it's own ai and will automatically fire at different targets as their priority has been programmed, or that can be overridden and you can order everyone inside to shoot at a single target.
Both of these features, loading units inside a unit and having the guys inside shoot and killing units inside a building at the same time a building is being killed, are on my map. Check it out if you want to see for yourself. I'm sure the methods I've used can easily be improved upon as well.
http://www.sc2mapster.com/maps/godzilla-attacks/
Oh, and in case you're wondering why I'm so psyched out about a Mechwarrior/battletech map? Seriously, my name? My forum avatar? Battletech is in my blood!
Looks awesome so far. I hope you will incorporate ammunition, heat (including coolant), and jump jets. I wonder how a Photon Cannon would look like getting blown to pieces by a Long Tom Cannon.
looks fun!
The targeting system is definitely something I am taking seriously.
As it sits now, whenever you hit the tab key, the code selects the nearest alive unit to the center of a region that moves in respect to the facing of the mech.
The system is pretty efficient, but unless you know exactly where the point is, it's hard to target the unit you want to.
I considered just using the mouse for targeting (I still might if I can't find a better alternative.) But that doesn't feel very mechwarrior-ish, and it makes the triggers more difficult for units being out of range of certain weapons.
The idea I am playing with now is adding a target reticle on the ground where the point is. The problem is it might make air targets harder to select.
Any thoughts are appreciated. I'll try to have a playable map uploaded in the next couple days for you guys to try out if there is enough interest.
My only concern is that there should definitly be symetrical, accurate, and no auto aquiring trigger.
Mmmmm Battletech. Nice preview, look forward to hearing more about this project as times goes on.